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Messages - Meridian

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6976
XPiratez / Re: Bugs & Crash Reports
« on: September 08, 2016, 11:20:41 pm »
These mission are always aimed at Zone 3; I have no idea why and how a mission aimed at Zone 5 was generated.

It's just very poor naming in the code... and very confusing too.

They are always in the zone with index 3 (resp. objective=3). As you can see variable objective is used for indexing missionZones array.
But there is also a variable called missionZoneSite.... which is the worst name ever... indexing the areas array... and that one is 5.
I don't even know what it means exactly, I just know that the name is confusing as hell.

6977
XPiratez / Re: Bugs & Crash Reports
« on: September 08, 2016, 03:22:55 pm »
I knew I forgot something, here you go.

Crashes on 29 May 2602 after 11:30.

It crashes when determining town to terrorize.
Details in attachment.
I don't know exactly what needs to be fixed... if ruleset or code... I don't understand this alienMission->region->missionZones[objective]->areas[missionZoneSite] concept very well. But I'd guess it's the ruleset that's missing something (or your save got messed up).

6978
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 08, 2016, 03:03:17 pm »
Regarding the problematic bow fix: would it be possible to have an on/off toggle in the options? Then we can choose the lesser evil until an actual fix is in.

I have a fix almost ready. Today or tomorrow I will release it.

6979
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 08, 2016, 02:15:13 pm »
Sure thing - I tested this in OXC, it doesn't replicate the bug and this is just the default port attack tileset.

I've cherry-picked Yankes' fix, should be OK now.

6980
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 08, 2016, 11:54:54 am »
I have some doubts that what you are saying is correct.
- One of the girls had three kills. Diary says two by shotgun, one indirect.
- I have a save just before I knock the last enemy down. I reloaded it several times, to see if I had bad luck with the rolls. I see the stat increases for the other girls changing, but the shotgun girls never get anything. Save is attached so you can see yourself.

Moonlight Saker and Living Blade got exactly zero experience from the mission (see attached)... so also all improvements were +0.

I'll have a look at the weapons they used, if there's anything wrong with them.

EDIT:
- so, only the "first" bullet counts, other bullets don't give any experience
- the issue is however even deeper, because the "first" bullet is actually calculated as first, but drawn and processed as last... and if the other pellets kill the target already (which is very likely is this case), the first bullet processed as last will hit an already dead target and won't give any experience either

Not sure how to fix it... I could allow experience from shotguns also when hitting already dead units... but dead units on the ground would count too... which is just not right.

6981
XPiratez / Re: Bugs & Crash Reports
« on: September 08, 2016, 11:34:04 am »
game crashes when I get a base defense mission, crash code 0xc0000005
happens in save after a few hours.

MapBlock on position [x=5,y=1] (Sickbay) is NULL.
I guess Dioxine needs to test if it works as it should.
Map "XBR_66" probably doesn't exist.

The game crashes on 99A, B or C at the geoscape at one specific date. I tried reloading a previous save with savescumming on which led me to crash at another later date.
OpenXcom has crashed: vector::_M_range_check: __n (which is 5) >= this->size() (which is 4)
My save is a bit of a mess, having gone through so many versions. Assuming it's caused by a specific UFO, if I wipe the alien strategy, does the mod will generate new missions for me?

A broken messy save is infinitely better than no save.
If you have anything, attach it pls.

6982
OXCE Wishlists / Re: Solar's wishlist
« on: September 07, 2016, 11:48:02 pm »

6983
OXCE Wishlists / Re: Solar's wishlist
« on: September 07, 2016, 10:19:34 pm »
You probably want to avoid deployment trouble auto-magically, eh? Do your worst, if you insist :)

Nah, just instead of "isHWP" on armor, the "size" attribute is already enough to do calculations/limitations on total space available/used.
And to simulate current limit on allowed hwps per craft (due to floor plan limitations), I would introduce a limit per soldier type per craft... that's actually on my todo list for several months now.

Or, if I really find some time... I'll do a visual assignment of soldiers to craft, i.e. you put them on a specific place too.
That's also on my list... but almost on the very bottom, but it would allow you to reorder soldiers during briefing too, which is something I always wanted.

EDIT: to clarify my statement, if we go that way, I intend to completely remove any old-style HWP units from X-Piratez and change every last one of them into a soldier type.

It will require work too... and will probably not happen until my Xmas holidays to be honest.

6984
OXCE Wishlists / Re: Solar's wishlist
« on: September 07, 2016, 10:10:33 pm »
Yes, all that can be done... I have a bit different idea, but with basically the same end effect.

Believe it or not, it is much easier to implement 2x2 soldiers than it is to give a name to a parrot...  :P

6985
OXCE Wishlists / Re: Solar's wishlist
« on: September 07, 2016, 09:47:22 pm »
How hard would it be to allow renaming HWP-type units? It doesn't have to be all that involved, just alias would do fine, if I use up my Reaper to manufacture Mutated Reaper, and lose the one I renamed to Teddy Bear, I won't cry, I can just rename him again.

Short answer: on a scale from easy to hard... really hard! (read until the end for one possible option)

Long answer:

In Geoscape, soldiers are represented as individual objects with attributes (e.g. tu, stamina, days wounded, number of kills, etc.). Each soldier is handled separately, you cannot make an action on multiple soldiers at once... the only action which can involve multiple soldiers at once is buying them (because they don't exist yet as individual objects).

Scientists, engineers, HWPs, weapons, aliens, etc. are represented as a string identifier with a number (e.g. "STR_PARROT: 5" ... that's literally the only thing the game knows about all your parrots in geoscape). You can sell 5 parrots at once, you can equip 5 parrots at once, you can move 300 engineers from one base to another at once... because they are just a number. That's why Solar's "everybody can do everything" request makes no sense... imagine having to click 300-times on 300 different lines in a transfers table to move all 300 engineers to a different base (same as you have to do for soldiers today).

In Battlescape, based on rules of the object/hwp type (note the difference: not object/hwp, but object/hwp type)... a HWP is constructed from thin air into a BattleUnit, which is an object and has properties (remaining TUs, morale, left-hand weapon, backpack size, thermal vision and so on...). After the battle this object (which could potentially have a name during battle) is deconstructed into thin air and all that remains from it is "+1" for the hwps of the same type already in the base.

Summary:
- everything, which is not a soldier (or a craft) cannot have properties (like name), because it doesn't really exist as individual (in geoscape)... i.e. with current architecture/game design hwps cannot have names.

Options:
1. instantiate hwps also in geoscape... this would require quite some amount of work (guesstimate of 100+ hours) and would totally change the architecture... if SupSuper, Warboy or Yankes changed anything in OXC/OXCE, I would not be able to merge it... because there would be nothing left from original code to merge into... so anything even remotely related, I would have to implement separately myself...

2. I can give you an option to rename your hwps during mission briefing... and keep their names during a single mission... however the name would be lost after the mission once the hwps are dematerialized into a number

3. instead of using hwps, why not use soldier types? I added support for "manufacturing" them, added things like inability to be a pilot or exclusion from promotion system... there's almost nothing more preventing you from using a separate soldier type as a hwp type... and if there is, we can probably add it.... and they can have names... you can even specify/force the name during manufacturing as I demonstrated in the "bruce willis" example somewhere earlier

-----

EDIT: for those people who didn't understand the technical bla bla, imagine it like this:

1. your stores don't actually contain 5 heavy plasmas, 4 flares and 2 tanks... they contain only a sheet of paper which says there are 5 heavy plasmas, 4 flares and 2 tanks here... but you will not find them :)

2. your alien containment doesn't actually contain sectoid Alex, floater Bob and snakemen Cyril and David... it contains only a list saying there are 2 snakemen, 1 floater and 1 sectoid in here... but you won't see them anywhere like in a zoo

3. your living quarters actually do contain 20 soldiers (Anna, Beatrice, Claudia, Diana, Eve, Filomenia, Georgia and Helene)... and you can go and chat with them... but they don't contain any scientists or engineers; just a sheet of paper which says there are 200 engineers and 15 scientists living here

6986
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 07, 2016, 06:58:51 pm »
Is the roll to all stats at once (either you improve or you don't) or for each specific stat (maybe you improve TUs but not STR, etc.)? Because that affects the odds of "no improvement whatsoever" significantly.

I also remember something where only the first pellet of a shotgun multiple pellet shot awarded experience points, to avoid getting 7 experience points at once when hitting with all 7 pellets. If the 1st one misses, it is quite possible for the others to hit and kill their victim but award no xp. A better implementation might be to treat all pellets equally xp wise, but cap the awarded xp at 1/shot (ie track h = number of pellet hits, if h > 0, award 1 xp).

Each stat rolls separately.

As for pellets, maybe test it and let me know? I don't use shotguns... save would be nice as well.

I'm not sure if this is an OXCE+ or OXCE bug - but it seems to take an inordinate amount of TU to close certain types of doors.

See attached image.
Door 1 opens and closes as expected.  Door 2 can only be closed by walking through it.  Right Clicking results in a not enough TU warning.

A save please.
But yeah, I noticed that several times too... not sure if OXC or OXCE or OXCE+ or feature :)

6987
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 07, 2016, 06:25:45 pm »
I have a small request concerning getting experience when using shotguns. I just played a mission where my two shotgun gals got no experience at all, despite killing lots of stuff. One had three kills and the other had two. There was probably some bad luck involved, but 5 kills with no experience is just not right.

Could there be a mechanism that counts kills as battle participation so the gals can at least get secondary stat increases? This would also reward indirect kills by shooting exploding barrels, which I think don't give experience right now. Stangely, the diary counted one of the shotgun kills as indirect, but there was no exploding stuff involved.

It already works like that.

If you have between 1 and 2 experience points/kills, you can get either +0 or +1 to stats.
If you have between 3 and 5 experience points/kills, you can get either +1 +2 or +3 to stats.

Considering both of your gals had 2 kills (as diary says), it is pretty possible to roll 2 times +0 stats (chance of that is exactly 25%).

6988
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: September 06, 2016, 07:19:22 pm »
I think the Craft Screen in OpenXcom Nightly is much better than in OXCE. What do you think?

The screen in OXCE in more tightly spaced, because it can support 4 gun slots... unlike OpenXcom nightly, which has only 2 slots maximum.

6989
Playthroughs / Re: I'm starting a new LP
« on: September 06, 2016, 07:14:39 pm »
Kikoskia is a legend! Don't let him die first :)

6990
XPiratez / Re: Bugs & Crash Reports
« on: September 06, 2016, 02:35:03 pm »
Thanks. That bugs me every time too :)
Hope Dioxine will include the fixed ones.

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