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Messages - UnholyAngel

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1
XPiratez / Re: Bugs & Crash Reports
« on: November 08, 2023, 02:01:44 pm »
My game crashed when it tried to generate the STR_SMUGGLER_BASE.

I attach the log that doubtlessly describes the problem better than I could.


edit: Locking at save I am confused why the issue even come up at this point, given that the mission should not spawn anything for a while yet.

  - type: STR_LOC_SMUGGLER_BASE
    region: REGION_SMUGGLER_BASE
    race: STR_SMUGGLER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 12457
    liveUfos: 0
    uniqueID: 783
    missionSiteZone: 8


edit 2: I apologize, I now know what and it was mistake and not a bug.

2
XPiratez / Re: Bugs & Crash Reports
« on: August 11, 2018, 04:32:20 pm »
Hi,

I noticed a wide difference between the expected awesomeness of Rod of Hellfire, and it's very disappointing performance in battle. So tried changing things in the rule-file to find what wasn’t working. After actually looking over the Ruleset Reference for OXCE+,  eventually decided to try adding RandomType: 2 to the item, and that did the trick (it changed the damage prediction and damage dealt from 5-10 to roughly 40-100).

The I checked the bootypedia for other burn-damage type weapons that might have the same issue and found that most launchers, the flamers, and some explosive also lack a RandomType, and from my testing they all seem to be in line with only doing the normal 5-10 Burn Damage.

I compared Fairy Dragon with and without RamdomType: 2, against deep ones. Without no one died (a lot fell unconscious due to the high stun multiplier) and with RamdomType: 2 a lot died outright and my Annihilator wearing Observer Gal (20 tile away 4 four levels up) goes down with critical high stun level.

Here is the list for all weapons I found were this is the case:

Rod of Hellfire
Canister Launcher Incendiary
Pyrotechnic Cannonball
Grenade Launcher Incendiary
Incendiary Rocket
Quad Launcher Black Napalm Bomblets / Fairy Dragon
Fire Minibomb
Lighter
Fuel Flask
Heavy Flamer Tank
Molotov Cocktail
Incendiary Grenande
Firebomb

3
The directory I have the have my local git clone in used to named "OpenXcomExPlus Git" renaming it to "OpenXcomExPlusGit" resolved my problem.

At least I think so since everything else was unchanged.

4
Pulling the newest versiot from git ... didn't help.

Updating cmake to the current version ... didn't help.

Removing one stupid space from (that never was an issue before) from the directory name

... and suddenly it works like a charm.

So frustrated grumbling aside it works now.

5
I've been building my own executables for OSX of OXCE+ for a while and with the most recent version the process fails at the when it tries to create a bundle.

Could help me to make sense of the error message I get?

Code: [Select]
[100%] Linking CXX executable ../openxcom.app/Contents/MacOS/openxcom
-- fixup_bundle
--   app='/Users/***/Documents/OpenXcomExPlus\ Git/build/openxcom.app'
--   libs=''
--   dirs=''
--   ignoreItems=''
-- warning: *NOT* handled - directory/file does not exist...
CMake Error at /usr/local/Cellar/cmake/3.11.1/share/cmake/Modules/BundleUtilities.cmake:966 (message):
  error: fixup_bundle: not a valid bundle
Call Stack (most recent call first):
  /Users/***/Documents/OpenXcomExPlus Git/cmake/modules/PostprocessBundle.cmake:33 (fixup_bundle)


-- fixup_bundle: done
make[2]: *** [openxcom.app/Contents/MacOS/openxcom] Error 1
make[2]: *** Deleting file `openxcom.app/Contents/MacOS/openxcom'
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
make: *** [all] Error 2

6
The Smokey 2 fix, doesn't actually seem to be included in the new version. The values in the ArmorMfg_99j1.rul file are still:

    time: 400
    cost: 15000

7
XPiratez / Re: Bugs & Crash Reports
« on: May 27, 2018, 06:46:47 pm »
Is it intentional that the Luxery Barracks now features the same radar as the Outpost?

If so it should be mentioned in the Bootypedia.

8
XPiratez / Re: [MOD] Streamlined Armor Manufacturing 99J.1
« on: May 09, 2018, 04:42:36 pm »
The time and cost for the combined Meshrefractor Amor (STR_SMOKEY_MK2_ARMOR_M) are wrong (they don't include the time money cost of the preliminary steps).

it should be:
time: 880
cost: 19000

9
XPiratez / Re: [MOD] Streamlined Armor Manufacturing 99i1
« on: January 02, 2018, 05:08:18 pm »
I noticed some mistakes in the recipes for the streamlined Brute Amor and the Annihilator Suit both should need 9 Synthmuscle Mesh and the Annihilator also need 3 Maischen Motors.

10
XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: October 10, 2017, 11:57:48 am »
As with others - deal stun damage with your stun weapon of choice to just below the HP value (mind probe helps to find the exact dosage), then do a little HP damage with your little-damage-dealing-weapon-of-choice so that HP drops just a bit below the current stun.

Alternatively, unload into them with weapons that have shock x2 or shock x3 in their descriptions, I did not test it but assume you will get one stunned eventually with low damage rolls.

The problem is not making them go down stunned. The problem is that the moment the animation finishes you are still left with just a corpse. In one can case I had a strix zombie with still over 200Hp and more than the whole visible hp bar worth of stun and I down with a few hits from the leather whip, deals nearly no lethal damage at all. It didn't matter I still just got a corpse.

And not getting a live one is a bit of problem since there is other research that depends on it.

11
XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: October 09, 2017, 02:30:29 pm »
I am unable to capture a live Strix Zombie.

-Mind and Charm dmg have no effect
-Daze and Chocking dmg apply stun, but you still end up with a corpse
-Electric aplies stun dmg, but leads to explosive death
-Voodoo capture at least has very low odds, with their 114 Vodoo strength

Any tips?

12
XPiratez / Re: Bugs & Crash Reports
« on: May 11, 2017, 01:07:53 pm »
The 'useCustomCategories: true' setting in the new rulefile for me overwrites the categories in the fence, ship and black market screens with those from the 'equip craft screen' which is not helpful ans I don't think it is intended.

Setting that entry to false returns thing to normal for me.

13
XPiratez / Re: Bugs & Crash Reports
« on: October 04, 2016, 10:22:23 pm »
It takes 3 the magical girls to extract one soul, it could be intentional, but it seems rather strange.

Also why does it rely on STR_RETICULAN_CORPSE, but not on magical girl?

14
XPiratez / Re: Bugs & Crash Reports
« on: October 01, 2016, 07:48:51 pm »
Upon knocking the cyberdisc out with swings form the power mace the game crashes. Possibly an Alt Corpse issue?

Edit: I did some further testing, and found that the game only crashes, if the cyberdisc is positioned on the map edge and at least one tile over the ufo. It can be knocked down just anywhere else without the game crashing. (I tested this by modifying the savegame.)


15
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: August 31, 2016, 01:43:37 pm »
I found Coup De Grace feature useful to deal with Cyclops, since they are tend to survive fairly often no matter what you to at them.

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