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Messages - 0xEBJC

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31
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 29, 2024, 06:55:27 pm »
Question about the craft engine mod "Fuel Tank"  the +20 is that 20% fuel capacity or just +20 to the fuel value listed in the Nerds Info? 

I also see that for the following crafts that could all equip the Fuel Tank:
Thunderstorm --> Fuel Capacity = 1000     Fuel Type: ? (default jet fuel)?
Sentinel          --> Fuel Capacity = 40        Fuel Type: E-115
Ironfist           --> Fuel Capacity = 60        Fuel Type: Zrbite

Thunderstorm fuel capacity = 1000, so 20 seams like not worth anything valuable at all?  So I'm guessing it'n not helpful for regular fuel? and just helpful for specific crafts?

32
The X-Com Files / [Help] Creating sub-mods for X-Com Files
« on: March 29, 2024, 06:25:16 pm »
I'm trying to understand the ufopedia mechanics for displaying different pages. I want one of my pages to show the topic with the engineer speaking from X-Com Files

I currently have a blank purple background for the scramjet research with the following code:

Code: [Select]
  - id: STR_SCRAMJET
    type_id: 8
    section: STR_UFO_COMPONENTS
    text: STR_SCRAMJET_UFOPEDIA
    requires:
      - STR_SCRAMJET
    listOrder: 10140


I want it to look like the 'Grav Module' with the engineer profile, like this one:

Code: [Select]
  - id: STR_GRAV_MODULE_CONSTRUCTION
    type_id: 4
    section: STR_UFO_COMPONENTS
    text: STR_GRAV_MODULE_CONSTRUCTION_UFOPEDIA
    requires:
      - STR_GRAV_MODULE_CONSTRUCTION
    listOrder: 61060

When I change the 'type_id' to 4 for the scramjet the game crashes when I open it up in the ufopedia.  So I'm trying to find out what I'm missing in linking the right files and code.

Any help would be greatly appreciated.  Thanks!

33
Brutal AI / Re: Autoplay
« on: March 29, 2024, 05:39:30 pm »
You can bring up the menu for that during battle by pressing the "c"-key (c is default, can be changed in settings).
In that menu where you can also toggle whether AI is enabled or not for that soldier there's a 2nd column for the aggression-value. This value is changed by right-clicking on the selected line.

You will want to change that to 3 in order to force the soldier to keep searching for enemies instead of camping.

This value is saved to the geoscape-soldier object and will be memorized for that soldier. It can also be taggled from the base in the soldiers menu which has an additional sub-menu to be selected in the bottom left.

Thanks! I changed the value to 3, and I appreciate the help, I don't think I would have ever figured out that 'right-click' would change the aggression level

I can't reproduce this kind of behavior. With the new confirmation-window I recently introduced on whether I toggle auto-play on or off, I get immediate feedback when and that it is turned off.
I have basically zero delay when doing so.

The auto-play pop-up screen is 'very' helpful and 'way' better, thank you!  I can now spam the toggle for autoplay until I get the disable autoplay pop-up.

- A lot of time the game interaction and pop-up is immediate.
- The problem I'm having is when there is a complex map
  -- If the players see enemies when entering autoplay the AI seams to not lug down the CPU too much
  -- When there are no enemies seen and it a complex map (Buildings, caves, etc.), then when entering autoplay (a single CPU core spikes to 100%, the game is single core threaded) and the application becomes unresponsive, I can no longer move the mouse, interact with the game.... the AI is still working, but the application is so ramped up the OS can't interact with the game application and that's why it's not receiving a keyboard input.
  -- When this is happening (100% CPU on a single thread) the only time the CPU has a slight drop is when the enemy progress bar shows progress across the top right. That's when I can get it to receive the 'disable autoplay' command with   -- Also, this is happening with a single soldier, so there are no transitions to another soldier.  I haven't tried it with multiple soldiers, I'll test that.


The pop-up message is much better, I can spam the toggle and sometimes get it to disable autoplay during the players turn. Thank you!



Here's my hardware: ( I'm sure it's not a hardware problem)
i7-8750H CPU 12x Core (Mobile Workstation - Laptop CPU)
64 GB RAM
NVMe drive
Winwdows 10




34
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 29, 2024, 05:55:42 am »
sorry for delay, here the screenshots

Since I'm not experiencing these issues and I've tested with all the facilities this mod adds in combination with x-com files and the base game here are my thoughts on what might be causing it.

1.) Deleting a mod from the game after starting
     - If you did delete other mods, then test with a new game.
2.) Another mod has facilities that is causing the problem
     - Do you have any other mods that add facilities other than this mod and X-Com Files? Test a new game without those mods.
3.) Corrupt (Original DOS) files:
     - Have you verified that the original base game without or with only X-Com Files doesn't have this issue?

35
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 29, 2024, 05:39:18 am »
~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reuged
Mar 7, 2024
3 replies
need fix, it completely broke the base walls when access the base map

0xebjc
Mar 23, 2024
2 replies
please elaborate, what specific base facility is causing the problem, did you load this mod mid game? and did you remove any mods mid game?  (This is a functional replacement for the other Hangar Expansion Mod, BUT NOT a drop in, removing the other mod mid game will brake your game.)

If you deleted the old mod, Hanger Expansion Mod [X-Com Files], mid game, you should add it back in while keeping this mod if it's been added.  See updated NOTE: at top of description.

Can you provide game save and list of all mods you are using... and I could look at it.

I just checked the base battlescape with each added facility from this mod and did not have any issues.

Also, if you could please post your issues and questions on the forms link provided in the description, I'd appreciate it, and will be easier to have a more lengthy discussion. thanks!

Reuged
Mar 25, 2024
1 reply
nothing that makes the game crash but some base modules like the prison, animal pen, and the gym as far i could verify is missing some walls and glitching the path finding at basescape if there some place to show the screenshots

0xebjc
Mar 26, 2024
You can post screenshots as uploaded files on the forms link provided above.
~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

sorry for delay, here the screenshots

No worries :) 
I don't think this is an issues with the this mod, but I can help you look into it.

If you could (send the following things --> attach them on a new post), it would really help in testing.
- A screenshot of your base layout
- Save file
- List of mods you are currently using (your save file will probably have this)

Questions:
1.) Have you manually modified any of the mods you are using?
2.) Have you deleted any mods from you game since starting it, to include the "(Archive) Hangar Expansion Pack Mod" the old mod

36
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 28, 2024, 12:22:39 am »
So you only had 'abovewater' guns? If so, that seems to be working as intended.

It would make sense for a water mission, but this was where I shot down an aquatoid ship over land and the mission was on in farmland with houses.  So, I'm still thinking there's something not quite right.  I had this issue come up a couple of times, but haven't been able to duplicate it again.

37
Brutal AI / Re: Autoplay
« on: March 27, 2024, 07:53:48 pm »
The key-press is registered. But since there is no feedback and the current unit will still fulfill it's command, it's hard to tell if it worked. I'll add a pop-up so you can see whether you just turned it on or off.

So I've tested this a bunch and from what I am experiencing is that no matter how frequent I press the toggle key for auto-play the game will not register or exit auto-play even through multiple turns.  A single cpu thread is maxed to 100%.  The only time I can manage to disable auto-play is when the AI's turn and there is the little red progress bar at the top right of the turn screen.  Then and only then if I hit the toggle key to disable auto-play before the progress bar disappears, does it exit at my next turn.  I'm guessing that other than then, the CPU max is to great to even register the keys as also the mouse is frozen and if I click on the screen some times the game window turn grayed out and I get a windows thinking cursor with the little blue spinning circle loop.

It might be more helpful to have an exit auto-play mode keyboard shortcut, so spamming it won't toggle between on and off auto-play.

38
Brutal AI / Re: Autoplay
« on: March 27, 2024, 05:48:46 pm »
I'm testing the player AI and having a sort of issues when using only a single soldier in the battlescape.

Not sure if anyone else is seeing this, and if this is just my settings that need to be adjusted or if this is an overall AI issue.

Settings:
   BRUTAL AI:                                            no
   BRUTAL AI for neutral forces:                  yes
   Allow AI to use explosives on turn one:    yes
   BUG HUNT mode for BRUTAL AI:              no
   Allow BRUTAL AI to pre-prime grenades:  yes
   Spread out:                                           yes
   Performance optimizations:                     yes
   Targeting behavior for BRUTAL AI:           2
   Aggressiveness-mode:                            1
   Intelligence-mode:                                 1
   
Scenario:
 - I have a very strong soldier upgraded to Kyber, and having the synthsuit, so I think this is a very stong soldier.
 - In auto play, usually where the map is fairly complex either in caves, or map with lots of buildings the soldier stops exploring.
 - The solder finds a hiding place, or usually goes to the center of the map, and then just spins around looking then ends turn
 - This repeats every turn.


What setting should I adjust for the solder to explore more?  I'm going to try out different settings, but just asking if anyone has seen this? known issues? or just my settings need adjusted?


[Suggestions]:
AI Logic that I think should happen:
1.) Determine if solder stats are low or very strong?
2.) If one soldier left and stats low, maybe hide more
3.) If solder stats strong and high TUs, then explore more
4.) At some point the soldier should explore instead of just camping
5.) If the environment affects moral, then soldier should explore more knowing that waiting just depletes moral
6.) Maybe AI should prompt player if AI auto-play should continue or give back control to player if AI performs only camping for x number of turns
7.) x number of turns could be a setting in the advanced options or just hard coded like 3 turns?

Thanks!



39
OK, thanks for your feedback

40
Thanks for the quick reply.

So, I understand that it's a limitation currently of the game engine, I also don't understand why then do some facilities have properties such as:
Code: [Select]
    canBeBuiltOver: true

    buildOverFacilities:
      - STR_INTEL_LABORATORY

if the game is always 'destroying' the old facility weather you build over or manually remove then build a new facility, is there really any different in affect to have these settings as opposed to removing the facility and building a new facility?  I can understand that it may disconnect part of the base so building over a facility is helpful to not remove part of the base.  I've also have seen in X-Com Files where building Virtualized HQ over HQ allowed current researchers allocated in the HQ to continue researching as an over the total amount allowed as long as they don't stop or are removed from the research allocation.


I don't know if this would be an easy implementation or not, but what I was thinking would be for mod developers to have the ability to design and specify specific facilities they could upgrade over.

So for example if a mod has set the STR_GENERAL_STORES_2 to be allowed to be upgraded over by STR_GENERAL_STORES_3, then building the STR_GENERAL_STORES_3 over the STR_GENERAL_STORES_2 the facilities provided by the STR_GENERAL_STORES_2 would remain until the STR_GENERAL_STORES_3 was completed.

This could be done by:
1.) checking if the facility has the "canBeBuiltOver: true" flag and matches the "allowableUpgradeOverFacilities:"
2.) when building over and upgrading the facility there would be an additional new line in the facility listing in the base facilities, which would keep the old facilities base functions until the new facility is built.
Code: [Select]
      - type: STR_GENERAL_STORES_3
        x: 0
        y: 0
        buildTime: 4
        upgradingOver: STR_GENERAL_STORES_2
3.) The "upgradingOver" value would tell the game engine to keep those base facility functions until that line is removed.
4.) Once the new facility builtTime finished the facility functions would immediately shift from the old facility functions to the new facility functions.
5.) The game engine would ignore any checks and take the mod designers settings explicitly and assume they know what they are doing, so building a larger storage over a smaller one or similar for a hangar over a hangar or workshop over workshop makes sense, but if the mod developer said build over living quarters with sickbay the engine would ignore that this was probably wrong as after the upgrade, if the living quarters was maxed out before hand, you now have 50 living space used over the max with the new sickbay providing none of the living space.
6.) It probably would be helpful to have some sort of check or warning, after the end of the build, or at the end of the month when there is a warning about having a negative amount of money remaining, to also have a warning about "Base facilities are over used" and force a sell of people, items, ships, aliens, etc. This is also usually triggered at the end of a mission when supplies is going back to that base over the amount allowed.

41
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 26, 2024, 07:46:31 am »
so I did find that there is a scrollbar when the list is big enough, so that's working great

42
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:41:10 am »
GOALS section moved to forms, and feedback from mod.io on future ideas moved to forms.

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ultrakiroxei
Feb 20, 2024
1 reply
Adding Large Garage filled with 8 Vehicles in a 2x2. And QD Storage Portal Network is quite a excellent idea.


Reply
0xebjc
Mar 23, 2024
:)

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43
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:33:51 am »
Added in description about new mod being a functional mod with detail on both old and new mods mod.io pages. (DO NOT DELETE old mod mid-game - game breaking action).

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hadan_P
Feb 28, 2024
2 replies
I am sure this has been answered somewhere, but i cant find it:
What happens when I switch from the old to this new mod in an ongiong campain which is in the early game (just got the Humvee), but has baes with hangars already built?


Reply
0xebjc
Mar 23, 2024
Please see Requirements NOTE in description about this being a 'functional' replacement.

Reply
Hadan_P
Feb 29, 2024
I backed up my safe and gave it a try:
- both hangars are still there
- the hangar housing the helicopter looks normal, as is the mouse-over
- the hangar housing the humvee looks empty, the mouseover shows no vehicle
- i cant delete the seemingly empty hangar because it says its in use
- the craft menue shows both vehicles
- facility menue shows the hangar and the garage
- the research for the general building is gone


~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

44
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:25:09 am »
Added explanation to mod description why BRUTAL-AI is required

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Varajo411
Mar 9, 2024
1 reply
Is brutal oxce really necessary to play this mod?


Reply
0xebjc
Mar 20, 2024
Yes, please see Requirements NOTE in description.

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45
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:19:18 am »
Clarity added to mod page description for (Aeroshop), added TODO for adding more details in research tree progress.



~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Varajo411
Mar 23, 2024
2 replies
I get why I need advanced robotics to get virtualized HQ and hence get the ai core services to have advanced intelligence centre.

But how do I get aerospace services? (Aeroshop) Been looking through files and can not find it. I need it to repair the kitsune aircraft


Reply
0xebjc
Mar 23, 2024
1 reply
"UAC Aerocraft Plant (4x Hangar)" provides those (Aeroshop) services...

Please let me know if I need to make that more clearly in the UFOpedia? or elsewhere?


Reply
Varajo411
Mar 23, 2024
thanks for the quick reply, yeah I just found out by looking at ufopedia in the quick battle scenarios and finding UAC Aerocraft Plant (4x Hangar) research and looking at info about it.

as for making things more clearly I do not know honestly how you would go about it

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