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Messages - hellblade

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1
Open Feedback / the only "pressing" bug that must be fixed
« on: May 31, 2015, 06:50:12 am »
There are a whole bunch of bugs and issues with the game right now but you'd expect those to be ironed out, sooner or later.

One bug however, is getting rather annoying.  It's not game-breaking but it's glaringly obvious.  Shooting any alien directly behind an opened ufo door, while you are diagonally adjacent to the alien outside the ufo, WILL GUARANTEE a miss.  Game won't say it's out of LOS, instead you will just keep shooting at the edge of the door.

There are other "pairs of squares with the opened doors in between" that also guarantees you shooting at the edge of the door instead of the of alien.  It's getting VERY annoying if you play ironman, where you always have to keep in mind which square NOT TO STEP onto.

Anyway I just hope to bring this issue to light.

2
Troubleshooting / Re: Nightly Installation over V1.0
« on: May 29, 2015, 08:39:09 am »
Thank you, not only did you fix it.  More importantly, you taught me how to fix future similar bugs.

3
Troubleshooting / Re: Nightly Installation over V1.0
« on: May 28, 2015, 06:28:50 pm »
Thank you both of you, so much.  Attached the savegame.

To describe the problem in more detail.  After ending my first turn.  The game never leaves the "hidden movement" screen.  Does not matter how long I wait, after all the moving, shooting sounds have died down, it just stays on that screen.  Music continues.  I can even click on the "menu" button and load a game from there so the game is not completely frozen.

Also, reloading a savegame in Geoscape (just prior to the mission) creates the same bug IF and ONLY IF I turn off save-spamming.

4
Troubleshooting / Re: Nightly Installation over V1.0
« on: May 28, 2015, 06:06:36 pm »
So just rename the old folder to Foldername + »old« or something, name the decompressed folder from the nightly into the original name of the old folder and place it where the old folder was before.

4 questions:

1)  V1.0 installation directory is set here C:\Program Files\OpenXcom  so this is where I unzip?
2)  In the zip file there is a folder called TFTD, but I only play Enemy Unknown ... unzip TFTD folder and leave it there?
3)  In the zip file there is a folder called UFO.  Inside the folder is a readme.txt which gives further instructions ... should I follow these further instructions?
It says "Copy all the UFO: Enemy Unknown / X-COM: UFO Defense subfolders to this directory"
4)  Where should I upload this buggy savegame for you guys to dissect?

A game freeze on battlescape sounds more like a map problem, than a Nightly problem.  It also could involve custom mods.
No, mine is just a vanilla V1.0 game with no mods, no hex-editing, no nothing.  The problem even exist if I load a savegame in Geoscape BEFORE the mission begins (with save-spamming option turned off)

5
Troubleshooting / Nightly Installation over V1.0
« on: May 28, 2015, 04:19:49 pm »
Sorry for such a simple question.  But even after plowing through all the instructions I cannot install nightly's version.  Or should I say I don't know if I have installed it at all.  Could somebody please explain in layman's terms how to install nightly over a normal v1.0 game?

Specs are: Win7; normal V1.0 installed using installer (game runs fine);  No mods.


I am quite desperate as my savegame seems to result in a game freeze during the first turn of the next battlescape mission, no matter what I do.  I was hoping the nightly build would fix it but it didn't.  Either I didn't install it properly ... or I have a savegame that guarantees a crash.  And I would love to email it to anybody here to wants to pull it apart and see what is causing the freeze.

6
Also, I do like the idea of the rotated UFO layouts, but the outside door has to be facing south-east or south-west. So rotation will just double the number of UFO layouts, not quadruple, unfortunately.

Exactly my point.  I think the others are mistaken thinking I want more variants of UFOs.  I just want the ufo facing another way with the original layout kept faithfully.  And I don't think there is a mod yet that does it.

7
As OpenXCom is trying to be a faithful reproduction of the vanilla game, rotated UFO layouts would probably be outside the scope of the core game design.  This should really be done as a mod, I think.  ..And, indeed, there is a nice mod "lukes extra ufos" (just google it, and check the top two hits), which provides a huge huge number of extra UFO layouts.  Completely different layouts too, not just rotations.

There are some nice terrain packs there too, if you're after a bit more variety there too. :)

Thanks so much for all the info, from both you and the rest of the community.

No, I still want the vanilla game just want to see the UFOs rotated to give it a fresher look.  Don't really want brand new ufo layouts ... yet.

8
Open Feedback / Battlescape ... bugs?
« on: May 26, 2015, 08:36:12 am »
First of all, switching on "Time Units" in battlescape, during a battlescape mission sometimes crashes the game.

Secondly, and more importantly ... why is everything "slightly off" compared to the original game?
The color/brightness is slightly off;
The brightness of each tile affected by lighting (whether it is lighting from a light source or lighting from a solider walking closer) is slightlly off;
The vision of tanks is slightly off (i.e. areas aren't revealed even though they clearly should be)
AI seems to be slightly different ... aliens lurking in areas where they never lurked before.

I'm asking because I wonder why the above things are slightly off when the game should have just copied the original game mechanics?  Not that it's a major issue though.

(edit: The tank's weird vision seems to be from that the "eyes" of tank is linked to it's turret instead of it's body, which I believe is a bug from the new game feature "extra movement options when holding Ctrl")

9
Suggestions / Re: Save loadouts specific to soldiers.
« on: May 25, 2015, 08:00:02 am »
This is not a new idea.   And I think it should have been included in Openxcom in the first place.

This is essentially xcomutil(or extender? i forgot which) feature where soldiers with certain name -strings would be equipped automatically with preset equipment.  If you don't want them equipped, then don't add name -strings, it's that simple.

I would like to note, however, that xcomutil never got it functioning as intended.

10
Suggestions / Simple "balance" to broken Psi system
« on: May 25, 2015, 07:55:11 am »
The Psi system is ... in today's gaming term ... OP.  It's so over-powered that it breaks the game.

I propose a simple mechanic to partially balance this problem.  Could the soldiers who successfully (or unsuccessfully) attack psionically also suffer some brain damage?

How much damage is up for debate, but as long as the soldier who used psionic ability hits the sick bed for a couple of days (or even kills himself), it would balance the broken system somewhat.

I got this idea from the official X-Com novel actually.  Our human brain wasn't born for psionics anyway, so why shouldn't there be some brain damage?

11
Is there currently any plan to add rotated UFOs/buildings/areas .... so the game is less repetitive and more replay-able?

You already have the resources for each area/ufo.  But they always face one-way.  Turning them by 90o 180o 270o would quadruple you number of ufos/areas.  It would be a great addition to the game, if not as a mod.

Also is there a plan to include some TFTD landscape to battlescape missions?  Again the resources are already there to plunder.  Extra sets of landscapes would increase replay-ability.

12
Suggestions / Re: Flanking gameplay mechanic
« on: May 25, 2015, 07:37:38 am »
This is the real X-com, not the simplistic new version.  If you turn it into a console-like game for kids who don't want to use their brains while playing, then maybe you have a point.

The mechanics is already in.  You just need to use your brain.  Front armor is already heavier than side or rear armor.  IF and ONLY IF you are behind cover, the game mechanics dictates that flanking (depending on how much you flanked the enemy) increases your chance to hit.   Why you would make a rule about extra damage and is beyond me.

13
Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: January 10, 2012, 07:31:22 pm »
I'm going to sum up what I see so far.

1) Square grid turned to hexagon (from Civ5 no doubt)
For X-Com definitely an improvement.  For those who play boardgames or comp games, you'll know hexagons are always more realistic.   Though I would have preferred polygons of such small size it seems there's no limit to the map at all (like SC2).

2) Cover system is a no-shield, half-shield, or full-shield?
I hope this is not the way accuracy is calculated, or it's definitely dumbed down.

3) One shooting button?
I pray it's one of those spawn-more-radial-button buttons.  Or all I can say is F@#$!!!!

4) It looks like there's no realistic sub-level.
So if you're on ground you'll never be half-way up on a rock or a hill.  Either you're up one level or you're not.  Or there may only be one level which is our worst nightmare.

5) Base is sideways.
Unless the tactical part of the game has at least 6 levels?  Then we're doomed.  Because there will be no base defense missions at all.

6) Says they have definitely "streamlined no small amounts of the original game".

Sigh

7) There are 5 soldiers on the radar (unless the triangle thingy is something else).
And there's no next-soldier button.  Hints at VERY few soldiers per mission.

8) The sectoid is ... crawling on all fours with a shoe in its mouth.
Devoid of intellect and turned into some feral monstrocity.  Scary ... yes, inappropriate ... yes.  Let me explain.  They look brainless and a race lacking in techology.  And they're supposed to be flying ufos in space.  Who knows, they could now be terror units in this new remake, some kind of alien warhound.

P.S.  The game looks good graphic wise and there may be some good changes.  I'm just complaining about the disastrous changes that are already clearly visible.

14
Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: January 10, 2012, 04:19:28 pm »
Actually they DO have destructable terrain.  But so far noone knows how much.  If you can't dig a tunnel through the ground I'd say it's a fail.

15
Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: January 07, 2012, 06:19:58 pm »
I had two reaction, holy **** and oh crap.

Forget about them doing too much.  You'll be lucky if the remake has 70% of original features. 

This is a company that ruined the civilization series by making Civ V - the most thinned down version of Civilization and widely accepted as the worse in the series.

And they did it for one "compelling" reason - money.  If it's simple enough, then they can sell it on pc AND all the other TV console platforms.  And the more platforms, the more money.

This X-Com remake is already said to be released on more than on platform.  And you can BET it'll be shitty.

And if you want more prove that this remake is for simpletons, go search "CITIZEN SKYWATCH" on google.

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