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Troubleshooting / Accuracy problem?
« on: May 28, 2016, 10:38:46 pm »
I'm not sure if this counts as a bug or not but I think I may have found something funny regarding shooting accuracy. I had this feeling for a while now - ever since I downloaded OpenXcom a few months back) that the actual accuracy of my soldiers is much lower than shown. Until now I only had a few cases of fully reproducible setups, though - it's very hard to tell if a soldier misses because of chance or because of a bug that lowers the accuracy (well, hard without a debugger, anyway).

I'm using the openxcom_git_master_2016_05_11_1842.zip nightly build on Windows 8.1 64-bit with 32 GB RAM. There are 2 mods: UFO Redux 0.8 and my personal mod that tweaks UFO and UFO Redux. I have the "UFO Extender Accuracy" and "Save scumming" options enabled.

In the attached save game, the currently selected soldier (Fredrik Eklund) spotted a Sectopod about `5 tiles away. The Sectopod is in shadow but I tried lighting it up and the outcome hasn't changed.

The soldier has a 116% hit chance with the laser rifle (40 TUs) but every single time the shot misses - the soldier (for my tests) invariably fires into the wall just to the right of the Sectopod. I tried this 50+ times (reloading each time), exactly with the same results each time. The angle of fire is always away from the line of sight to the Sectopod by a few degrees upwards.

With a 116% hit chance, I'd expect that I would've hit the Sectopod almost every single time I tried. I realize that my manual reloading & retrying the shot is not terribly scientific but having tried 50+ times, I think there's something wrong.

Am I misunderstanding the meaning of the 116% hit chance? Or is this a line-of-sight bug? (It's arguable whether the soldier should even be able to see the Sectopod.) Or, is this an accuracy bug where one accuracy is displayed but a different value is used for shots?

Note: I removed / replaced some resources in the attached file to keep the file size down - the game should be loadable anyway but if it fails, just get the release of UFO Redux 0.8.

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Open Feedback / Research live aliens in UFO/EU
« on: May 12, 2016, 06:13:54 am »
I'm playing OpenXCom / UFO/EU with UFO Redux installed and I'm using the latest nightly build (openxcom_git_master_2016_05_11_1842.zip). The past ~16 nightly builds already had this issue - I don't know about before because I only discovered OpenXCom recently when GOG put UFO on sale.

I have several bases with Alien Containment and each has multiple live aliens. When I bring up the research screen, I don't get any of the live aliens as research options. I don't know if this is a bug in OpenXCom or if it's caused by UFO Redux - is this a known issue? If necessary, I can provide a saved game that shows the problem.

If I remember right, in the original (DOS) UFO, all live aliens could be researched, as many times as they were captured.

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