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Messages - Devon_v

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61
XPiratez / Re: Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: April 11, 2019, 02:03:43 am »
She~Ra

https://www.google.com/search?client=firefox-b-d&q=She-Ra


Michael Straczinsky as creator? ? :o :S o.O

Joseph-Mich.Straczinski, as also creator, /producer "serious" Babylon5 sci-fi series?


(yu know, -it just doesnt "fitĀ“ smthng such "childish anime show as She-Ra, - to him..

He wrote Jayce and the Wheeled Warriors before he did Babylon 5. He also did a lot of comic book stuff. B5 is kinda the aberration, but it just happens to be his best known work.



Really enjoying the changes since F4, and I haven't even started the game yet. Somehow there's even more flavor in everything, even more weapons, things like the "heightened senses" on the dogs are a wonderful touch. The ANAL button is the most fun I've had so far, finally able to delve into the guts of the weapons and understand how they function. Looking forward to trying out melee with the CQC mechanics. The cleaner Bootypaedia entries as a result are nice as well. So much to do...

62
XPiratez / Re: Bugs & Crash Reports
« on: April 10, 2019, 09:16:53 pm »
There's an options.cfg? Weird...
It's right next to the crashlog in the user folder. I assumed it was included intentionally to set X-Piratez as the default game mode and preset the extended options. As far as I recall it's been there as far back as version .97.

63
XPiratez / Re: Bugs & Crash Reports
« on: April 10, 2019, 08:11:31 pm »
Anyone had any issues installing J13a? It just plays UFO's opening, then crashes with a segmentation fault and the log doesn't contain anything useful beyond a few [WARN]s that some optional mods have been disabled because they have dependencies on xcom2. Does X-Piratez require the TFTD data files now as well as UFO's due to the underwater missions? The installation instructions didn't indicate anything new was required, and .99f4 still works fine on my machine. (Yeah, I've been gone a while)

Edit:
Nope, it wasn't the TFTD files.

[10-04-2019_13-22-36]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[10-04-2019_13-22-36]   [FATAL]   0x896d00 OpenXcom::CrossPlatform::stackTrace(void*)
[10-04-2019_13-22-36]   [FATAL]   0x8984c0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[10-04-2019_13-22-36]   [FATAL]   0x401670 signalLogger(int)
[10-04-2019_13-22-36]   [FATAL]   0x77ac5030 RtlKnownExceptionFilter
[10-04-2019_13-22-36]   [FATAL]   0x77a8979f RtlInitializeExceptionChain
[10-04-2019_13-22-40]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
More details here: D:/openxcom/Dioxine_XPiratez_J13a/Dioxine_XPiratez/user/openxcom.log
If this error was unexpected, please report it to the developers.

Doesn't really tell me anything. Does that make sense to anyone else?


RESOLVED - New bug report:

Something is missing/wrong with the included options.cfg. The game just tries to boot UFO and then crashes. Copying the one from 99f4 caused J13a to boot without issue.

Edit:
The Geoscape button text is all garbled. Everything else is fine, it's on en-us.

Actually, changing the language setting doesn't appear to do anything at all. en-uk, still garbled, all other text still normal. ru, all text is still English, Geoscape buttons still gibberish. Russian patch is not enabled, just checked that.


All this is on a 100% clean install and a brand new campaign. Perhaps something went missing at some point and people upgrading their games mid campaign have been unintentionally providing previous versions of some files?

64
I'm not having any issues with combat, that was easy enough once I worked out what the new "good" weapons are. It's just been the score penalties for some faction doing something somewhere which somehow causes my gals to make me walk the plank. Digging though my save some more it seems that I lost 2500 points for the Spartans running some big operation...in Antarctica. If this was all in one month, it would be bad, but I could recover. But it happened at the end of one, giving me my warning, and then continued into the next, putting me in a huge hole with an automatic game over awaiting at the end of the month.

I agree that the mood the game puts forward is one of exploration, which is really cool and different. I especially love relying on salvaged weapons and equipment. But then the scoring system is like "you're not on the optimal path? GAME OVER!"

65
I got to say that the game might need some attention with respect to early game balancing, specifically as to when faction activity picks up.   I have done detailed analysis of research tree and drove straight for the key techs, and went for the most optimal money making manufactures.  Even so, I just barely managed to get enough bases/coverage to not run the campaign into ground.   I got a negative score in August, but by mid-September I had four bases with hyperwave decoders, and was able to clamp down on all that jazz.   But that was version F3.  With the research and manufacturing changes made since, I highly doubt I would be able to scrape by financially.
Four bases? I have 1 and a half and I'm trying to afford outfitting an air force. Chateau seems to take forever to make now, while maintenance sucks away more than your protection racket is worth. I mean bases cost a million, which is about what you can make in a month once you get Chateau, but then maintenance eats a quarter of it after wiping out your protection money completely.

Is the game meant to be playable at all blind, or are you supposed to have the strategy guide in your lap at every step of the way? No sarcasm, legit question.

Edit: Apparently the solution is to give yourself research points. They add to score in a straight 1:1 ratio.

Edit: Edit: Wow. It took the factions all of three days to drop -500 on me in October. How are you supposed to combat that?

Edit: Edit: Edit: And -1000 at the end of the week. I think something's broken.

66
What causes major score penalties these days? I've not yet contacted the mutant alliance, I'm running missions, and yet my score in September just keeps plummeting. I complete research, finish missions, check my score. I'm being credited for my victories, then a few days later everything I've gained and more just gets wiped out. I was at -1000, clawed my way back up to -800 in a few days, and then end of the week I'm -1500.

According to the charts there's about 500 units of activity in the Dark Dominion which I have no coverage over, which is by far the most this month, but is there something they could be doing that the game somehow expects me to be stopping?

Edit: For that matter, does anyone know how OXC actually stores the monthly score? I went digging in the save to see if I could find the source of all the bad juju, but all the game seems to save is the various monthly activity values that make up the graph. I tried changing some of the alien activity values to see if that was what influenced the score but while it changed what the graph displayed as the current level of activity, it did not impact the total score. Searching around the forums and Google has people offering all sorts of suggestions as to how score is stored, and a post from Warboy basically saying that he won't tell.

I don't mind losing because I did something wrong. Losing because the RNG did something on the other side of the planet that I can't even know about sucks.

67
XPiratez / Re: Bugs & Crash Reports
« on: April 10, 2017, 05:53:17 pm »
Correct:  You cannot remove the whole possibleMissions section.  This will crash your game.

You must remove out all of the
        STR_MISSION_RAID
        STR_MISSION_SMUGGLING

lines.  There are multiple copies of these in the save, one for each region, I believe.
Actually in my case there were absolutely zero. I never needed to open the save in the first place. :)

68
XPiratez / Re: Bugs & Crash Reports
« on: April 10, 2017, 06:36:42 am »
I had the same issue with end of month crashing. Oddly the first month after updating allowed me to continue playing by pressing "ignore", but the next was a crash no matter what. Examining the save file it seems the game never fully reconstructed the possible missions section, so that does indeed seem to not be a good idea to remove. :)

69
Just had a spider hunt, lots of fun, despite the heat. The weather works a lot better when your gals have gained some levels. The RNG finally chilled out, too, so I don't run through a month's worth of healing items every mission.

70
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: April 03, 2017, 11:51:27 pm »
1 wound is technically speaking the outlier for any instance of receiving a wound. Any instance of being wounded is evenly split between 1,2 or 3 wounds. Below 11 damage your chance to take a wound is reduced but the split remains. See link for further information. https://www.ufopaedia.org/index.php/Fatal_Wounds

I'm talking about multuple missions. Not "oh, the RNG hated me on this mission, I kept roling 3", but "every mission I do, the RNG rolls 3 more than any other value". Crazy stuff like getting auto-fired and being left with NINE fatal wounds. The rolls are supposed to be 33/33/33, but I'm seeing 10/10/80. Not impossible naturally, but there's only so far improbability goes before I begin suspecting an error.

71
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: April 03, 2017, 12:27:28 am »
As for the bleeding mechanics, no changes compared to vanilla. You get a random number of wounds: 0-1 for up to 3 damage, 0-2 for 4-6 damage, 0-3 for 7-9 damage, and 1-3 for more than 9, or something similar.

Huh. That's not remotely what I'm seeing. Easily 80% of damaging hits are resulting in 3 wounds so far over multiple missions. I'll keep an eye on it and see if the RNG chills out.


My concern about weather was for the early game. It's kind of a no go when you have limited strength and carrying capacity and you need to use the canteen every third or forth turn. It makes a north Africa, Brasil, or Siberia start very unattractive at least. So far the Church of Sirius only builds in bad weather as well which cut off some good early game income for me. I don't mind adapting, but I wasn't sure if there were supposed to be quite as many hard no missions right from the start.

72
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: April 01, 2017, 12:53:40 am »
You can't shoot down ships early, no, but you can follow them and raid them on the ground.

If wounds are 10% of damage that fits much better with what I'm seeing where 3 fatals are the norm from weapons fire, because over multiple missions 3 is the average result, not an outlier.  Had one gal get auto-fired and live...with 9 fatals. It seems that bandages and even vodka are just not supposed to be more than a stopgap now, X-Grog and medikits are the only real heals.

I've always been a fan of the Shotguns, but they got double nerfed with some reduced damage and they flat out cannot be fired one-handed anymore. They're still a good lethal option early, but not great. Rusty niners are solid and widely available. I'd avoided bows because the change log made me think they'd been nerfed into the ground, but I'll have to check them out.

I realize that enemies bleed, but you can't afford to wait for that. They'll kill you or give you enough bleeders to expend all your healing before they drop.

73
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 31, 2017, 02:54:12 am »
Okay, doing a Ratman Rodeo and of the nine hits my gals took, seven caused 3 fatal wounds.

Tried to save one using vodka, and she apparently died of stun several turns later.

Seems out of whack.

74
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 30, 2017, 08:42:50 pm »
Any damaging hit can cause up to 3 wounds though the chance is quite slim.

Most of the weapons with a penalty vs armor are actually still quite good. 20-30% armor increase on 40ish base armor is not terribly significant.

That's good to know, but it still seems like there's no reason to pick most of them over the mace, which has good damage and reduces and damages armor. And with the 0-200% damage formula low power firearms are already in a really wierd place without giving the enemy any help.

Yes, Barons definitely have a ranged attack.  Not sure the stats, but can definitely put out some punishment.  I remember Poet losing some troops to this shot.

If it's balanced based on the source material the green flame can do just short of half of Doomguy's health on a direct hit, and he's pretty uber himself. It was not something you wanted to get hit by.

75
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 30, 2017, 06:17:25 pm »
I've gotten back to playing Piratez, started a new game to see all the new stuff, and while I think the early narrative stuff is very well done now, especially the fugitive capture squad and the early researches that set the stage, early game balance still seems really RNG dependant.

Once again I had a horrible first month with a -1,500 score for no reason I could determine, and without the Infamy bonus I was forced to sell a ton of stuff, basically all my loot and starting equipment other than the hull, drill, Airbus, and the gear I used, to avoid going into negative balance at the end of the month. This was despite powering through research and throwing a party which was supposed to be worth +250. That's two out of four campaigns I've played so far where month one has torpedoed my score, and it was really punishing with the new upkeep balance.

Early missions are also very binary. Either you're robbing civilians, knocking over Watchtowers, or hitting a crackhouse where no one has armor and it's easy as pie, or you run into raiders and can barely scratch them. Perhaps I haven't adjusted to the new weapon balance, but so many otherwise decent weapons have negative armor penetration now which makes them seem useless since the only things you need high power for in the early game - and wouldn't try to kidnap - are armored foes. Melee on starting gals with no armor very quickly turns into an extended infirmary stay or worse against anything more than a rusty niner it seems. I'm not sure if it's RNG trolling me again or not, but fatal wounds seem to pile up with remarkable speed, I've had gals end up with 4-6 from a single attacker, and it really makes that missing third charge on the bandages hurt. In earlier versions the Ubers felt kinda bulletproof, you'd take a little damage here and there, but they just seem to get hurt by everything now.

It may again be RNG, but over two months I have had very little civilian traffic, and whenever I would explore a new mission type the enemies would far outclass six lunatics. The only working strategy I've found is go at night and slow creep the map, which I thought was supposed to be discouraged in this version. I've found that the only good answer to extreme weather early is to ignore the mission. Even with Heat 50% on the starting outfits stun builds up at a startling rate, and the canteen is yet more inventory space and TU usage that the gals can't afford when they're that weak.

I still very much enjoy the game, but it still seems like you need the RNG's permission to even get started.

Edit: I should add I play blind, so if there's a super important tech you're supposed to rush, I wouldn't know.

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