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Messages - Buscher

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151
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 12, 2015, 11:15:02 pm »
Haven't finished the translation yet but I found two bugs or inconsistencies related to the late-game:
Spoiler:
The strings for the damaged Juggernaut Suit are called
STR_STR_JUGGERNAUT_SUIT_CORPSE
instead of
STR_JUGGERNAUT_SUIT_CORPSE

and the STR_HOVERTANK_RAILGUN expects
STR_NEW_FIGHTER_CRAFT
instead of
STR_UFO_CONSTRUCTION which is used by all other Hovertanks.

also you should probably change the string
 STR_STORMTROOPER_ARMOR_CORPSE to "damaged Stormtrooper Armor" instead of just "Corpse" for the manufacturing screen.

152
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 06, 2015, 10:37:29 pm »
Haven't got a lot things to contribute to the discussion at hand but I got something else.

I tried to talk my brother into playing FMP which stopped at the hurdle that the FMP hasn't got a German localization. After a few hours I got something that borders to a 70% or something complete translation to German. Except for the meta tech, alien missions as well alien descriptions and a few other things, everything should be translated. Didn't get around to the Gauss and Plasma weapons yet though but I want to share what I got anyway. I didn't replace the previous existing lines. Perhaps I might end up completing it next weekend, unless someone else wants to finish it. Proof-reading is welcomed.

Next thing on the agenda is that there is a hole in the Skymarshall. See gamesave. Just load the save and fire with Zdenka at the target from where she stands.

And I modded my game so Railguns require the entire Gauss + Laser tree first. I got them at the end of August after postponing Laser Weapons for a while. The Heavy Gauss put a lot of holes into those MiB armored troops but I got scared of the Muton stories in this very thread even though I haven't met a single of them yet. I suppose I could have gotten them by July or August. But I was pretty surprised that there was no individual gun (pistol + rifle + ...) research. Oh well, I don't know whether they should or not. But I would increase the research cost for the Railguns by a tenfold. And september seems to be a good time to finally rock with Rails out.

153
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 03, 2015, 07:42:56 pm »
So you basically mean adding all Laser Weapons as a prerequisite to Railguns? Sure, we could do that.
plus all Gauss weapons if I had my way  ;).

Quote
Frankly? I never bothered to check. :P
I was curious enough to check. With the help of savegame editing I found out that the Sentinel requires 16 E115 and the Firestorm 4.
This matches if you compare fuelMax to refuelRate.
Sentinel [fuelMax = 400; refuelRate = 25]: 400 / 25 = 16
Firestorm [fuelMax = 20; refuelRate = 5]: 20 / 5 = 4
I'd assume it's the same for all others.
And I finally understand what Dioxine means by "milage" for Piratez crafts.

154
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 03, 2015, 04:01:51 pm »
I have spent some time thinking about the topic of weapon tiers. Gauss and Laser seem to be okay as Laser has extra non-random non-meta requisites. For rail though if you interrogate enough aliens you can essentially skip Gauss entirely which kinda sucks. Looking at the Gauss Rifle's description it states that Gauss weapons have problems with over-heating which might be due to the power system or whatever explanation.

So the first idea was to add an extra research for cooling systems which can be applied to the experience with Gauss weaponry to allow for more powerful but not over-heating weapons. That would have been another of those random meta research topics which wouldn't have solved the problem assuming you would interrogate enough aliens before.

Following on those thoughts the second idea was to add more meta research which would be the requirement for more meta research. The idea boils down that you have to research items-based research topics first such as each item part of the Gauss Weaponry. Once all of them are researched you would get a topic with preliminary research to cooling components. The results would basically state that we need more cooling but we don't know how exactly to do it, but we have prepared a set of questions for the next alien engineer who visits us. This would be the prerequisite for obtaining the actual cooling systems meta research topic allowing the development of rail guns.
But I don't think that adding even more meta research is a good gameplay mechanic as the player probably wants to get something for every milestone.

The third and last idea is connected to that the UFO power generator has an efficiency of 99% and therefore hardly creates waste (=thermal) energy using Elerium-115. The Gauss tier would represent the first dabbling in advanced kinetic weapons while the Laser tier represents dabbling into weapons using E-115 which also deals with the temperature problem. With the experience made in both trees the scientists create a kinetic weapon which is using an extremely efficient power source with the lessons learned about cooling Laser weapons. They can get rid of the heat problem sufficiently to allow auto-fire on all rail-guns and beefing up the damage at the same time. In terms of gameplay one would have to research every Gauss and Laser item and then you get the rail-guns topic. Together with the antimatter containment there would be enough requirements which are obtainable before going to the Plasma tier.

---
For something different: I don't know how Elerium fuel works but if the Sentinel really takes Elerium and it has a fuelmax of 400, does that mean it requires 400 units of E115 to refuel it completely?

155
Suggestions / Weapon Self-Destruction depending on Ruleset Settings
« on: March 30, 2015, 10:14:24 pm »
The idea is to allow ruleset settings to decide which weapons in whose hands get self-destructed and which not. This suggestion is aimed at mods (FMP *cough*) that have humans factions as well as aliens using earth-based weapons. The humans don't necessarily link their weapon to their mind, while the standard weapons aren't even capable to self-destruct. So if a mod wants to use it, it can use the self-destruction feature while deciding the behavior of the items in dependency of who is using it.


For example:
Plasma Rifle in Sectoid's hands - PR and Sectoid are both set to true for self-destruction. Weapon is gone.
Plasma Rifle in Man-in-Black's inventory - PR is set to true, but MiB is set to false. Weapon drops.
Rifle in Sectoid's inventory - Rifle is set to false, Sectoid is set to true. Weapon drops.

156
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 30, 2015, 09:54:41 pm »
Having said that, the alloy cannon is an intermediate between the ballistic cannon and the gauss/laser one, so it doesn't have to be overly cost-efficient. :P
Yeah, I start to look at it the same way. The alloy ammo for the battlescape weapons is also very expensive but it keeps them going for longer. It's one of the only upgrades you get till you have your alien containment filled to the brim with prisoners. As such it makes sense that the less alien interrogation dependent upgrades are less cost-efficient.  :)

Quote
Now, that sounds bad. I can't remember now, it was modded when I knew much less about OpenXCom, and it was mostly trial and error - and apparently this version worked.
Is there an actual problem with it?
Without the clipsize, the alloy cannon's ammo is essentially free as it doesn't take any while still loading the gun. If you unmount the cannon, you even get free money as you end up with more ammo than before.

Here, so you don't have to look for too long.
Code: [Select]
  - type: STR_ALLOY_CANNON_ROUNDS_X50
    size: 0.1
    costSell: 900
    transferTime: 48
    clipSize: 50 #added this
    listOrder: 631


Quote
I think that airforce development might actually be a bit too fast... But then again, maybe not - I think all craft are being used.
Do you mean in terms of researching new craft or building too many fighters? In the latter case I can assure you that the newly introduced maintenance cost for the Raven reduced my overall spending as I now need to keep money at the bank each month. In my last month it was 2.2 million dollars I couldn't cover with the countries' funding.

Quote
As for the tactical sniper HE ammo, I don't really like it myself after all - it basically sucks, lacking the stopping power against most enemies. I'll make it a bit stronger.
How do you feel about the heavy cannon's HE ammo compared to the TSR? Perhaps I am undervaluing the higher potential fire rate of the HC, but I wouldn't want to see a bullet having a greater blast radius than a shell. Thinking about it, you could reduce the blast radius of the TSR HE while increasing its damage. That might make sense.


Quote
Yes, I know all that. That's how [stunning] is supposed to be.
I didn't think it's too bad so far. Except for that darned Etheral who didn't drop after 8 soldiers hit it with stun rods and tazer rounds repeatably, just to have the dog bite its back till it dropped. Then it bled to death.  >:( At least I got its weapon.


Quote from: Solarius Scorch
Quote from: Jstank
After you get an engineer the tree opens up very very quickly. All the sudden you are breezing through the research as the tree opens up right to rail cannons.
Do you mean too quickly? I was worried about this...
Definitely! I literally got the rail cannon research after I had researched the gauss cannon. And its cost of 40 science points(?) didn't make it any better. Replacing one tier in one gameday is quite something.

Quote
Besides, what competition? Plasma is overall best anyway. Maybe except for sniping.
And theoretically cracking sectopods in one shot if you haven't changed the damage reduction values.
As such I have put the rail tech for my game behind the E115 research to keep some progression. E115 is probably not a good choice, but at least it's farther back in the research tree. And E115 is required to manufacture the rail weapons.


Quote
Can you please specify if it's a difficulty issue, or more of a pacing/design issue? Does the game suddenly throw too much stuff at you after a long period of fasting, or something like that?
In the previous game I got gauss, laser and rail in a very short time. Currently I am running with gauss and haven't researched the alien laser gun yet for presumably laser tech. So that's good. But the rail.......

Quote
Thanks for the kind words. I think it could be because the air game is much simpler and less dependant on luck. Hmm, perhaps it would be better if there was less randomness in the ground combat research... On the other hand, I personally prefer it. I don't know, I need to think about it, and also hear more about it from you and the others.
Except for getting the examination room as a reward for the interrogation I don't mind too much randomness either.

Quote
Anyway, no nerfing the Fighters! They're exactly as they should be. Want to shoot them down - put your heart into it.
I haven't tried to shoot them down with interceptors as I always had Ravens by then. And if I didn't the Skyranger would do the job. Except for fighter's tendency to flee before the avalanche comes in range, they aren't too annoying. It's kind of a mini battleship that needs a bit effort to reduce it to ashes. I like that.


And I gotta join with Meridian in thanking you to make the game even more awesome.  ;)

P.S. This is probably going to be the longest page ever.

157
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 29, 2015, 12:28:31 am »
PS2: release notes to 1.0 say: "Aliens of the same race now should leave only one corpse type."

I think this change was mainly related to a certain critter,
Spoiler:
that dropped three different corpses.
But I suppose it would be nice if the floater leaders and such wouldn't drop a *COM_CORPSE clustering up the sell and research screen. But I don't know which impact that would have on the battlescape.


In unrelated news, the alloy cannon is the most expensive thing in the entire craft arsenal now. Not that I am a raving lunatic about it, the opposite is true, but I want it to be somewhat viable. One full load or 200 shots now cost $112.000. That's 16 alloys (sell/manufacturing price $6.500 each; x16 = $104.000) + engineering time + base cost. By comparison one set of avalanches cost $27.000 which is currently in my game the least cost-efficient way to down UFOs, assuming one does not care about the repair time. To make a more fair argument, to achieve the same damage potential you would need three loads of avalanches but that's still only $81.000. If you are curious, I can attach my current craft weapon comparison calc table.
My suggestion is to either set the required alloys to 1 which would make the ammo still very expensive, remove it entirely then it is slightly more expensive than cannon ammo or make bigger clips x100 or even x200 and require only 1 alloy for them. The last suggestion, though, will most likely break savegames for people who use the alloy cannon already.
That weapon destruction on death rule has made me a real bean-counter.  :P Also you forgot to set the clipsize for the alloy cannon's ammo.

In more positive news. Playing with standard weapons (excluding advanced weapons) I like how you balanced them. All of them have sufficient benefits and drawbacks to put them in a niche. I ended up with assault rifles with standard rounds for my grunts and rifles with alloy ammo for my snipers who would have an chance to hit >90%. Lesser snipers got the sniper rifle but they had to invest more TU. With that major nerf for the sniper rifles' TU the tactical sniper rifle also became very attractive. So good job!

Also that maintenance cost for the Ravens really hurts but it's a good pain.  ;D The Thunderstorm is pretty cool and with a higher tier cannon a beast.

158
Work In Progress / Re: New terror mission bug - vector::_range_check
« on: March 26, 2015, 09:49:16 pm »
Thinking about it, this workaround I came up with is no good on the long term.

Hobbes:
If you don't mind using FMP to verify the terrain pack, you could have a look at this post with a savegame. The FMP mod has the same integrity values (md5 checksums) as your files, I think. Just make sure that you don't activate savescumming while testing with FMP enabled.

I wish there was more debug information to go around. The openxcom.log doesn't tell anything either. Without running the entire engine in debugging mode, it's probably going very hard to fix that issue.

Jstank:
Do you still happen to have the savegame? Could you upload it, please?

159
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 25, 2015, 10:59:02 pm »
I think I know what's the problem but I can't figure out the why. Either way I can offer a solution or rather workaround to the vector issue.

The problem is that I got the 1 in a billion of a savegame seed that causes these crashes. And it's rather picky as well by choosing which terrain blocks/alien deployment it wants to crash with.

I have found the seed value in the savegame and I tried to toggle a few bits. Toggling the LSB didn't change the behavior while replacing the seed value with another number did. I am not sure if Warboy would appreciate me spilling the beans, so I am gonna leave it there.

As for the solution/workaround, assuming someone gets such a seed and plays without savescumming, this is the way to fix it:
Enable savescumming, head to a tactical mission (important!), make a new save, disable savescumming, continue playing.

What are the odds of getting a problem such as this...

160
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 24, 2015, 10:30:46 pm »
FYI: That change of terrain seems to be fixed with the latest nightly but it still creates that vector error.

...

It would be nice if you could link to the post directly next time . :D I have found it easily but just in case the search function fails and whatnot. And I am really curious as to whether there is a version discrepancy of the map tiles/blocks or not.

EDIT: I am dumb. I could just have clicked the link to the quote.

161
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 23, 2015, 11:21:12 pm »
So, uh, I might have mis-communicated something, so I'd like to clarify. I didn't only talk about the change of the terrain code for a terror site when saving the game. There is still this vector::_M_range_check issue that I do not think is related to a port attack being stuck in my savegame. At the least there is no mention thereof in the sav file.
Instead I found during my investigation/experimentation with the ruleset that some blocks selected by the terrains INDUSTRIALURBAN and RAILYARDURBAN seem to be creating this error. This is of course assuming that you don't save the game once the terror site was created and therefore the terrain hasn't changed to a non-terror site terrain.

Assuming you are using this terror_Bangalore.sav and leave only INDUSTRIALURBAN in the terrains list for STR_TERROR_MISSION (FMP ruleset 1.0.3 line 9856) it should crash the game.
Spoiler:
For testing change this
Code: [Select]
  - type: STR_TERROR_MISSION
    width: 50
    length: 50
    height: 6
    civilians: 12
    terrains:
      - MADURBAN
      - DAWNURBANA
      - DAWNURBANB
      - PORTURBAN
      - INDUSTRIALURBAN
      - NATIVEURBAN
      - COMRCURBAN
      - PORTTFTD
to this
Code: [Select]
  - type: STR_TERROR_MISSION
    width: 50
    length: 50
    height: 6
    civilians: 12
    terrains:
      - INDUSTRIALURBAN #removed all terrains but this one

But once you remove the blocks 4, 5, 6, 7 from INDUSTRIALURBAN (FMP ruleset 1.0.3 line 6930) before undoing the previous change...
Spoiler:
For testing change this
Code: [Select]
  - type: INDUSTRIALURBAN
    commands:
    - type: addCraft
    - type: addBlock
      size: 2
      executions: 4
    - type: fillArea
      blocks: [3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17]
      freqs: [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
to this
Code: [Select]
  - type: INDUSTRIALURBAN
    commands:
    - type: addCraft
    - type: addBlock
      size: 2
      executions: 4
    - type: fillArea
      blocks: [3, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17] #removed 4,5,6,7
      freqs: [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2] #removed 2,2,2,2
... it works again. So I am not sure if there is a problem with those four blocks. I don't know how to take a look at those.
As for RAILYARDURBAN I couldn't make out neither head nor tail to which blocks might be a problem.

Naturally it's entirely possible that I messed up the game in a way. Of course I have replaced the ruleset with the original 1.0.3 just now to circumvent some odd modifications acting up but one can never know for sure.
It'd be nice to verify this if one of you just happen to have a terror mission to test with. I'd offer to take a look at it on Wednesday, as long as the savegame contains a terror ship that is about to touch down but hasn't done so yet.

---
As for the interceptor not heading back after successfully shooting down an UFO, I have also encountered it. I just don't have a savegame for the bug tracker.

162
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 22, 2015, 10:29:59 pm »
I had a hunch that the vector thing could be about the terrains because I got a Savannah for some reason when I loaded the savegame with the present terror mission. And I think I found the or one culprit.

With that hunch I went through the terrains list, deleting everything but one for each of them.
Code: [Select]
  - type: STR_TERROR_MISSION
    width: 50
    length: 50
    height: 6
    civilians: 12
    terrains:
      - MADURBAN
      - DAWNURBANA
      - DAWNURBANB
      - PORTURBAN
      - INDUSTRIALURBAN
      - RAILYARDURBAN
      - NATIVEURBAN
      - COMRCURBAN
      - PORTTFTD

And I found that I get the error when I left either one of these two in the FMP ruleset.
Code: [Select]
      - INDUSTRIALURBAN
      - RAILYARDURBAN

This is reproducible with the terror_Bangalore save.

EDIT: The reason for getting a different terrain than the terror one is probably due to this issue. Funny how things come together.

163
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 22, 2015, 06:29:34 pm »
The savegame I uploaded apparently changed the conditions for the m_range_check to happen. At least it shows the Savannah-esque setup so it's good to look at it as well.

With this attached savegame you should get the error when you disengage the Raven and wait for the terror ship to start its business. Then send the Skyranger in response.
I just hope renaming the savegame and editing the savegame's internal name didn't do too much.

164
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 22, 2015, 05:26:03 pm »
Started another game over the week with 1.01 now updated to 1.0.3 and the OpenXCOM Nightly 2015-03-04-01:47.

First terror mission was a port attack on the Seychelles Island, so I got a _M_range_check of course. That's when I updated the FMP to 1.0.3 and set the port_terror to terror_mission in the savegame. It ended up being a Savannah-esque map without civs but I could finish it.
Second terror mission, this time with the following savegame entry (savegame is attached):
Spoiler:
missionSites:
  - lon: 1.352630170295605
    lat: -0.2268928027592629
    type: STR_ALIEN_TERROR
    deployment: STR_TERROR_MISSION
    id: 2
    texture: -1
    secondsRemaining: 18000
    race: STR_SECTOID
In Bangalore, I get another vector::_M_range_check.
With Sectoids it's gonna end horrible once it works.


Quote
Fixing the wrong entries now.
And in that vein I found a bug with the Alloy Cannon not removing any ammo from the base. It was the opposite, I even got ammo for free when I unloaded the Alloy Cannon from the craft.
Comparing it to other entries I found that it didn't have a clipSize entry. After adding that, it took the ammo correctly from the base's inventory.

Spoiler:
Code: [Select]
  - type: STR_ALLOY_CANNON_ROUNDS_X50
    size: 0.1
    costSell: 900
    transferTime: 48
    clipSize: 50          #added this line
    listOrder: 631

But for heaven's sake if you are fixing the requiredItems for the Alloy Cannon and its ammo, reduce the required alloys for 50 rounds from 4 pieces to 1. Otherwise the ammo is absurdly more expensive than Stingrays. Even with 1 Alien Alloy for 50 rounds, it's already 4.5 more expensive than the normal cannon rounds and I suppose the (Alloy) Cannon's strong suit should be the low cost for its damage potential.

And since I asked about the E115 requirements for the Ship Rail Cannon, I simply added the required materials for the current ruleset for now.
Spoiler:
Code: [Select]
  - name: STR_RAIL_CANNON
    category: STR_CRAFT_WEAPON
    requires:
      - STR_GAUSS_CANNON
      - STR_RAILGUNS
    space: 6
    time: 360
    cost: 240000
    listOrder: 255
    requiredItems:       #added this line
      STR_ELERIUM_115: 5 #added this line



165
I have meant it as another alternative way to create autosaves of course. That is besides ironman and having a certain saving rhythm depending on day or turn.

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