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Topics - spoidex

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1
Hello all,

I have just starting getting the same Assertion Error.  My save is heavily edited and I am not on the most current nightly so I am not asking for anyone to fully help but was wondering if anyone can just tell me what is/are some of the most common sources for this error.

I never had this error before until I attempted to splice a current save into a new start.  I copied existing bases, soldiers, items but left all the starting code below last base the same as new start.

The error only happens when I try to save a game upon a UFO detection. 

I can ignore it and continue playing fine and will only get the error if I try to save before the UFO is downed or destroyed.  I ran 2 more interception sequences and didn't get the error.  Now I have another and it is also firing if I try to save within a battle.

The error is always the exact same line of AlienMission.cpp. Line 623.

Here's the error:



Again this could simply be my own editing error so it is not worthy of a bug report but if anyone can just give me a nudge I would be thankful.

2
I have a current modded game just for combat with basically world wide radar coverage.  I am allowing most UFO missions to land vs intercept/crash unless it is a designated terror with large craft.

I searched the forum and wikis plus from years of play and know about interception near bases and from the forum the UFO route maps for base placement (never knew about that before).

Is there any data on how successful landed missions compare for base discovery or retaliation?  Is there code that runs against both types separately?  I have had some that are fairly close to some bases.

Also are successful landed missions still a loss for XCOM activity ratings since I may allow the craft to fly for several minutes across territory before it lands? Or does only mission outcome get rated as long as the UFO doesn't escape destruction or successful mission.


3
Okay, I'm on Veteran but I'm only playing for the Combat and not any other achievements (heavily tweaked game in radar resources and bases/interceptors) to allow Alien contact at all times, but staying on FMP rulesets and research trees).  Thanks to OpenXcom I can enjoy my very first ever PC game again, that hooked me forever during Operation Desert Storm I.

I'm also using the Osprey Mod so my egress at start is a long tube w/o the ability to get any soldiers out or to throw some smoke or other defense in front of my HWP egress.

So I decided to down my next Terror Craft instead of just letting it land for a normal Terror Mission.

With the craft blown open, the Cyberdiscs have managed to already have the door of the Osprey in crossfire from positions that are so far away that I can't even get out the door or they can already sap my HWP.  The Fog of War tiles are at least 10-15 away and up a hill on that side of the craft plus the Cyberdiscs are on level 2.

I guess that could happen just as well in a normal Terror Mission, but with normal Terror maps there is usually not enough space between the Xcom craft and the nearest buildings to have more than one or two enemies directly in front of the egress.

So is it better to just take standard Terror missions than blow a terror ship cadre all over the starting map turn with the chance to already be surrounded.

And one more thing that I just don't remember happening with the Skyranger, I have had several kill shots through the front windows of the Osprey on the nearest trooper, the ones stuck in the back of that 2 wide tube.  Is that a function of the Osprey mod or would it also happen in an FMP Skyranger?  If that's the case I may have to decrease my troop load just to stay forward of the windows.

4
I was about to travel and decided to just copy my working install from my PC (win7 4790K 4Ghz GTX970) to my Laptop (win7 Amd Turion 2.2Ghz Geforce Go 6150).

But on the Laptop, the game is a slide slow.

Will a new full install capture the Laptops capabilities and set the config appropriately to run properly?

Or are there minimum performance requirements that I missed that must be met even with this project to run properly?

5
(SOLVED with some experimentation)

Here's the final code for any particular stat, 0-99.  With even 2 digit full numbers you will be limited to about 7 stats on any screen and that completely removes any Soldier Name and limits you to single letter Stat ID letter. Without a way to auto change/populate the ruleset, I don't see this as worthy of publishing as a full mod.

Code: [Select]
# TIME UNITS 10's 
  - string: "T"
    tu: [0, ~]
  - string: "1"
    tu: [10, 19]
  - string: "2"
    tu: [20, 29]
  - string: "3"
    tu: [30, 39]
  - string: "4"
    tu: [40, 49]
  - string: "5"
    tu: [50, 59]
  - string: "6"
    tu: [60, 69]
  - string: "7"
    tu: [70, 79]
  - string: "8"
    tu: [80, 89]
  - string: "9"
    tu: [90, 99]
   
# TIME UNITS Ones

  - string: "0"
    tu: [10, 10]
  - string: "1"
    tu: [11, 11]
  - string: "2"
    tu: [12, 12]
  - string: "3"
    tu: [13, 13]
  - string: "4"
    tu: [14, 14]
  - string: "5"
    tu: [15, 15]
  - string: "6"
    tu: [16, 16]
  - string: "7"
    tu: [17, 17]
  - string: "8"
    tu: [18, 18]
  - string: "9"
    tu: [19, 19]
   
  - string: "0"
    tu: [20, 20]
  - string: "1"
    tu: [21, 21]
  - string: "2"
    tu: [22, 22]
  - string: "3"
    tu: [23, 23]
  - string: "4"
    tu: [24, 24]
  - string: "5"
    tu: [25, 25]
  - string: "6"
    tu: [26, 26]
  - string: "7"
    tu: [27, 27]
  - string: "8"
    tu: [28, 28]
  - string: "9"
    tu: [29, 29]
   
  - string: "0"
    tu: [30, 30]
  - string: "1"
    tu: [31, 31]
  - string: "2"
    tu: [32, 32]
  - string: "3"
    tu: [33, 33]
  - string: "4"
    tu: [34, 34]
  - string: "5"
    tu: [35, 35]
  - string: "6"
    tu: [36, 36]
  - string: "7"
    tu: [37, 37]
  - string: "8"
    tu: [38, 38]
  - string: "9"
    tu: [39, 39]

  - string: "0"
    tu: [40, 40]
  - string: "1"
    tu: [41, 41]
  - string: "2"
    tu: [42, 42]
  - string: "3"
    tu: [43, 43]
  - string: "4"
    tu: [44, 44]
  - string: "5"
    tu: [45, 45]
  - string: "6"
    tu: [46, 46]
  - string: "7"
    tu: [47, 47]
  - string: "8"
    tu: [48, 48]
  - string: "9"
    tu: [49, 49]

  - string: "0"
    tu: [50, 50]
  - string: "1"
    tu: [51, 51]
  - string: "2"
    tu: [52, 52]
  - string: "3"
    tu: [53, 53]
  - string: "4"
    tu: [54, 54]
  - string: "5"
    tu: [55, 55]
  - string: "6"
    tu: [56, 56]
  - string: "7"
    tu: [57, 57]
  - string: "8"
    tu: [58, 58]
  - string: "9"
    tu: [59, 59]
   
  - string: "0"
    tu: [60, 60]
  - string: "1"
    tu: [61, 61]
  - string: "2"
    tu: [62, 62]
  - string: "3"
    tu: [63, 63]
  - string: "4"
    tu: [64, 64]
  - string: "5"
    tu: [65, 65]
  - string: "6"
    tu: [66, 66]
  - string: "7"
    tu: [67, 67]
  - string: "8"
    tu: [68, 68]
  - string: "9"
    tu: [69, 69]
   
  - string: "0"
    tu: [70, 70]
  - string: "1"
    tu: [71, 71]
  - string: "2"
    tu: [72, 72]
  - string: "3"
    tu: [73, 73]
  - string: "4"
    tu: [74, 74]
  - string: "5"
    tu: [75, 75]
  - string: "6"
    tu: [76, 76]
  - string: "7"
    tu: [77, 77]
  - string: "8"
    tu: [78, 78]
  - string: "9"
    tu: [79, 79]

  - string: "0"
    tu: [80, 80]
  - string: "1"
    tu: [81, 81]
  - string: "2"
    tu: [82, 82]
  - string: "3"
    tu: [83, 83]
  - string: "4"
    tu: [84, 84]
  - string: "5"
    tu: [85, 85]
  - string: "6"
    tu: [86, 86]
  - string: "7"
    tu: [87, 87]
  - string: "8"
    tu: [88, 88]
  - string: "9"
    tu: [89, 89]

  - string: "0"
    tu: [90, 90]
  - string: "1"
    tu: [91, 91]
  - string: "2"
    tu: [92, 92]
  - string: "3"
    tu: [93, 93]
  - string: "4"
    tu: [94, 94]
  - string: "5"
    tu: [95, 95]
  - string: "6"
    tu: [96, 96]
  - string: "7"
    tu: [97, 97]
  - string: "8"
    tu: [98, 98]
  - string: "9"
    tu: [99, 99]



==================

Started trying my hunch below and I have it working for 50-59, just need to do all the typing unless someone has a more elegant solution:

Code: [Select]
statStrings:
# 10's 
  - string: "T"
    tu: [0, ~]
  - string: "1"
    tu: [10, 19]
  - string: "2"
    tu: [20, 29]
  - string: "3"
    tu: [30, 39]
  - string: "4"
    tu: [40, 49]
  - string: "5"
    tu: [50, 59]
  - string: "6"
    tu: [60, 69]
  - string: "7"
    tu: [70, 79]
  - string: "8"
    tu: [80, 89]
  - string: "9"
    tu: [90, 99]
  - string: "10"
    tu: [100, ~]
# Ones   
  - string: "0"
    tu: [50, 50]
  - string: "1"
    tu: [51, 51]
  - string: "2"
    tu: [52, 52]
  - string: "3"
    tu: [53, 53]
  - string: "4"
    tu: [54, 54]
  - string: "5"
    tu: [55, 55]
  - string: "6"
    tu: [56, 56]
  - string: "7"
    tu: [57, 57]
  - string: "8"
    tu: [58, 58]
  - string: "9"
    tu: [59, 59]

------------------------

Hello All,

I have searched the forum and also the wiki for examples of StatStrings in order to attempt to use my original setup from my DOSbox install of UFO: Enemy Unknown/UFO Defence

I see how the OpenXCOM current ruleset is arranged but I don't see how I can get what I would like without several pages of entries.

Here is what I use in DOSbox with orig XCOMUtil.cfg  It gives a prefix and then the numeric number (total Value divided by 10 per XCOMutil) for namestat: /T7B5s5F5r5P1p8

T t:0-255
# t
B b:0-255
# b
s s:0-255
# s
F f:0-255
# f
r r:0-255
# r
P k:0-255
# k
p q:0-255
# q

An example at UFOpaedia shows this using orig XCOMUtil w/o the '#' character but I'm not sure how it would be translated to OpenXCOM code w/o several nested/consecutive blocks for each soldier stat.

2 s:20-29
3 s:30-39
4 s:40-49
5 s:50-59
6 s:60-69
7 s:70-71

0 s:20-20
1 s:21-21
2 s:22-22
3 s:23-23
4 s:24-24
5 s:25-25
6 s:26-26
7 s:27-27
8 s:28-28
9 s:29-29.....


Since I can't see if the "#" symbol is active in the current code, I found this that looks like something close but I think this would take several different blocks to work and I don't know if they would work together if at all.  And it is still ranges and not the single number.  I guess I could just make all the extra lines for smaller ranges if that would work?  Or could I copy the example above into the same layout for individual digits.

 - string: "a"
   firing: [0, ~]
 - string: "0"
   firing: [0, 49]
 - string: "1"
   firing: [50, 57]
 - string: "2"
   firing: [58, 65]
 - string: "3"
   firing: [66, 73]
 - string: "4"
   firing: [74, 81]
 - string: "5"
   firing: [82, 89]
 - string: "6"
   firing: [90, 97]
 - string: "7"
   firing: [98, 105]
 - string: "8"

Using these two above, is this the format that is needed?

 - string: "T"
   tu: [0, ~]
 - string: "1"
   tu: [10, 19]
 - string: "2"
   tu: [20, 29]
 - string: "3"
   tu: [30, 39]
 - string: "4"
   tu: [40, 49]
 - string: "5"
   tu: [50, 59]
 - string: "6"
   tu: [60, 69]
 - string: "7"
   tu: [70, 79]
 - string: "8"
   tu: [80, 89].......

Followed by:

- string: "0"
   tu: [10, 10]
 - string: "1"
   tu: [11, 11]
 - string: "2"
   tu: [12, 12]
 - string: "3"
   tu: [13, 13]
 - string: "4"
   tu: [14, 14]
 - string: "5"
   tu: [15, 15]
 - string: "6"
   tu: [16, 16]
 - string: "7"
   tu: [17, 17]


Would that pattern work for each STAT ?  Do I have to list the individual numbers nested within the "tens" instead of after?
 

I may just not be seeing the simple solution to this and would appreciate any help.

Thanks



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