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Messages - Meridian

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7336
XPiratez / Re: Bugs & Crash Reports
« on: July 26, 2016, 10:29:44 am »
Another base invasion related crash; this time a Breaker UFO aptly breaks my game as it boldly attempts to invade FAGULON PRIME itself against all better judgement.

Sell or transfer the 40 megascorpion stings from the base and it will work.

7337
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 26, 2016, 06:35:20 am »
@ Meridian: The outcome is not reasonably determined by the player's actions. This applies squarely to the Psi mechanic; your recourse against it is very limited until fairly late, and even then Star Gods en masse are annoying to deal with purely because of Psi abuse; not because of the AI's quality or anything that could be construed as something you materially influence or that respects your decisions.

I also had academy base defense with psi weak rookies. I had no problems. Feel free to watch it on YT. The outcome was reasonably determined by my actions. I even captured the Provost alive at the end...

Also, if you are a "beginner" the reasonable outcome is a defeat. Everything is as it should be.

Btw. I really like Yankes' post... feel free to take inspiration from that and rebalance psi as you like. Maybe others will like it too.

7338
XPiratez / Re: Suggestions on how to improve the mod
« on: July 26, 2016, 06:28:30 am »
Give Chryssalids acid/poison spit so they can deal with flying units.

This would not instazombify, though if it would kill a unit, it zombifies them instead (the venom is what causes the zombification). However, the resulting zombie would be sterile because it wasn't implanted with an egg.

This is already doable with modding. Feel free to do it and share with others.

7339
XPiratez / Re: Bugs & Crash Reports
« on: July 25, 2016, 09:46:02 pm »
Wait, what do you mean it got 'destroyed'?

It was under construction; how would that even be possible? Does the landing craft randomly destroy facilities, including under construction facilities, when it attacks the base?

The facilities get destroyed by too much use of explosives during the mission... both by you and by the AI. Landing craft doesn't damage them at all.
I didn't know it applies to facilities being built too, but obviously it does.
Also, if any facilities get "disconnected" from the airlock because of other destroyed facilities, they are destroyed too.

7340
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 25, 2016, 09:38:33 pm »
Yes, fake difficulty per the TvTropes definition:

https://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty

I just read that article and -- in my opinion -- nothing written there applies to PirateZ.

7341
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 25, 2016, 02:18:26 pm »
Very nicely put Dioxine.
(Surprisingly) I agree with every single word and couldn't have said it better.

7342
XPiratez / Re: Bugs & Crash Reports
« on: July 25, 2016, 02:11:19 pm »
What?
I provided a full explanation with a fix one post above.

Or are you talking about something else?

7343
XPiratez / Re: Bugs & Crash Reports
« on: July 25, 2016, 12:37:32 pm »
Yeah man, 6 rookies vs an Academy battleship; it was 300 level brutal, only I won.

Your hangar got destroyed during the attack... and the game got into endless loop when trying to delete stuff related to it. It seems to be a bug in vanilla (https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Base.cpp#L1603), so instead of fixing it myself, I will open a bug in the bug tracker (https://openxcom.org/bugs/openxcom/issues/1254).

It fails on deleting the craft in transfer (because there are other things in transfer -- 4 soldiers).
I have deleted lines 3446-3602 from your save, now it works, you can do the same... pasting the text to delete below, just in case.

This deletes "Retarded Bank", "Soaring Herring", "Hell Arisu" and "Failin Seagull" from existence... you may want to re-hire them ;)

Code: [Select]
    transfers:
      - hours: 22
        soldier:
          type: STR_SOLDIER_S
          id: 64
          nationality: 0
          name: Retarded Bank
          initialStats:
            tu: 69
            stamina: 44
            health: 51
            psiStrength: 49
            psiSkill: 0
            melee: 46
            bravery: 60
            reactions: 59
            firing: 53
            throwing: 40
            strength: 42
          currentStats:
            strength: 42
            psiStrength: 49
            psiSkill: 0
            melee: 46
            tu: 69
            stamina: 44
            health: 51
            bravery: 60
            reactions: 59
            firing: 53
            throwing: 40
          rank: 0
          gender: 1
          look: 0
          lookVariant: 14
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
      - soldier:
          currentStats:
            tu: 69
            stamina: 43
            health: 41
            bravery: 20
            reactions: 57
            firing: 56
            throwing: 35
            strength: 40
            psiStrength: 25
            psiSkill: 0
            melee: 87
          initialStats:
            psiSkill: 0
            melee: 87
            tu: 69
            stamina: 43
            health: 41
            bravery: 20
            reactions: 57
            firing: 56
            throwing: 35
            strength: 40
            psiStrength: 25
          rank: 0
          gender: 1
          look: 1
          lookVariant: 4
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
          type: STR_SOLDIER_S
          id: 65
          nationality: 0
          name: Soaring Herring
        hours: 22
      - soldier:
          currentStats:
            tu: 67
            stamina: 77
            strength: 39
            psiStrength: 52
            psiSkill: 0
            melee: 77
            health: 56
            bravery: 70
            reactions: 63
            firing: 59
            throwing: 46
          rank: 0
          gender: 0
          look: 1
          lookVariant: 3
          missions: 0
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0
          type: STR_SOLDIER_S
          id: 66
          name: Hell Arisu
          nationality: 0
          initialStats:
            psiSkill: 0
            melee: 77
            tu: 67
            stamina: 77
            health: 56
            bravery: 70
            reactions: 63
            firing: 59
            throwing: 46
            strength: 39
            psiStrength: 52
        hours: 22
      - hours: 22
        soldier:
          rank: 0
          gender: 1
          look: 1
          lookVariant: 12
          missions: 0
          initialStats:
            tu: 80
            stamina: 37
            health: 47
            bravery: 50
            psiSkill: 0
            melee: 73
            reactions: 59
            firing: 47
            throwing: 34
            strength: 49
            psiStrength: 46
          type: STR_SOLDIER_S
          id: 67
          nationality: 0
          name: Flailin Seagull
          currentStats:
            psiStrength: 46
            psiSkill: 0
            melee: 73
            tu: 80
            stamina: 37
            health: 47
            bravery: 50
            reactions: 59
            firing: 47
            throwing: 34
            strength: 49
          kills: 0
          armor: STR_ADVENTURER_OUTFIT_UC
          improvement: 0
          psiStrImprovement: 0

7344
XPiratez / Re: Bugs & Crash Reports
« on: July 25, 2016, 11:33:16 am »
Alright, just got a super annoying bug that is causing my game to hang indefinitely after winning a base defense.
Kill the last dude around the corner in the save (by the access lift) and watch the 'magic'.

I can reproduce this, will have a look in the evening and fix it.

Btw. turn 140?? :D

7345
XPiratez / Re: Suggestions on how to improve the mod
« on: July 25, 2016, 11:13:59 am »
What's not to like about being able to determine line of fire precisely?

What's to like on random blocks being highlighted in red, green or black... it would look ugly as heck and break any and all immersion.
Or maybe I understand it wrong... do you have any screenshots/mockups to illustrate your idea?

EDIT: btw. it's the same reason why I rejected the "Advanced scanner" idea (https://openxcom.org/forum/index.php/topic,2391.0.html) ... and "Throwing radius preview" idea (https://openxcom.org/forum/index.php/topic,1532.0.html)

7346
XPiratez / Re: Suggestions on how to improve the mod
« on: July 25, 2016, 10:37:36 am »
Please add a line of fire and arc designator which highlights blocked segments of the LoF/arc in red (unblocked segments might be green/black/other contrasting colour) so we can clearly see where we can and cannot throw/attack.

I guess this is a request for me, in which case I reject it as "I don't like it".
Also, for throwing trajectory this would not even be possible as the game tries multiple trajectories (under different angles) before saying it's not possible (as far as I know)...

Also add an option to turn an LoS requirement on for VooDoo.

This is already easily moddable.
Dioxine said, he will not implement it as "he doesn't like it", but you're free to do it yourself: https://openxcom.org/forum/index.php/topic,3626.msg67514.html#msg67514

Add Goldman Sacks; the shadow banking faction which caves your skull in should you fail to repay your debts: https://docs.google.com/document/d/1Dm70-ymoTxOQhzzQjoOEm8Uzymhq2miLmpxuLjB4fG8

That's a request for Dioxine, I guess he read it already and will include it if it fits his plans with the lore.

7347
XPiratez / Re: Bugs & Crash Reports
« on: July 24, 2016, 12:20:18 pm »
Actually wow, it seems like all kinds of exploding weapons will randomly not use ammo and or TUs when fired. Have seen this happen with Stick grenades, grenade launchers, and light cannons firing HE rounds. Sometimes it will consume no ammo or TUs, other times it will consume TUs but no ammo, and other times It will consume ammo but no TUs.

Might be a side effect of the trajectory fix...

That is unlikely. Also, can someone reproduce it?... I can't.

7348
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 21, 2016, 04:20:05 pm »
Yeah, I agree that it's annoying if you are being asked for selling something that was already sold... But then again, it's up to you as a player to deal with this. Prisons are cheap, so it's not terribly hard to have two at least. But if it's about UI, then the player can hardly do something about it.
Still, I agree with you Meridian that being asked about someone you no longer have is pretty bad. Actually I think it deserves to be called a bug, and not really acceptable. So... well, it would be great if you could do something about it.

Prisons are cheap, but building space is very limited.
I really have no more space in my main base to afford another prison.
Two hangars, 3 barracks, one scientific building each + 5 extra study rooms, radar, prison and two big stores.
Unless I resort to slavery -- and I swear by Cthulhu I never will -- I have no more options.


Well, from my point of view, removing the prisoners from the sell window isn't a good idea - sometimes I sell them from this window, sometimes I'd rather wait for the 'prison is full' message, sometimes I enter the prison and sell them manually. This 'upgrade' removes one of these three options, which is bad. The best would be disabling the 'prison is full' window if you sell enough hostages (stuff is moved to temp 'storage' -> loot sell window -> only then check base capacities). But if it's not possible, I'd rather have stingy players who constantly run at near-100% prison capacity annoyed, than the rest of us bereft of an useful option. Moreover, it makes tracking prison overcrowding much harder to keep, as instead of naturally selling off needless captives immediately, you have to enter the prison manually and check all the stuff by yourself (I'm talking as a player who always aims to have at least 6-7 free space in prison). So players who try to keep prisons half-empty are effectively penalized for their foresight and planning.
Besides, removing prisoners from the initial sell list is very misleading IMO - the player might get confused whom, if any, did he catch.

Yes, I will fix it somehow.
Btw. you can still see who has been captured in the Loot window.

7349
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 21, 2016, 03:50:29 pm »
The reason I did this was that when your prison is constantly full (like mine is), you will always get that warning "Not enough free capacity in the prison"... even if you already sold them in the Sell window just a second ago.

The check if the message should come or not is done before the selling... and it is not trivial to move it (although it may look like the easiest of things).

I don't like the idea of having this as option... I will try to think harder how can I allow selling and get rid of that stupid message at the same time... hopefully with next version it will be back, because your use case does make perfect sense.

7350
Work In Progress / Re: a different shotgun behavior
« on: July 21, 2016, 03:12:01 pm »
yes, it's feasible

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