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1
40k / Re: Some misc 40k mod feedback
« on: July 13, 2018, 10:03:25 pm »
You responded to pretty much everything, that definetley cleared thing's up.  Outstanding.

And to clarify:
Quote
REQUESTS
2)To have the codex so complete, every mob and item has an entry.  I'm a real bear for that stuff.
2) you want more or less?
I meant to have more ;D   I like reading about researched enemies/items, and it can help when equipping too.  It is, obviously, extra work tho  :-\

2
40k / Some misc 40k mod feedback
« on: July 13, 2018, 05:12:57 pm »
First off, this is an incredible mod that I've been playing since May.  So much good about it.  Seriously, it's one of the best user mods for a game I've ever played (and I'm not just talking about xcom).  Massive kudos to you, bulletdesigner.

That doesn't mean the mod is perfect.  I do have some criticisms, and feel there are certain things that could be improved.  But here's things I think worked particulary well:
- Music; the chosen tracks fit the mod.
- Custom graphics; especially how marines look wearing their armor on the inventory screen and seeing their faces on the battlescape.
- The use of OXCE+ features like pilots (the first time I got an intercept message approaching an enemy base, I was... ??? then... :o ... then...  ;D)
- Dropships!  Landspeeders!
- Master Crafted weapons!
- The amount of gear available and how damage types/resistances (or w/e xcom calls it) works; it *really* feels like I have options and choices to make when loading out.  Love it.
- The phrase "zeal and fury"; Dunno if it's canon or your own, but whichever, it'd be great to see that on every briefing screen.

Anyway, while playing, I've been making notes to give some feedback and was waiting until I'd completed the mod and edited my notes into some decent shape before submitting them, but 'stuff' has started happening my end, and seeing as there's this whole new shiny sub-forum and all, I'll post it now or it probably won't happen for quite awhile.

Notes:
   I started playing the 2018_05_18 version, updating with newer versions as released, so it's possible bugs, or w/e, may be fixed/changed.
   I have a few save games if needed, but it'll be next week before I can get them.
   I'm real shakey on 40k lore (last I seriously played 40k was in the '80s), so if any point I raise conflicts with the lore, then obviously the lore wins.
   I'm not running any other mods.
   I haven't completed the mod, so there's stuff I haven't encountered to provide feedback on.
   I'm using the latest version of the truly most-excellent OXCE+
   While no modder, I can edit text files, so some stuff I've tweaked locally for my games (don't think it'll have affected the reasons for any of my bug reports, but...)
   No need to respond individually to all points below unless you really want to (life's way too short).
   It's your mod, ignore/ consider/ implement as you will.

CRASH BUG
Managed to fix this myself, but something you might want to look into, as I don't think it's my own tweaking that would've caused this.
Spoiler:
I encountered a crash bug that at the end of Mission 3 (Distress Outpost).  Killing the last enemy gave a segmentation fault error:

[FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[FATAL]   Unfortunately, no stack trace information is available
[FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.


I tried different things to get around it but without luck (using different marines/weapon for the kill shot, stunning instead of killing).  Also, while messing around, the error log changed slightly:

[WARN]   STR_JOANMISSION not found in en-US
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[WARN]   No free channels available
[FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[FATAL]   Unfortunately, no stack trace information is available
[FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.


Think I was trying to kill Joan or something to see if that would help end the battle.

Anyway, after fooling around some more, I found the problem was with one of the starting corpses that was on the battlefield (specifically 'STR_TECH_CORPSE').  After I removed that entry from the save file, the battle ended as it should.

POSSIBLE BUGS
These are things that made me 'hmmmmm', especially the first time encountering them, but for all I know they may be what's intended.
Spoiler:
  • When research 'Master Crafting' is finished you get some recipes but not for a master crafted laser pistol.
  • No 'pilots' required for 'stormraven'?  That can be good as it can be stationed at a new base, but please see my suggestion below under 'requests' about living quarters.
  • On a soldier's stat screen, used to be able to click/right click on the pic in the top right corner and change it, now I can't.  Wondering what that was for originally, cosmetic only?
  • Using 'chapter banner' gives a morale hit to the using character.
  • The 'chapter banner' sfx overlay each other when it's used (actually, that may be fixed now).
  • Is 'Apothecary Bay' facility working as intended as I can't see it doing anything.  I don't see the number of days a wounded marine takes to recover getting reduced; is a wounded marine meant to be allocated to that facility somehow?  Update: I peeked in a save file and so looks like it's working as it should, but going to leave this entry here because maybe I'm not the only one who doubted it was working ;)
  • The 'Orbital Communications Centre' adds 10 workshop, yet 'Orbital Beacon' and 'Orbital Nova Charge' each require 25 space, meaning a workshop is still required.  (But fuuuuuuck, is that thing fun to use!  Especially for the first time! Before you know the splash radius! FUN! :D )  Little surprised it didn't change any radar ranges/detection tho.
  • On a terror mission, I received a bounty of four adamantium, but it only happened once and I've done several terror missions since.  (btw, I really like seeing an entry like that in the mission report screen.)
  • I've picked up some items 'Power Core', 'Fuel Core', 'CPU Core' that can't be researched, any use?
  • The 'Librarium' base facility adds ten psi training slots.
  • It's possible to research 'Plasma Cannon' after researching Plasma Gun without researching Heavy Plasma.
  • The 'Terminator Assault Armor' doesn't give flight like the 'MK7 Assault Armor'.  Am I reading too much into the 'assault' part of the name?
  • The 'MK7 Chaplain Armor' weapon, 'Crozius Arcanum' can be dropped/unequipped.
  • The 'Master Crafted Heavy Bolter' ammo inventory size is 2x3, normal ammo for that weapon is 2x2.
  • The 'multimelta' weapon and 'multimelta charge' ammo that can be researched and manufactured, only 'ammo rounds: 1'.  It getting mixed up with grenades or something?  Or is it more of a missile launcher style deal?  A little puzzling how the 'meltagun' has ammo clip 10 in comparison.
  • I found some assault cannon ammo in my stores, but I can't find 'assault cannon' to buy/research.
  • Since the update (2018_06_11), are flames (esp from 'flamer' weapon) lasting as long as they did before?  They seem to be going out quicker.  This could totally be my imagination unless others have reported the same.
  • 'Plague havoc' enemy drops 'Blight rocket' but not it's launcher?
  • Should the 'Tigrus' boltpistol also have aimed attack? (it can use standard bolter ammo, I assume that should be it's only perk)
  • On a relic mission4, retrieving the relic piece and aborting the mission shows the mission 'fails'.
  • A 'Slaanesh Devotes' 'Noise Havoc' had a 'Heavy Plasma Charge'in his backpack, even tho his main weapon was a 'Sonic Blaster'.
  • Some enemy naming doesn't match-up.  Example: MCD shows a 'Nurgle Devotes' craft, battlescape mid-click shows 'Chaos Traitor', MCing shows 'Plague Havoc'.  Remember, I don't recall much (any?) 40k lore, so for all I know that's 100% right.
  • Sometimes when using 'tome of speed' (and maybe 'tome of morale') it doesn't work.  Energy is deducted as it should be, but the sfx doesn't play and the target doesn't get any boost.  Doesn't happen often... Hmm. Don't think I've a save game that could demo this either. Oops.

BUGS
Pretty sure these aren't what should happen ;)
Spoiler:
  • After stunning 'Traitor Guardsman Sentinel' and 'Traitor Guardsman Turret', didn't get anything special as loot (ie no live guardsman, or a sentinel/turret to sell/research).  Haven't tried many terrorist units like that to see as they can take awhile to stun.
  • The 'Chaos Havoc' monster can't be researched and seems like there's several more, I can get a longer list (next week or so) if it's not a known issue.
  • The 'stormraven' craft refuel rate (sure hoping it's a bug at least ;))
  • Same thing with the 'thunderhawk' craft, takes awhile to fuel up (6 days lol).
  • When under alien control (or w/e it's called), a character will use the 'tome of speed' as an attack on his allies (funny to see, but...).
  • When a female character uses things like 'Tome of Speed', a male sfx plays.
  • When a marine wearing 'MK7 Assault Armor' walks on the roof of the 'Landspeeder' craft, besides the usual correct flying noise, a weird sfx plays, sounds like bullet ricocheting I guess (scared the crap outta me first time I heard it, thought I'd cleared around the speeder and so the active character was taking opportunity fire from something lol).
  • In a base defense missions, the 'Defensive Corridor' facility can sometimes have less than the four 'Tarantula Sentry' units.
  • Using middle mouse button on 'multimelta charge' shows info for 'multi-melta grenade'.
  • MCing a 'Slaanesh Daemonette', you don't see the right hand claw (the attack does work tho, it's just the graphic isn't shown like it is when you mid click on her).
  • At the start of a month, the spawn for a 'Chaos Terminator' 'Mission 4' 'Zone: Pacific' disappeared.  Far as I could track it, the craft landed in the ocean... right at the edge of the radar range it was being tracked.  (Before it vanished, it cycled thru the various geoscape markers which I think was kinda cool to see.)

TYPOS
Don't worry, not listing actual mispellings/grammar mistakes ;) My guess is you're not interested in those (and I'm not good enough to spot them unless real obvious), but here's a few things textual related.
Spoiler:
  • Codex entry for 'Power Source' item is x-com default; 'Mind Shield' facility too probably. 'Laboratory' for sure.  'MultiMelta Defenses' too.
  • Codex entry for 'Cultist High Priest' is listed as just 'Cultist'.
  • On a craft's 'equipment' screen, at the top with 'Space Available / Space Used / Space Marines', the 'Space Marines' value is cut off.
  • On a soldier's stat screen the 'missions' value isn't shown ('Kills' are, and the 'missions' value itself is being tracked correctly as I can sort on it).
  • When in places like selling/transferring, the 'Apothecary Armor' isn't prefixed 'MK7' (other armors are, so...).
  • In the descriptions for armors that provide flight, that should be mentioned, along with other perks that armor gives.  It took me a loooong time before I realised the 'Mk7 Assault Armor' could fly and would've affected certain manufacturing/ loadout decisions early game.  Also, things like 'terminator assault armor' should have their abilities explained explicitly (yeah, I was equipping them with powerfists until I went and checked it out ;))
  • Similarly, please mention any extra costs for using a skill/item; ie: the banner takes energy... and I'm always forgetting :'( (note to self: '90')
  • The naming of 'assault bike' for both an armor a HWP has caught me out once or twice.
  • On the battlescape, the eagle that's used to decorate the left hand item can make the ammo counter hard to read for that hand (white text on a yellow background).
  • The order of some equipment is a little off.  For example: 'missile launcher' ammo appears right after 'sniper ammo'; terminator armors appear much lower than the other armors.  I'm not sure about having 'master crafted' items lumped at the start is best, but I guess that's a judgement call.

REQUESTS
A few things to consider adding/changing.
Spoiler:
  • More marine names.
  • To have the codex so complete, every mob and item has an entry.  I'm a real bear for that stuff.
  • Entirely my problem, but as the word 'chaos' is used for early enemy naming, I found it hard to keep track of individual strengths/weaknesses for awhile.  Confusing 'Chaos Raptors' and 'Chaos Terminators' usually does not end well for poor, innocent, little rookie space marines :'(
  • I also got confused with the crafts due to the similar names (actually, sometimes still do... but again, my problem).
  • To change the facing of dropship crew so they each face out.  Looks a little weird how they all face in one direction.
  • A landspeeder, singular, ala dropship.  (Landspeeder: Best CRAFT ever!  First time rolling up to a landed enemy ship in this thing was great fun, a real highlight of the mod :D)
  • More 'master crafted' gear.  Be great if most/all gear had a master crafted version. I'd be happy even if the differences over standard marine gear aren't that great... I just like the whole deal with it.
  • As some crafts require pilots now, it slightly complicates the setting up of new interdiction bases (I usually start squirting them out to get world detection coverage asap, with a view to turning them into full bases later, but it means having to place a living quarters earlier than I'd like).  Perhaps new bases could come with a few 'free' living quarters.  Not a whole lot, definetley less than ten, I'm thinking three to five should do it.  That'd be enough for a few fighters or a premier interception craft or two.
  • A simple corridor base facility.  Think 'defense corridor' without tarantulas and much cheaper cost (cheaper than a 'general stores' even).
  • A '1x2' melee weapon that can fit in a belt (combat pocketknife? lol).
  • I really like the different symbols you can use in the marine's names and the way it adds them automatically to the end of the name, but I would like a way to turn that off sometimes.
  • The camera tracking speed of bolter shots is usually great as it makes things like reaction fire appear fast and frantic.  Fun.  But, sometimes I find it moves so fast it's hard to keep track of the shot (did that snap-shot miss? Hit? Hit the ground?).  I've no real suggestion on this point, but am I missing a game option or something I can experiment with by editing files to change this?
  • If a 'chapter banner' is on the ground when the turn ends, all troops should get a small morale penalty (that could grow the more turns it's on the ground).  Don't know if that's possible given the engine, and it's maybe a weird suggestion anyway, but it'd be fitting. Caution: this could end up being exploitable for bravery training.

BALANCE FEEDBACK / REQUESTS
No way can I get deeply into mechanics (I have 'intermediate' xcom skill, not 'expert'), but a few things...
Spoiler:
  • A little more utility for the Adepta Sorotitas. Pilots? (tho as imp guards already have that perk, maybe not).  Flight? Going by their codex pic it looks like they're wearing a jump pack... kinda.  Being dropship friendly would make me happy at least.  Also, I renabled their backpack (that was removed 2018_05_31).  I think I understand what you're generally trying to go for with them, but bear in mind they cost more than marines and have a higher monthly salary... having a set of reasonable starting armor only goes so far (seeing it can't be changed).
  • The 'Sniper Rifle' knocks holes in ufos and buildings... that might make it a little toooo good.  If that's changed, what'll the goto item for breaching be?
  • More variance in weapon ranges.  There seems to be a decent amount of choices for upto medium range, but not much (anything?) between medium and sniper rifle.
  • 'Chaos Traitors'...  Holy fuck, they meant to be this tough?  (They were easily MCing decent psiStr troops... it's GREAT!)
  • Are 'Imperial Honor Badges' meant to be so rare?  I've got a few from 'Chaos Base' side missions, but that's all (none from clearing out a cult, raptor, traitor bases).  Update: I cleared out another raptor base and got 22 badges.  That's more like it, finally make that librarian armor lol... was I just unlucky on rng drop rolls?
  • Be nice if later in the game there was a better money maker than the 'Motion Scanner'.  Perhaps there is and I haven't researched it yet.
  • I really like the whole 'Master Crafted' weapon thing, but think the $122k (or w/e it is) payment too much on top of the corpses (it works out about $150k - $600k worth of corpses, depending on weapon).
  • Researched and manufactured an 'MK7 Sargent Armor' and not that impressed with stats compared to the basic 'MK7 Tactical Armor'.  It doesn't need 'honor badges' to manufacturer, so can't be that good, but I expected a little more for 120 adamantium.  Maybe a little extra stamina?
  • I found the 'shotgun' weapon meh, along with it's master crafted version; tips for use?  Ehh, ignore this entry, I forgot it's weight '10', so it has a role.
  • I used the starting imperial guardsmen for a couple of fights and found them useless.  Sacked them and just hired marines instead.  Thinking about it, I never tried them with dreadnaughts or w/e their HWP armor is.  I'd rather just have started the game with marines instead, tho they do make cheap cannon fodder.  update: I see another mod that adds on stuff for guardsmen, maybe that'll fix my 'problem' ;)
  • I'm a little leery of the way armor reduces inventory AND lowers certain stats (especially if that includes 'reactions') and starting to think certain armors aren't worth the badges AND the damage reduction/stat trade-off.
  • The idea of using energy as 'mana' could be a good one, but one I think needs tweaking.  At the battle start it's not that much of an issue, but a few turns in... Please remember it's harder to manage energy points than TUs:
    - There's no buttons on the UI to 'reserve' them (fuck, if there is, PLEASE tell me lol).
    - I can't see how much that character will exactly tick (if there's a screen with that data on PLEASE tell me that too lol).
    - When moving the path doesn't display energy remaining, only TUs (if there's an option for that, guess... Yep! Tell me lol).
    I would suggest changing 'panic' to a low value (10? 15?), 'mind control' lower than it is now, but more than panic (15? 20?) and lowering or removing the cost entirely for the tech marine's armor repair.  I have no comments on 'chapter banner' or tomes, those energy costs seem fine for what they do. I'm also thinking stun costs can stay the same.
Phew, ok, that's it.

Let me know if anything needs clarification (remember, this whole wall-o-text can be ignored too, no harm done) and I can't wait to see what gets added in the future!

3
Released Mods / Re: [UFO] HWP AI Units
« on: April 03, 2018, 10:22:12 pm »
Yep, that's it, crash gone.  Cheers!

4
Released Mods / Re: [UFO] HWP AI Units
« on: April 03, 2018, 06:19:51 pm »
Quote
Are you playing the latest version (1.1.10)?

Just checking, you meant 1.1.9? I can't see a 1.1.10

Anyway, to be sure, I redownloaded the OP's attached file (AIUnits_1_1_9.zip), cleared out my mods folder, extracted the mod, ran OXCE+, hit 'restore defaults' in options, and enabled 'HWPs as Soldier Type' in mods. Started a new game.

So, to replicate the crash exactly, after loading this post's attached save: 'bases' -> 'equip craft' -> 'skyranger-1' -> 'equipment' -> 'inventory' -> use arrows to scroll through squad.

HTH

5
Released Mods / Re: [UFO] HWP AI Units
« on: April 03, 2018, 03:49:22 pm »
I've been looking to start a new playthrough (using OXCE+ 3.10a, v2018-03-21) with just a few mods, and this looks like a great 'simple' mod that helps fix one of the annoyances I have with Xcom.  After playing around with a little, I have a bug report and some comments:
  • If I don't change the AI's armor (iow, leave it to use the default cannon), when I go into the inventory, the game crashes:
    [FATAL]   A fatal error has occurred: Sprite TANK.SPK not found
    [FATAL]   Unfortunately, no stack trace information is available
    [FATAL]   OpenXcom has crashed: Sprite TANK.SPK not found

    As a quick workaround I modified the aiUnits.rul and changed 'type: TANKM0.SPK' to TANK.SPK, so I could take the mod for a spin.
  • In a UFOPaedia entry, there's a 'HWP Napalm Cannon' entry, where other entries are shown something like 'Tank/Cannon'
  • Tank weapons don't stay loaded after loading them using 'inventory' from 'equipment' when at base (actually it looks like tank inventories aren't saved).  This may be intentional as you can't unload the weapon after.
  • The number that shows the amount in the stack for 'HWP Cannon Shells' and 'HWP Napalm Shells' is off by an inventory 'square' ('HWP Rockets' are fine).  Hmm, it's probably more like the graphic takes up three squares but looks like it should only take up two.
Anyway, thanks for the mod!

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