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Messages - Scamps

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1
XPiratez / Re: Bugs & Crash Reports
« on: May 02, 2022, 04:18:58 pm »
N1.01. Gals (in sailor uniform) were unable to participate in a temple robbery. A general mission, not a bounty one. Only peasants paricipated. A save from just after the mission, if it helps.

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From the Ashes / Re: From the Ashes - initial release!
« on: April 20, 2022, 11:41:30 pm »
Greetings again!
Here is a bug report (save attached). Covert ops mission is stuck. At some point a scientist returned, but troops did not. I do not remember the moment exactly, time likely slowed down to 5 sec, but there were definitely no popups. Mission is listed as active, days are stuck at 17.

On other things:
- Found out that shields are profitable to manufacture, produce them non stop. Chemicals are actually not profitable, if worker salary is accounted for, but shields are. Still not much profit, though. 7 engineers can't pay base upkeep by themselves.

- Armadillos: definitely need some kind of counter. Maybe lower their front armor to represent unprotected belly? Like spitters in XCom. Or under armor for that matter.
Another option can be decreasing their movement speed. Currently they are crazy fast. And bipedal (walking on two legs)? Don't know their lore, but their current speed is unexpected unless explained.

- Fast zombies: if you know in advance you will fight zombies you sure can go all shotguns and have little problems. But in resistance camp mission you have to be prepared for anything, so you mix weapons, and zombies become much harder. A lot depends on initial positioning. If there is some distance, fight becomes much, mush easier. In one mission two resistance agents spawned in a small building together with two zombies inside and one right outside. Also said building was in the opposite corner of the map from the Dragonfly. There was no chance at all to save resistance members.
If there is no intention to nerf individual zombies, maybe consider decreasing number of zombies in a mission during first months? Or maybe leave them as is, they are not nearly as overpowered as armadillos )
Third option would be increasing reward for tougher missions, zombie corpses don't sell well )

- Researching multiple MiBs is fun, love the stories!

- I wasn't sure if the stealth mechanics is implemented, but then I saw it in logs and understood enough to rob military facility without raising alarm (with savescaumming, of course). But if posible there should be some indication the moment alarm is raised, not at the end of turn, nor couple of turns later. Also I suggest documenting mechanics in a pedia article.
Also could you please document exact mechanics for concealable weapons? As I believe, covert ops success chance drops the moment you add first non-concealable weapon? Does quantity of these weapons matter from there on? Are there other rules?

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The X-Com Files / Re: How to tell if something is researched
« on: April 20, 2022, 08:47:03 am »
Color of tech name. Purple - researched, pink - not researched.

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From the Ashes / Re: From the Ashes - initial release!
« on: April 18, 2022, 10:27:43 am »
I probably should look if I can adjust that rng for more smooth behavior
Don't spend to much time, please. The sample is too small to complain.
Actually, is was intended to be a joke. Since swarmids are bugs, a game featuring them can't be bug free by definition. And I found no other bugs. That's all I meant.

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From the Ashes / Re: From the Ashes - initial release!
« on: April 18, 2022, 01:48:58 am »
Can't get you sorry... Are swarmid units/missions bugged?
Out of 5 monster missions got 3 swarmids in a row (and then 2 armadillo missions). Thought that other monsters are yet to be implemented, but well, this is RNG.

I will investigate, should not be. If possible, could you pls share the save to reproduce it?
Save is attached.
- Notice 5 scientists working, no free scientists.
- Skip time to mission.
- Abort mission.
- Notice 1 free scientist.

I thought it should scale without any change...
Likely something like this in vanilla code, still unchanged:
Code: [Select]
if (var<=3) return 'excellent'
...
where var is assumed to be in days, but it is in hours. Or I may be mistaken. This is just a guess.

I made it in a way that even the game does not know it on operation start. So you should be prepared to any case. But I was thinking if I should display it on inventory, when the mission starts. I just dont have good idea where to place the indicator, there is no much space left...
If the game knew it on mission start, there is a place for visual (and I am sure I also saw a mod, but can't find it) https://openxcom.org/forum/index.php/topic,2408.msg61729.html#msg61729
Can't help with inventory screen.

Well, for playtests I saw, you cant really research all the tech tree in a one run. Although, the main arc progress currently relies on MiB agents interrogation.
Ok, will try to capture more of them. Only researched two, probably.

In released version you have some ways to rise funds pretty effectively to expand the base at 4-6 month with lab and creature containment.
There is not much aliens currently in the game, would be added in future release. Tho, you can focus yourself fighting on the ground =)
I won all battles with power of savescumming and still did not have enough. Next time will try to build radar ASAP for better chance at UFOs. These should earn some cash.

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From the Ashes / Re: From the Ashes - initial release!
« on: April 17, 2022, 03:37:52 pm »
Congratulations on release, Finnick! Aclually, I tried this mod before release out of curiosity. Looking forward to further development! Best of luck!
Below is not a review per se, but rather some thoughts in no particular order.

Seems surprisingly bug-free (except swarmids, these are plentiful).
I generally don't care much about graphics, but all new content seems visually pleasing.
Love new mapblocks and maps. There can be never too much maps :)
First covert ops mission gives some extreme loyalty (possibly negative), like +-100000. Probably intended for debug purposes?
A monster hunt failed, all soldiers perished, but scientist returned. Intended?
All research progress is 'Poor', should scale from hours to days probably?
Is it posible to make resistance radio item visible from the start? Turrets can sometime somehow be visible in latest versions of OXCE.
When covert operation mission starts, is it possible to indicate day/night? To equip troops with flashlights. It is not a problem for ordinary missions, but is for covert ops.
Balance seems fine, both combat (one little exception is a herd of armadillos), item prices, and research costs. Did not look into item volumes yet since did not have space problems :)
Unsure how much of the campaign is currently intended to be playable. Researched everything I could (up to motion scanner), and called it quits.
Did not expand the base at all due to lack of funds. Making smoke grenades helps to stay afloat but not much beside that. Haven't seen landed UFOs or such. A single tiny UFO blew up rather then crashed.
Got only one cover op for lab equipment (waited for a couple of months). Should probably be repeatable since you need 1 for bio lab and 3 more for normal lab. On the other hand not a problem since got no money anyways :)

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 09, 2022, 12:55:36 am »
Can this kind of problem be validated on startup? Had similar (I believe) crash in XenoOps. Seems hard to test due to random nature. Or to make logging more verbose, if possible?

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 08, 2022, 05:40:02 pm »
Cool! Had no idea that engine supports checking for corpse. Now I wonder about ghost gal revival... )

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The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 08, 2022, 09:31:32 am »
Are AI units meant to be always recoverable, or is there some kind of limit? Can't recover one specific unit, no idea why. Can recover other units in same base. In is listed in agent casualities, there is money and barracks space.
There is a chance that the corpse was destroyed, does it matter?

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 07, 2022, 10:48:55 pm »
Crash on mission start. Set "Enable savescumming" to false to reliably reproduce.

Unrelated minor thing: crocodiloid attack (temperate climate) happened in Antarctic.

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XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: March 01, 2022, 12:05:16 pm »
1) Probably better to ask in OpenxcomExtended subforum. Good idea, I also missed release branches/hashes once when tried debugging.
2) Likely no problems except new validation rules, but validation can be turned off.

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XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: February 25, 2022, 10:01:02 am »
Tried ballistas + mini nuke (on ninja terror mission). Destroyed a couple floors of a landcruiser, turrets still alive. Was not direct hit though, maybe 3-4 sqares off.
Two hits from acid mortar (or one hit to destroy under armor + finish with rocket launcher or other explosives).
Once got ninja outpost with a shed next to turrets. Destroyed with a chem blunderbuss in 6 (IIRC) bursts (turns).

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XPiratez / Re: Bugs & Crash Reports
« on: February 04, 2022, 12:43:59 pm »
Not sure about gold, but credit chips probably should not be discounted.

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XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 23, 2022, 09:53:18 pm »
Looking at tech tree, Peasant revolution blocks both Recruit veterans and Diplomacy? Leaving freaks as only purchasable option? Hope I'm wrong.

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Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 09, 2022, 02:31:15 pm »
Thanks for looking! Version is 7.1.4, as can be seen from log. Tried clean reinstall, tried version 7.3 - same result.
No other mods except for statstrings.
Crash is right at map generation. Looks like some map block is missing a size definition (see log).
Reliably reproduced wtih option "Enable save scumming" set to OFF. Setting it to ON allowed to start mission. (And here I was thinking it only influenced hit or miss RNG...)

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