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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 01, 2024, 11:53:55 pm »
A couple of more bugs, ghost with a knife and misleading research description.
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I tried a test run with BOXCE 8.5.4/7.12.7, 3.4 snapshot for XCF, and could research all 41 topics from a regular secret files item in succession. So you'd have to provide a save and version numbers if there's indeed a corner case somewhere that doesn't let you research something.
1. Civilian support is fun, but must be done carefully. Apprehensions aren't suitable, because if the police is already on their tracks, why would X-Com even be involved? Also any feature promoting camping is best avoided.Then it shouldn't be a problem. X-Com would be involved because local authorities are one thing, but if X-Com wants to apprehend and fly out enemies for enhanced interrogation and disposal, pulling them out of police custody is not a great thing. As for camping, again it shouldn't be an issue with proper balancing of number of police vs enemies. Two policemen, for example, are unlikely to turn the losing battle, but they may kill some enemies denying the captures or be killed, lowering points. At least they could help one look for enemies in those pesky multi-store-buildings maps. But sure, I understand your concern.
I'm not too concerned about Sectoids' CQC abilities. I ewant to make aliens more alien, almost Lovecraftian, so a Sectoid shouldn't be seen in the same terms as a skinny gopnik on speed.If we talk ufopedia entries and what one can learn about sectoids, their mentality etc, stereotypical skinny gopniks on speed are already much more alien and Lovercraftian.
3. There should be less anti-alien opertation in the future, or at least they'll be more structured. We'll talk later about balance. Also, aliens only see for 20 tiles at night, so let's not get dramatic.
5. Your dudes have sight range of 40 at day. AFAIR nothing in the game has more.Then there's some bug, because it's not that hard to find oneself in a situation where enemies, not only alien but human as well shoot from beyond the range of what X-Com operatives see, no matter during the day or night. Again, I am talking (flat) terrain still not uncovered (black), many tiles away, on the other end of the midsize map as if AI would use a spotter mechanic X-Com can use (shoot at a target the sniper himself doesn't see, with a penalty) but sometimes without actual spotters being visible either.
4. You want shiny armours? So you could be sniped by 40 enemies from the entire map? Would make sense if you could turn them on and off... (You can, but for all units at once, and you start with light on.)As long as those can be turned on and off without penalty and whether the troopers are seen or see the enemy depends on whether they have light on at that very moment - it could work fine. Still not ideal and a bit rough, but hey, at least you don't have to carry a start-game flashlight into the endgame!
6. No, I'm not allowing rifles on QD, lol.You're right, that is a problem. Is it possible to make QD slot allow only items with certain tags? That'd solve it. If it's not possible, I guess making at least some of those weapons have smaller graphics - wakizashi, stun rods etc - would make sense.
7. Yes, mass driver/Gauss weapons are heavy. Otherwise, not really. But having to buff your troops to let them use these guns is part of the plan.Problem with that weight requirement is that rookies are often unable to fight at all as they're unable to wield equipment that would let them do things in mission and get better. It's the problem some other people had with when there's no strange creatures missions anymore - at some point there's no way to effectively bring rookies up to speed in general, while veterans still keep being killed later in the game with no even half as effective replacements despite full gym course done.
8. Metamorphs have almost no armour, so eeeeh?Must have been very weird rolls or visual glitch as they still withstood shots from M83 Barret and either .308 cal Sniper Rifle or BlackOps Sniper Rifle (don't remember which anymore) without flashing red as it happens when the bullet hits and penetrates unit's armor. Small-caliber pistols (Glocks 18 or BlackOps ones my snipers tended to use as default sidearms at the time) were completely useless.
9. Sanity is a controversial issue. I'lll keep testing, but for now it stays.Understandable. I, myself really want to like the feature, it sounds nice on paper, it's just I worry it won't work well in the game in the current form, not without being situational and dependant on many changing factors during the mission. And I bring another example of woes I had with it:
And secondly, great work on the events! Let me list them here with some remarks.Glad you like them! Of course, if you feel some other faction than the one presented would befit an event more, feel free to make any necessary adjustments, I have no problem with that whatsoever. Also, do tell what's the issue with the events that you didn't mention, I don't mind adjusting them. I also repeat my offer of making events for various parts of the game that you'd want to prioritize, just tell me what would you like to see, about what and/or where.
We already have similar ones, so why not. But I'd rather randomize the loot to make it less repetitive. Any ideas for extending the list?I tried to make it limited to stuff one could expect during some gorey ritual, so probably remains one can sometimes find in the caves could also work. A few suggestions:
I think it's more of an event than a dossier. Okay.Yes, it is. What I mean is whether it wouldn't be better for there to be a dossier entry on the celebrity that'd allow the event once researched, for example.
Sure, very vanilla. (The players will curse us for all these negative events!)Hm, you say? I'll try to add a few more positive ones for the future.
Cool, but it should be enabled also by beetles. (Which means I'll have to add a separate research... )True. As mentioned I don't know what are the limitations of the events (what triggers them, what they can activate in turn) so I work kinda blind, using the events I've already seen as the basis. Apologies.
(renamed to "Prelude to Invasion"), Holy Protection, New Age. Other events are to be decided, as per my remarks above.Sure. Though if the event is to be prelude, it probably should be triggered a bit before invasion itself, just when first scout UFOs are being seen (which is usually, IIRC, third quarter of 1998?)
Thanks, man!Hey, thanks to you. I just do a bit to flesh out what I can.
Sounds like a fun module, but quite complex on both the base code and the content...I was wondering about this one and whether it could be implemented simply. Would it be possible to make the rebel support managed through some council contacts fluff-wise, but mechanically simply return support of a country, with reset funding size to make it start really small (rebels not being able to spare much as they retake the country, but doing better the longer it's not under alien control anymore)?
Normal nad as designed. It's one of normal outcomes (a flavour of "no results").Could an alternative item be used for such? For example, there are many gibblets/corpse-like trash items that can be found in caves, substituting generic corpse for one of them and adding a short description "Rotting remains of some hapless creature. Whatever it once was, now it has absolutely no monetary or scientific value." and a price of -1 dollars (trashbags are expensive) would probably make it look far more fleshed out and less confusing - after all it's rasonable that the Salvagers would send something that didn't survive the journey or was simply not identified well rather than mysterious corpse of a creature one cannot identify yet is also unable to investigate.
Possible, drones can get unconscious if you really try hard to make them to.That it's possible it's obvious, it's how it was done seems to be a bug. I can understand electricity but a robot should probably have much more decent resistance to bio/organic attack (unless it's corrosive but that one is usually handled by "chemical" attack type so it's not an issue anyway), at the very least the stun aspect of it. It does seemingly have 0% vulnerability, so theoretically resistance already - but if something goes through, then that something still doesn't work well. OpenXCom issue?
Should I remove this category and treat Stun Rods as melee weapons, Dart Rifles as rifles, etc.? Perhaps I should, especially since I plan to give these weapons some lethal options.Hm, maybe, though merely allowing default item list to segregate items on the basis of how they're employed/their type, rather than their effect would fix this issue easily as well as prevent any issues if you'll implement above-mentioned plan. If someone wants to then look for stun weapons in particular, they could choose that from the drop-down menu.
If this is confirmed to not work, and the script author doesn't fix it, then I'll do something about it.I can confirm their issue. While I never really suffered killing an alien from an overstun due to use of handcuffs, it's certain that handcuffing an alien does mess with some stats of theirs as often stunned (Zzzz) enemy icon turns into the one of a heart when handcuffed for a couple of turns.
Feel free to drop any ideas! I like events, and they're easy to add.
I realize it's the mod's biggest point, and perhaps it shouldn't even include real aliens... But it's too late to change that. I can only keep improving the current model.
Adding friendly police forces would be better in this regard, but I fear it would just promote doing nothing.
Well, Sectoids have 20 basic Strength. Their Melee is a whopping 12. Their only advantage in close combat is good Reactions of 63.
If that's too strong for your agents, then maybe it's gym time?
Yeah, I agre, but for aliens it doesn't seem as fitting - they are varied, but all are reasonably strong and sturdy.
But they aren't that good. Yes, they have good Reactions, but nothing "godly"; they are merely compentent.
Feel free to drop any ideas! I like events, and they're easy to add.A few examples in the next post.
By all means, go ahead! But of course other people can write here too.Obviously, no issue with that.
When it comes to briefings, I could add direct info on deployment size, but it would kill the suspense, no?Depends how much info and in what case. A set of vague statements about the mission, be it terrain or describing enemies going from "a creature" through "multiple contacts" to "whole horde" and merely underlining "humanoids", "some sort of animals", "weird creatures" would least make one aware that, for example, it's an area where some type of weapon wouldn't work (sniper rifles in confined spaces, shotguns in vast open plains) and that what they fight wouldn't be numbers of animals (easy to fire, low damage weapons prefered) but something big and mean (hevy caliber rifles necessary). Less of suspense destruction and more of a giving the player the bare info any COC would give its soldier, lest they come shooting at rats with missile launchers, pull out knives against horde of chupacabras they should be able to see outside the window before they even deployed or force player to spend boring time and turns moving each agent to equipment stash near the vehicle and rearm each of them one by one.
Yes, I wholly agree. It's all on Meridian!Sincere props to Meridian as well, then.
Sorry, I don't understand. Do you mean to say that zombies can be excluded from standard monster missions? If yes, then I guess they could, but why?It's basically the same mission with similar numbers of enemies under two different names, making it double as likely to show up compared to other missions that could be chosen instead of it. Not a big deal either way, I just thought that since there's already mission like that, why double it? The one where it's just a couple of zombies is a different matter.
So? Not sure what you're trying to say. You got some missions, some didn't happen this campaign, that's how RNG works and how it was designed. And what is a "mission roster" - was it a metaphor? Because there is not such thing as a "roster"...Ah, if it's intended then nevermind. I was under the impression that the intent is to have every player get a considerable chance at experiencing all kinds of creatures and missions. As for roster, yeah, a figure in speech in that it's not exactly roster but - from what I know, missions that will spawn are decided a bit ahead of time and there's no script running random dice every in-game X minutes to spawn another mission.
Eh? Why? I don't get what you're getting at. Why would I want to do that?High chance to miss lots of content as the player moves through the game, unless they purposefully wait with promotions to enjoy it (but then that may cripple them later on).
This change is what people actually begged me for, so I went ahead with it. There's a saying in Poland "keep the fish or keep the aquarium" - you can't have both. If the mission start is too bad, just abort.That's the problem - without saving before first move you don't know if it's too bad. One often doesn't know if it's too bad till they actually start moving on the first turn and realize there's several enemies aiming at them - and then the very fact they made one trooper take one step may lead to them being shot up and then there's little left to abort with. Same problem with smoke grenades: I repeat, because of how grenades seem to work, they're not useful because agents get shot up after making a single move, so before those grenades explode even if one starts the round with them equipped and primed.
Yeah, I can move smoke grenades a bit earlier. Hell, let's make it Promotion I, as an experiment.
I've been tapping into early game's potential for like 5 years, I'd really like to move the fuck away from early game eventually.Hah, I understand. My personal bias speaking because as mentioned, the "special agents in trenchcoats and with normal military hardware uncovering paranormal happenings/conspiracies" is kind of unique yet very much appreciated aspect for me.
I am open to considering adding it to some other mission too, but the cult apprehension feels too early for an advanced feature like that. Maybe something else?As you've mentioned, nearly any mission could have *some* reason to add such, start-game cult apprehension just felt fitting for me because at this point XCOM is just budding initiative pursuing their first leads wherever they may be and trying to apprehend what's basically simple criminals - so having their gangs send a few guys more if they realize some of their men were attacked/someone went onto their turf or regular police coming in to take care of these criminals seems reasonable to me.
Admittedly, I like the idea of police arriving to spice things up... But they should shoot you too, and we can't have that!In regular cult apprehension, maybe we cannot. I could think of a special mission though where some intelligence agency had secret op to raid some important place housing things not meant for their eyes tied to some council members so rather than going undercover and browbeat their officials to let XCOM in on it, one's forced to crash the party and either fight both groups (with penalties for killing cops) or prepare less-lethal crowd control. Could even underline the aspect of how council isn't really just good guys and we may be forced to do some of a really morally ambiguous, wet work for them.
Are you talking of something roughly between cult apprehension and cult activity?Wasn't thinking about it but that'd be an option - rather than heavily modifying suspect apprehension mission, one could get its alternative where there's no penalty for letting it slide, but there's additional risks and rewards (in form of more enemies if one takes their time) if they want to get on it (could be easily explained that since local authorities are onto it and the targets are unlikely to be of any great priority, XCOM can let it sort itself out).
I want to make more undercover missions, of course... But most of development time went into early game, why would I pour even more into it when the mid/late game is a skeleton???Could think of the reasons but as mentioned, I'd rather give you the honest answer of untapped potential and how it's by my absolutely subjective take the most awesome part of the game and its greatest appeal. Of course, I understand if your opinion differs on it, but just there's so much more that could be done so it'll be better (and some of those things with less work required than the others) that eh, it hurts. But yes, I am aware there's a lot of other things to be done in other parts of the game and there's only so much time and will.
TBH I don't get how these ideas would work. Are we still talking about the reinforcements feature?Yes. All those scenarios are just hypothetical ideas for the ways reinforcement mechanics could be implemented. Be it enemy reinforcements for some gangsters if player is slow to capture enemies the mission begins with, police reinforcement to fight those enemies and thus possibly deprive XCOM of captives (again, should player be too slow) or military reinforcements in a bigger battle against aliens (as the battle keeps raging).
Ghosts are shelved for now, but of course I'd like to develop this arc at some point.Looking forward to it.
Good point, I'll add something like it, thanksNo problem. Hell, while I am hardly a professional writer, if you want any little text blurbs like that about any little thing for events and whatnot, just let me know what's needed for what and I can probably make several on the fly.
There is some value, but yeah, it's a hard mission. Good luck next time!Uh, not my point. The mission difficulty isn't what I concentrate on, but it's the fact that the informant doesn't have to be kept alive and cannot be kept alive since he spawns in the middle of enemy location and dies instantly all the time. Sometimes he even appears in mission loadout phase (sometimes he doesn't), sometimes he's not there during the mission, sometimes he's a controllable character, too and sometimes just implied to exist in mission debriefing but not actually appearing on the map. It's a weird mission like that.
Better one-tile knives: no idea what would be better than the shiv but not larger. A plasma switchblade?We wouldn't even have to get as far technologically though plasma knife which would be basically just a small hilt till it's in one's hand and activated makes sense. I was thinking mostly about absolutely or just somewhat realistic alternatives to shiv which by the name alone usually implies improvised, small weapon mostly made in prisons or other criminal circles - while there's proper, quality folding knives, short, very easily concealable blades for some special forces - and that without mentioning simple, tiny knives once alien or hi-tech materials get researched or XCOM gets into occult.
Sure, Sectoids are small and frail, but as you well know they have psi shields. Yes, it's unfair. So what?I don't mind them being difficult enemies and being defended by psi-shields, when I was mentioning wanting strong/weak enemies with fitting stats I was literally meaning that - some enemies which have to depend on their hi-tech guns, but some that are just beasts in general. Enemies that are frail (but may or may not make up for it with aforementioned tech) and not.
Says who?That's how specialization works. The former are, as you've just said yourself, meant to be small and frail. The latter have no mention of any extensive training and conditioning with their purpose being warfare but are implied to serve mainly as a middle management of Dagon's cult.
Sorry, but this just isn't true. They are as varied as they can within reason, and carefully designed for it.I'll take your word for it, but from their prowess in battle I am willing to attest that depending on their rank, all enemies seem to be comparably skilled all across the board. If an enemy is a decent rifleman, they're usually also good at bashing my troopers or pushing their guns away in what I called "gun struggle" (trying to shoot next to each other). If they can shoot well, they can also react quickly with their shots - 360 no scope headshot reaction fire seal of excellence. If they're strong, they're usually also pretty sturdy. I am sure there's some variation in their stats, but it just isn't visible during the gameplay when it comes to armed sentients. I have to underline t's better in case of non-sentients like, for example, chupacabras which indeed seem very fast, hit very hard but have merely okay toughness fitting for their looks and ufopedia description.
So I fail to understnad your point, feels more like a rant than anything else, sorry.No problem, to a degree it is. It may be that the boundary for what's lethal and not for melee is thinner because usually when enemies get into melee range, they exchange several strong hits most armors offer limited protection toward - and thus it looks how it does, with melee attacks either doing nothing or outright obliterating xcom operatives of average health pool.
However, I have the feeling that you only addressed very early game, which I've been focusing on for the past few years and I really am not interested in developing it further for now, since late game is sorely neglected. Do you even go beyond the invasion phase?Yes and no. I got much further in the game before but as I've mentioned, I wanted this feedback to be about what was very noticeable to me in 1.8 alone. I've started a fresh new game for this purpose, play it when I have time not occupied by anything else (which varies, thus me not being that active anymore) and try to make my remarks on this basis, without mixing in stuff I recall from further down the line till I get there in this new playthrough, since otherwise it'd be unfair as things may have changed by now. Like I wrote:
Will write more as I keep going through old and new content in a fresh new game, should time allow. Unless it'll be just bugs, then I post those in the relevant thread.
I could be wrong, but I think what he means, is that with every update we get more and more stuff to research but not more time to actually perform the research in.I mean merely access to the content itself - certain missions, enemies etc stop being available with time and progression. I don't think one should get cheaper research just because there's a lot of potential technologies - no one says player has to research absolutely everything before moving on and shouldn't prioritize. Plus, early game the biggest limiter for research isn't even just money (though it is expensive) but number of available laboratories and amount of space for scientists to staff them with. But again, that's not really the issue I talk about.
It would be plausible enough, but I'd rather see the keys as very special rewards, not simply given by their Council friends. If there would be a long and difficult arc to get there, then why not.Perhaps a random, tricky mission then? "A an armed convoy of one of the alien-allied countries is transporting goods as well as access key to the alien embassy in the area. You have a possibility to intercept it but be aware - it is defended by regular human military merely following its orders and you will be penalized for any casualties" for example, where hostile defenders are well, alien-tech armed military whom you have to disable non-lethally or pay a hefty price of standing with the council/region on top of losing some points for stealing the cargo of the convoy (simply negative point values for killing your enemies would do).
I don't understand this argument - what you described is 100% political. How can a black ops/terrorist organization be anything else than a political organization? This article looks 100% correct to me.Ah, you see, the differentiation is as follows - usually, by "political organisation" one understands groups that operate publicly, gathering personnel and making a push toward certain ideology or established interests of said political groups. Black ops is off-the-books, hush hush operations which while often utilized to further certain political agenda but that's merely as a (perhaps intended but still) side effect of their direct action, which usually means eradication of opposing forces, sabotage, illegal acquisition of data or material.
There are many reasons why Alien Embassies shouldn't be removable with no limits, mostly because X-Com is not a political organizationwhich is why people bring that ufopedia entry as X-Com is described as political there.