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XPiratez / Re: Bugs & Crash Reports
« on: July 22, 2018, 02:16:41 pm »Fixed in 099J4 release.
Ah, thanks, since I just downloaded a few days ago I hadn't thought there was a new update already.
I'll install it right away - thanks again.
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Fixed in 099J4 release.
[19-09-2016 18:00:50] [FATAL] A fatal error has occurred: code 0xc0000005
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] SymFromAddr failed: 487
[19-09-2016 18:00:50] [FATAL] StackWalk64 failed: 299
[19-09-2016 18:00:50] [FATAL] Crash dump generated at G:\OpenXcom_XPiratez\user\19-09-2016_18-00-50.dmp
[19-09-2016 18:00:55] [FATAL] OpenXcom has crashed: code 0xc0000005
OK. It's really easy to deride my work, so feel free to do it some more But there's nothing more I have to say. Have a good day.
Also, at this point, you're in a research dead end that wasn't foreseen or planned for. Quit bitching and fix it (add a live megascorpion to your alien containment and consider that it was a bug that got you where you are). Your game is pretty much broken otherwise as the odds of getting the ghoul you need are rrally small.
Keeping the game going as is and complaining about it repeatedly is pointless (and annoying). Your point has been made way back when Dioxine realized it was possible for players to miss animal poison the way you did. I'm fairly certain there will be alternative ways in a future release to account for that and if not, it's because Dioxine decided not to add them while being aware of your position, so it is unlikely to change from more complaining.
No, that's not what I meant. Yes you will probably research everything IN THE END, but in the meantime, the to-do list would become absurdly long. In the previous statement I merely wrote that research time is absolutely irrelevant tideness-wise, it only makes the game longer.
Basically what you want from me is to completely abandon my model of tech tree and replace it with yours. I really don't care about intuitiveness of research tree, because my goal is exactly opposite. Items with weirdest sets of topics aren't usually mandatory, or only unlock some advanced features. The research tree is supposed to be puzzle; your improvements would completely overturn it.
That being said, I'm not saying my model is better. It might well be worse. My goal is to do it differently than the well-treaded and well-explored paths you propose. Do you think it's a failed experiment? Well, it's your right.
Does it harm replayability? Depends on the player. Such a puzzle tech tree actually makes the Only True Way of research quite impossible, which does add to replayability.
Sure, tech cockblocks are annoying, but on the other hand, 'this shit is useless' moments aren't as prevalent, since it is hard to early research something that is still great far into mid- or even endgame.
As for your gripe of being hated by the RNG gods. From a certain point of view, it's a blessing in disguise; forces you to explore different techs you'd never have researched.
Expensive tech would only force player to tons and tons of missions before ANYTHING gets unlocked. Still he would research everything, since there are no time limits.
Making lots of tech unmandatory would lead to geometrically-expanding list of unresearched (and never-to-be-researched) topics.
Sure multiple paths will be nice, they're planned, but fuck son, do you think it's that easy? I'm alone on this job
I get that most games of this kind have the kind of tech tree you're proposing, rezaf, but this is IMO one more reason to do it in a different way (more akin to civ games).
rezaf, I wonder if you're having an actual graphic problem.
You can hit F12 to create a screenshot.
If the screenshot (when viewed in an image browser) looks brighter than the game screen...