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Messages - zombieguy223

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1
XPiratez / Re: A thread for little questions
« on: April 11, 2024, 04:56:40 pm »
I'm playing as dumbass captain and he wants to build luxury spa which is quite a huge building. Do i need to build it on any base or only the main base counts?

Building it anywhere is fine. The check the game does for having a specific building only considers if you have one at all, it doesn't care where the building is located. I would recommend building it somewhere that has decent manufacturing capacity since you can use the luxury spa to upgrade courtesans and gladiatrixes into exotic dancers later on, but it's not necessary.

I am amused by the idea of having all of the CBT training facilities scattered across the world and the captain having to constantly fly between different continents to get all of her training done.

Can someone please tell me what's wrong with my ammo mod?

I think the issue is that you haven't declared that your edit is to the items: category in the rulesets. I've put that in and it now works on my end. I've attached it below.

Also, some advice. It's not good practice to copy over the entire entry for an item into a submod if you're only changing part of it. It adds bloat, hurts compatibility and most importantly, makes it harder to remember what exactly you changed.

2
XPiratez / Re: Bugs & Crash Reports
« on: April 01, 2024, 10:52:06 am »
Hi everyone,

I'm experiencing a crash to desktop while in Geoscape and just passing time. Can't make sense of the message error: " fatal error has occurred: vector::_M_range_check: __n (which is 7) >= this->size() (which is 5)".

Latest save & log file in attachment.

Thanks to all the people involved in the development of this brilliant Mod!
I've had this happen to me once before as well. I don't know why it happened, but I do have a solution:

Open up the save in a text editor and search for "missionSiteZone: 7". There's only one instance of it in this save. Replace it with "missionSiteZone: 4".

That fixed the issue when I tried it on this save and prevented the crash.

3
Ok, I have some more questions:

1. Do Star God Coordinators show up in anything smaller then a Silver Tower too? Because I have shot down every other type of ship and never seen one (admittingly, the same goes for Provosts...)
It's been a while since I looked into this, but from what I recall and some searching now, I think I've got all (or at least most of) the places that Coordinators can show up:
Peacekeeping mission, Battleship at the end;
Sway Local Govt mission, Cruiser at the end and in the alien base that will be established if the mission completes;
Supervision mission variant, Silver Towers (only ship);
Supervision mission, Cruiser at the end (NOTE: there are two races called The Star Gods, both can run this mission but only one has Coordinators).

Alternatively, there is a rare Smuggling mission that has a different type of Smuggler Ship with a special Star God rebel on board who can give you the Cydonia codes. The ship you're looking for has a max speed of 5500, while the regular one has a max speed of 5200. It also has a shield and a weapon range of 50 compared to the normal one's 35 range and no shield.

4
Ok, I give up. Even with the help and deleting the "Thread of Destiny is severed" string again, both 'Wasteland Priestess' and 'Wasteland Sorceress' stay red in the ingame techviewer (as if they were blocked) and I don't get the research when the visit.

Is it possible to manually add that research to my save? And if, how do I do it?
You likely missed changing the researchRuleStatus in the save. When a research topic is disabled, it's marked in that section of the save as STR_X: 2.

So you should be able to fix it by searching for the following in that section of the save:
Code: [Select]
  STR_WASTELAND_PRIESTESS: 2
  STR_WASTELAND_SORCERESS: 2
And changing the 2's into 1's. That will re-enable the topics and allow you to actually unlock them.

There's a few ways to manually add research to a save.
The method I would recommend is to add two new research projects (any which don't require/destroy an inventory item) at one of your bases, preferably one that has no other active projects, then saving the game.
Then you can go the that base's entry in the savegame, scroll down to the research: section (underneath the items) and edit the project name of those two new entries to STR_WASTELAND_PRIESTESS and STR_WASTELAND_SORCERESS, and set the cost to 0. Then at the next new day in game, the projects will complete and those subjects should be unlocked and active in-game.

5
XPiratez / Re: A thread for little questions
« on: January 31, 2024, 09:25:25 am »
It's 180*3 =540 bullets were fired during encounter, not a single hit. Can we call it unlucky?
I don't have a complete understanding of the mechanics of craft weapon accuracy vs UFO dodge, but to my knowledge it is entirely possible you had a -% chance to hit the jetbike with a rotogun.
The rotogun has a base 20% chance to hit. This is modified by the craft bonus and whatever the pilot bonus is, let's assume +0. Jetbikes are very small UFOs so that is modified to 20*0.75 = 15%. I don't know exactly how UFO dodge works, if it's a flat reduction to the weapon accuracy or a separate roll, but I think it's a flat reduction to accuracy. Under that assumption, the jetbike's 50 dodge gives you a final accuracy of -35%. I.e. it is impossible for the rotogun to ever hit the jetbike.
I tried to save "over stunned" enemy by standing over him and treating him a drink, but instead Gal downed it herself. I guess enemy units can be saved only by advanced medkit?
The canteens can be used on unconscious enemies, but it might take a few drinks to get them out of overstun, depending on how much health they've lost and how much stun damage they have. I believe medikit targeting priority (which canteens and the like are considered as by the game) is:
1. Valid standing target the user is facing;
2. Valid unconscious target the user is standing on;
3. The user themself.
Thanks, It's worth a try. It just, for example, Spike Rocket has a hit chance of 40% but there are only few of them per weapon slot. Logically speaking Rotogun with almost two hundreds ammo per weapon slot and hitrate 20% had to have better chances to hit a target.
I think that until you can start making/finding higher tech craft weapons, one of your best options for jetbikes are Seagull missiles. They have probably the highest base accuracy (85%) that you'll see for a while, and you can just buy more as needed. They're behind Contacts: Authorized Dealers, of which the main blocker is probably Prize: Bank Favors.

6
XPiratez / Re: A thread for little questions
« on: January 04, 2024, 02:13:36 pm »
How spotting and sniping attributes on enemies work exactly? What is a difference between levels, like basic and advanced?
There's more detailed discussion on this elsewhere in the forum, but this is my understanding of the mechanic:

Sniper/Spotter (not to be confused with SPOT, an element of unit vision that counteracts CAMO and INVIS) is a mechanic that allows enemies to attack your soldiers even without having direct line of sight to those soldiers.

The Spotter attribute means that when an enemy with it sees one of your soldiers or is directly attacked by one of your units (e.g. shot with a gun), that soldier is considered 'spotted' for a number of turns that is represented by the basic, good, expert etc. qualifier. The better the enemy is at spotting, the longer the mark stays active.

The Sniper attribute means that an enemy with it has a percentage chance at the start of its turn to be able to attack any soldier that is actively marked as 'spotted'. The better they are at sniping, the higher the chance. This means that enemies from across the map, that have never had direct vision on a particular soldier, can suddenly start shooting or throwing grenades at them.

I believe this mechanic exists to give the AI a similar ability that the player has, i.e. being able to use a forward scout to locate enemies and then using other soldiers further back that cannot personally see the enemy to shoot from a safe distance without retaliation.

7
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 31, 2023, 12:53:14 pm »
Cheers. Any way to know if this how an item works by looking at it?
You can see the damage values of weapons in a unit's inventory by holding down the ALT key and hovering your mouse over the weapon.
This shows you the damage range where the name of the weapon normally is. So it shows that incendiary grenades have a damage range of 5-10 (which is the special damage range that incendiary and smoke weapons use), while the napalm grenades have a damage range of 20-60 (which is a range of 50-150% of their base power 40).

I'd recommend giving this thread a read, it details a lot of the useful hotkeys that are in OpenXComExtended.
https://openxcom.org/forum/index.php?topic=6424.0

8
XPiratez / Re: Bugs & Crash Reports
« on: December 20, 2023, 05:40:27 pm »
Got a crash when assaulting a downed bandit car. Here's the error message, and the save is attached:
Quote
[FATAL]   OpenXcom has crashed: Race STR_RATMEN does not have a member at position/rank 14

Looking into it, the cars are being spawned by STR_BANDIT_ROBBERS_ASSAULT_STANDARD, and Ratmen are a race option for that. Since they only have members defined up to position/rank 10, it crashes.
STR_CANNYS are also an option for that mission with the same issue, and would probably also cause a crash for the same reason.

Also, STR_SIVALINGA_RESURRECTION_EVENT seems to have an error in its definition. I think one of the triggers is mistakenly PSI_LAB, when it should be STR_PSI_LAB. I'll quote from the ruleset.
Code: [Select]
  - type: STR_SIVALINGA_RESURRECTION_EVENT
    eventWeights:
      0:
        STR_SIVALINGA_RESURRECTION_EVENT: 100
    firstMonth: 2
    researchTriggers:
       STR_WASTELAND_PRIESTESS: true
       PSI_LAB: true
       STR_SIVALINGA: true
       STR_SHADOWS: true
       STR_GODS_E2: true
       STR_OFFERING_TO_PURPLE_BLOOM: true
       STR_SIVALINGA_RESURRECTION: false
    executionOdds: 69

9
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: December 13, 2023, 04:23:47 pm »
Also what ship type do government crackdowns come in, is it ordinators?  And do base crackdown ships follow the crashing at half health rule?
Govt crackdowns (Govt Enmity) use Ordinators for the base assault, yes.

My understanding of the mechanics is that when the ship is in final approach and engaged by the base defences, it must be fully destroyed (100% health depletion). Base defences cannot cause a ship to crashland, either they destroy it completely, or not at all. You can cause a crackdown ship to crashland if you shoot it down with interceptor craft before it reaches the base, then it will follow the 50% health crash rule.

10
XPiratez / Re: GMGEO13 - help?
« on: December 01, 2023, 04:04:29 pm »
It took some looking, but I think I found it:
"A New Energy" by F-777
https://www.newgrounds.com/audio/listen/214024

11
XPiratez / Re: Locked out of Endgame?
« on: November 29, 2023, 11:19:57 am »
Uhh, okeeee? I don't even know of the first one. Is it one of those pop ups every now and then like this "the governor cut the power cables"? And I already have Voodoo, got it from a Noblewoman I think. Does that matter? Can I just force this somehow? Or can I edit my savegame?

I checked it in my Savegame, I found: STR_WASTELAND_PRIESTESS: 2 and STR_WASTELAND_SORCERESS: 2 under researchRuleStatus
Yes, it's an event that pops up a window on the world map just like the power cables event does. The Voodoo topic is separate from what I meant, and shouldn't affect this. I was referring to the Weirdgal transformation and other more specialised Voodoo research. It's not really relevant to this so don't worry about that.

You can force the event to trigger by save editing. Open up your file, search for "geoscapeEvents". This is the part of the file that details all of the scheduled events for the current month. Then start a new line directly under it and paste this code on that line:
Code: [Select]
  - name: STR_WASTELAND_PRIESTESS_2
    spawnCountdown: 50
It should look like this afterwards.
Code: [Select]
geoscapeEvents:
  - name: STR_WASTELAND_PRIESTESS_2
    spawnCountdown: 50
  - various other events
That will cause the Priestess II event to trigger almost immediately after loading the save. If it doesn't work, you can upload your save here and I'll get it working.

12
XPiratez / Re: Locked out of Endgame?
« on: November 29, 2023, 04:57:20 am »
No, I did not know this site, thank you for it. :)

I just think either I am reading this wrong, which is a possibility as I didn't know this site before or I can't reach it either way.

Primal Hunts comes from Cleopatra's Challenge, which in turn requires Contacts: Thebes, which in turn requires Crowning.

What am I missing?
This: https://xpedia.netlify.app/##STR_WASTELAND_PRIESTESS_2

When you're on the ?Reject the Power? path, you will eventually get an event which is a  second meeting with the Wasteland Priestess.
This immediately leads into the Priestess' Lessons I and II, and those give you the Dark Star tech so you can find the Desert Witch and unlock Voodoo, as well as the !Primal Hunts! so you can progress down that path.
?Reject the Power? runs get a special finale mission for the Primal Hunts which will make you a Savage Queen and give you Crowning.

13
XPiratez / Re: [SUB-MOD] Nuclear-Powered AP Lasers
« on: November 18, 2023, 07:05:15 am »
Apologies for bumping an old topic, but I wanted to share that I got the laser trails working for this mod.

I was able to get it working by referencing the resources from the main Piratez mod in the ruleset, as you'll be able to see. I got the idea from here: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods
I also updated the categories so they're usable on Mars and the Moon, and changed the accuracy and TU cost to match the current (N9) values for the base nuclear-powered lasers. As far as I can tell there aren't yet issues with the listorder IDs.


14
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: November 15, 2023, 04:22:39 am »
I don't know if anyone is still maintaining the mod, but one bug I've noticed is that for the BlackOps Spy Pistol, most of the time, the sound is that of a silenced pistol, but once in a while, the sound is a super loud magnum or other large pistol. A minor issue, but it's surprisingly distracting.
Looking at the ruleset, the spypistol is able to use one of the LMG firing sounds, which would be the loud sound you mentioned.

You can use this edited version of items_XCOMFILES.rul which has that removed. Just delete items_XCOMFILES.rul in XFilesResound\Ruleset in your mods folder and extract this one to that folder in its place.

15
The X-Com Files / Re: Weak UFOs
« on: November 09, 2023, 12:57:48 pm »
I don't think introducing another niche mechanic is the answer to this, and it further complicates something that does not need or benefit from additional complexity. It also does not solve the underlaying problem of how a single missile ends up annihilating a whole convoy.

X-Com already hands off and delegates other tasks to specialized agencies, and they cooperate with law enforcement in other cases. Why do they need to have helicopters on stand-by just for stopping and inspecting suspect van convoys when that task is perfectly suited for police/FBI/other national law enforcement agencies?

And again, why can't X-Com just drop tire spikes in front of the convoy?
You make a good point there with extraneous niche mechanics.

An alternative, which I think you suggested earlier, could be to use the same process that terror missions use in UFO Defense, where the convoy spawns a mission site when it reaches a certain point. That could be treated as local authorities stopping the convoy on your/the council's instruction and your forces going to assist.

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