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Topics - Caleb13

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Open Feedback / Is there way to edit soldier stats in Mission Generator?
« on: September 16, 2021, 07:44:04 pm »
Pretty much what the title says, I found no way to increase soldier stats in the Mission Generator/Battle mode. Specifically, I want to increase their MC skill at least to 90, so they can use MC disruptor even on tougher enemies like Biodrones. Thanks.

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For nostalgia, I played an alien base raid in vanilla TFTD executable (with DOSbox) and I noticed that secondary explosions are handled differently. It's most apparent in the first part of the raid with the explosive railings that are 1 level above the exit lift. In vanilla, if you shoot a DPL rocket at them, only the big explosion is shown. But in OXC, every destroyed railing plays its own small explosion animation (which can take quite a while). Is that indended behavior? And is the damage from these secondary explosions handled the same way in vanilla and OXC?

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Programming / Medkits work on aliens only with Alien Bleeding enabled?
« on: October 27, 2016, 04:58:40 pm »
Hi all, I've noticed that TFTD medikits can be used on aliens (unconscious or not) only when Alien Bleeding option is enabled. It this the intended behavior? I don't remember how it worked in the original TFTD, but according to UFOpedia, it was always possible in EU:

https://www.ufopaedia.org/index.php/Unconscious

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Programming / Biodrones don't explode when killed by melee weapons?
« on: September 01, 2016, 11:26:44 pm »
I've just noticed that biodrones don't explode when killed by melee weapons. Is this bug or feature? I vaguely remember they exploded in the DOS version.  :-\

I'm attaching a save where you can test it. I have a MC'd biodrone that you can move in front of aquatoid with thermic lance (the aquatiod will reaction-fire, usually killing the bidorone). Or you can MC a triscene in the back and chew the biodrone up. If you use other aliens to shoot the biodrone, it will explode as usual.

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Programming / Large units spawn in small rooms
« on: August 31, 2016, 11:12:35 pm »
I know the original game did this too, but large units (2x2 tiles) sometimes spawn inside small rooms in OpenXCOM. Sometimes it's not a problem, sometimes it's rather annoying. I'm attaching two saves:

1. Hallucinoid blocked the lift for several turns before it finally moved away and I could kill it.
2. Triscene appeared in a ship cabin. This one was super annoying, because I spent about half an hour checking all the cabins.

It would be nice if this was fixed... eventually.

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Programming / Aquanauts stunned by underwater "smoke"?
« on: August 22, 2016, 10:52:55 pm »
IDK if this is bug or feature, so... if aquanauts inhale smoke on land mission, they can become uncounscious. The problem is, the same happens underwater too, which frankly doesn't make much sense, because they're wearing helmets. Wearing armor helps however, both Ion Armor and Mag. Ion Armor seem to prevent  the stunning effect. You can see it in the attached save, it's from the 2016/08/20 nightly.

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Programming / Sand tiles blink when unit walks nearby
« on: July 15, 2016, 07:44:34 pm »
I'm not sure if this is OpenXCOM bug or TFTD game files issue, so I'm posting it here. The thing is, raised white sand tiles blink when an unit walks nearby. It happens only on edges of the raised parts, but all units cause it, XCOM or alien. It's hard to explain, so I've recorded a short video that shows it:

https://www.filedropper.com/blinkingtile

I've tried several things to eliminate it, always starting a new battle to be sure:

-I made a fresh copy of all original TFTD CD files (files are dated 16.3.1995) - didn't help.
-I've tried tile fixes Warboy posted under Bug report #1251 - didn't help.
-I've tried enabling and disabling enhanced soldier sprites - didn't help.

I don't know if other tilesets are affected. I'm attaching a save if anyone wants to try this.

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Programming / Alien bleeding disabled by default?
« on: July 08, 2016, 01:19:37 am »
I've reported bug(s) regarding alien fatal wounds (Bug report #1248). However, I'm rather curious why is this setting disabled by default in OpenTFTD? Aliens died of fatal wounds all the time in the original TFTD...

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Programming / Super-deadly Deep Ones: bug or feature?
« on: June 25, 2016, 08:49:59 pm »
I'm not sure whether this is bug or feature, so: I noticed Deep One terrorists are super-deadly in OpenXCOM. They can kill aquanauts with one shot on Experienced difficulty, even if they wear Mag. Ion Armour. When I MC'd one in the final T'leth mission on Veteran, it could kill a lobsterman with two hits. As such, Deep One attack is on par with Sonic Canon, except they have auto-fire capability. What is more, they can also reaction-fire now. It's been a few years I've played original TFTD, but as far as I can remember, armored aqanauts were pretty much immune to Deep Ones.

You can test it yourself, I'm attaching a save from ship terror mission on Experienced. When you end turn, two Deep Ones should emerge in front of aquanaut Dubaku Rajuli and behind his back. Deep One reaction fire is particularly deadly, it usually kills an aquanaut on the first hit. The save is from 2016-06-15 nightly.

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Troubleshooting / TFTD bug on 2-part missions
« on: June 20, 2016, 12:48:06 am »
Hi all, I'm just popping in to report a bug I noticed while playing TFTD on version 1.0 git 2016-06-15. It can happen only on 2-part missions such as Artefact sites. Normally, if you kill all aliens on the first part, all equipment lying on the floor appears in the equipment selection screen before you start the second part. But it doesn't always happen if you have "Auto-end battle" and "Allow psi-capture" settings active. You have to really kill the last alien in the first part; if you Molecular-control him/her/it, the equipment won't show up.

On a side note, Tentaculats are super-nasty in OpenXCOM - if they get as much as whiff of my soldiers, they all go straight for them. In original TFTD, they usually needed visual contact to become active. And even then, they frequently fumbled around, getting deflected by doors, corners etc. Oh well, I just use tanks to lure the new Tentaculats out...

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