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Messages - Shiroi Bara

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: November 11, 2020, 05:23:31 pm »
Sadly, but I've finished the mod in Ironman mode (finally!). No more save files =( Thank you for all for you did and again apologizes for my early annoying whine. Only experienced, but this is fine, because Ironman mode is absolutely hell - one mistake and run could be over. About crash - I PM'd to Meridian day ago, but seem he haven't read message or just busy with other staff. You could try another action - load crash7 save file step back with aquanaut who have chainsaw in hands and try shoot the wall and after it try step forward again - crash happens. Or try step back save game and reload and check will zombie pop up or not on place were guy just staying (close to wall). Or I can advice you start new battle in debug mode and bring few aquanauts who wear this armor and put them in place what I mentioned before and experiment yourself with different conditions. Same for level 3 of T'Leth, but I could try do it too and if encounter it I try to post all necessary info for investigation.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 09, 2020, 01:36:40 am »
Yes, you right, it's provide 5 storage space. I was inpatient and haven't check the stats before posting my stupid message. Apologizes everyone. Playing games using OXCE a lot and always missing some obvious things :)

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 08, 2020, 02:38:11 pm »
Sorry for asking it here, but I have not saw Nord for long time (hope he is fine!). TWoTS latest. For some reason I can't dismantle one empty sub pen at base 1 until I sell D.U.P head torpedoes and other ship equipment. Is this because I'm almost lack of space and sub pens provide some small additional storage space too? Save file for investigation.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 07, 2020, 08:48:40 pm »
Sorry for asking again about pilots but I'm using now interceptor which require two of them. So question - how additional evasion and accuracy stats works now? Is it adding average of both guys? I mean formula is addstat=(statguy1+statguy2)/2 ? I'm asking because both my guys has +18 on accuracy if they used alone in one pilot interceptor craft. But now in two pilots the bonus stats stays +18 not +36. Thanks for explanation in advance.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: November 07, 2020, 08:38:13 pm »
What the point had a message "Begin the mission?" when using Stingray interceptor? Is this because it's based on OXCE mechanics and require 2 pilots? Doing mission with 2 people only easy on very small USOs so every time I have to cancel it when sinking enemy USO with it. Have not tried Mako yet, but I think it might have same effect. Bug or feature?
Answering myself - "crafts.rul" has string "allowLanding: true" in section STR_STINGER. I'm changing it to "false" to prevent lading with it. But still need answer from Nord because it could be planned or small mistake.
Well, Stinger could actually land and 2 pilots could do a mission, this kinda weird but OK. In case if this is was designed it need some info in USOpedia regarding that fact. And I've found some hole on 2nd floor of level 1 T'Leth. Look at screenshot.

Save file attached.
Game crashed on 2nd level of T'leth after I went to trap door on right side. Few my aquanauts get zombified. I killed zombies and tentaculat, second tentaculat became unconscious. After I used chainsaw to make hole in wall and after it I got strange invisible enemy mark on tentaculat corpse. I finished the turn and mod crashed. I can't reproduce it now again. Played on Ironman, so reloading game put me on beginning of 2nd level stage. I'm posting screenshot here, save file (I set Ironman mode off there) so you might try experiment yourself. The log file says something about invalid node on map:
Code: [Select]
[09-11-2020_23-56-50] [INFO] Bad node in RMP file: ROUTES/LEVEL07.RMP Node #1 is outside map boundaries at X:20 Y:4 Z:0. Culling Node.
[09-11-2020_23-56-50] [INFO] Bad node in RMP file: ROUTES/LEVEL07.RMP Node #2 is outside map boundaries at X:20 Y:3 Z:0. Culling Node.
[10-11-2020_00-08-03] [WARN] No free channels available
[10-11-2020_00-08-04] [WARN] No free channels available
[10-11-2020_00-14-18] [FATAL] A fatal error has occurred: Segmentation fault.
[10-11-2020_00-14-18] [FATAL] 0x5a9740 OpenXcom::CrossPlatform::stackTrace(void*)
[10-11-2020_00-14-18] [FATAL] 0x5aa5b0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[10-11-2020_00-14-18] [FATAL] 0x41c7f0 signalLogger(int)
[10-11-2020_00-14-18] [FATAL] 0x994710 OpenXcom::UfopaediaStartState::think()
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5cfcc0 _C_specific_handler
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5e4680 _chkstk
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f543730 RtlWalkFrameChain
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5e34e0 KiUserExceptionDispatcher
[10-11-2020_00-14-18] [FATAL] 0x934b50 OpenXcom::Tile::getDangerous() const
[10-11-2020_00-14-18] [FATAL] 0x4dd130 OpenXcom::AIModule::validTarget(OpenXcom::BattleUnit*, bool, bool) const
[10-11-2020_00-14-18] [FATAL] 0x4dd350 OpenXcom::AIModule::countKnownTargets() const
[10-11-2020_00-14-18] [FATAL] 0x4e5c70 OpenXcom::AIModule::think(OpenXcom::BattleAction*)
[10-11-2020_00-14-18] [FATAL] 0x4f3ad0 OpenXcom::BattlescapeGame::handleAI(OpenXcom::BattleUnit*)
[10-11-2020_00-14-18] [FATAL] 0x517990 OpenXcom::BattlescapeState::think()
[10-11-2020_00-14-18] [FATAL] 0x5c1720 OpenXcom::Game::run()
[10-11-2020_00-14-18] [FATAL] 0x41c950 SDL_main
[10-11-2020_00-14-18] [FATAL] 0x996240 console_main
[10-11-2020_00-14-18] [FATAL] 0x996360 WinMain
[10-11-2020_00-14-18] [FATAL] ??
[10-11-2020_00-14-18] [FATAL] ??
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f067960 BaseThreadInitThunk
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5aa250 RtlUserThreadStart
Screenshot to show where it happened, but again you have to try reproduce it yourself may be even in debug mode. If I can do it manually I'll post additional info here.

Got it! Save file just before using chainsaw on the wall in front of me. Using it produce the crash.
Another P.S. =)
I don't know T'Leth related it or not but I got strange effects when played 3rd stage of it too. It seems what wearing advanced bionic armor produce very interesting issue: when aquanaut zombified by tentaculat, later, when this zombie killed and another tentaculat hatched the fall zombie corpse could auto revive because of armor health gain effect. Graphically it's missing on the battlefield but if it detected by friendly unit it's shows as invisible enemy. Saving game and reloading it shows live zombie again. But sometimes, not sure what this is chainsaw trigger it could produce the crash while corpse on the floor but already countered as revived.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 06, 2020, 10:13:14 pm »
Question about panic, berserk and losing morale as aliens. I know what OXCE long time ago has changed algorithm about how aliens lose moral, it's in patch (release) notes. That's fine. I'm accepting the rules. According the last, enemy morale drops slow in large groups. But I've found strange thing what confuse me - playing TWoTS on experienced I almost not encountered any panics from missions what have big USOs (large or very large) and vise versa - on superhuman when I kills a lot of enemies they start panic or even surrender. So why this happened? How it working - on % of remain live aliens on map in compare with 100% of them when mission starts or it's fixed number not depending on %, so low difficulty has less enemies on map at beginning and chance of panic significantly lowers? Could it be affected but mod .rul files with (or) errors in it? How difficulty works? Thank for answers in advance.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: November 01, 2020, 09:17:04 pm »
The RNG of mod sometimes absolutely awful. I haven't encounter single aquatoid ship since beginning, include terror missions on land. Gilmen, Nagas, and again.... Really? Already unlocked Sonic tech. Why the hell Gauss so hard to get, November and finally got alive guy. It's useless now only using him for magnetic arrays. Seriously, game script require some correction.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: October 24, 2020, 08:56:46 pm »
Sorry for 3rd post in row. Some cosmetic bug or feature of this USO design:

Missing floor in corner under red cursor and I think same for opposite site which  not shows because of angle of view. Save file just in case

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 23, 2020, 04:44:04 pm »
You probably know it already, but if guy who doing it standing it works fine. Same for kneeling but if direction is diagonal it's success too.
To avoid double posting let's just edit my message with new interesting info: I drown very small USO (TWoTS) and wait while day come. Landing there, terrain was volcanic. I begin the mission and in few turns it's over because alien(s) died from wounds. I haven't discovered them visually. I got strange mission debriefing screen - only 7 aqua plastics. So I have a question - why? I know what all equipment in USO could be destroyed due to crash, same for aliens weapons and even bodies, but where gone corpse of last alien who was alive when mission starts? It's just gone. Really strange. Sorry I don't have a save file to reproduce it.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 22, 2020, 02:58:05 pm »
Question about throwing. The guy in front who have a flare in his hand trying throw it to another guy in front but flare just drops to his own feet. So: 1. I'm unlucky with trowing accuracy (but this is strange I did this 3 times in row and all was unsuccessful) 2. This is kneeling behavior. 3. It's because Triton roof  affect throwing on distance. 4. May be a  bug. Save file attached, don't forget remove Ironman mode there.   

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 21, 2020, 02:18:38 pm »
This is may be because some graphics settings in my OXCE but I want to ask anyway:

I mean this pink back screen. If I remember correctly in early version when message about out of space pops out you can still see normal green back layout with items on it. Is this new OXCE feature or I mistake and it was before ? Using latest version.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 19, 2020, 06:14:10 pm »
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 17, 2020, 09:14:04 pm »
I have a question about pilot system. If interceptor weapon has 50% accuracy and pilot bring 15% accuracy bonus how it affect weapon on board? Will it change to 65% total? What exactly those 15%? Same for dodging bonus. Thanks in advance.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: October 12, 2020, 01:27:39 pm »
Ok, the zombie armor still present in the game. Just lost my valuable guy :(

But it's looks very cool

And I have request: can we have some unique sprites for the other armors, expect an armored guys? It's really shows what Tentaculate ignores armor completely.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: October 11, 2020, 08:25:17 pm »
Thanks for reply. To tell the truth I want use infector to turn one of my new bought aquanaut to live proto calcinite. May second year but I got no corpse to unlock drills legit way. I managed sign pact with Jellymen so I have squeezers which just amazing against lobstermen even with some limited range.  With out I probably loss because hooks not so effective as melee weapon. Question - why advanced bionic armors has different colors on male and female? Just because gender difference or it may be small bug?

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