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Messages - H0lyD4wg

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XPiratez / Re: Everyday is Caturday Challenge Run
« on: April 19, 2024, 09:44:06 am »
If Enemy has Sniper-Spotter, why bother? After the first shot/kill, they'll know exactly where that unit is. (I could be entirely wrong on this, but as far as im aware of, thats how S-S Relations work.)

When an enemy sees one of your catgirls, she becomes spotted (= valid target for out-of-LoS snipers) for a number of turns equal to that enemy's spotter score (often just one), not for the entire rest of the mission. If she's not spotted again during that time, the "spotted" status runs out. So shooting a (one-turn) spotter doesn't have to mean "going loud", only taking a small step back to spend the subsequent enemy turn behind hard cover, and then back to sneaking around on your next turn.

Heuristic for estimating the spotter rating of your enemies:
Spoiler:
Generally speaking, soldiers (e.g. Humanist Soldier, Spartan Rifleman, Ninja Gal) and competent bandits (e.g. Highwayman, Ratmen) have spotter 1, dedicated scouts and lookouts (e.g. Spartan and Raider scouts, Stormrats, Field Gun, Pillbox) have spotter 2, and field officers (e.g. Spartan Lieutenant, Humanist Leader) have spotter 3-4.

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XPiratez / Re: Bugs & Crash Reports
« on: September 22, 2016, 06:55:48 am »
I just had a pogrom mission generated without any civilians.
I know that there weren't any civilians on that mission (as opposed to civilians existing but getting killed before I can see them) because in the post-mission debriefing there was no lines for either civilians saved or civilian casualties.
Saves attached.

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XPiratez / Re: Traing bravery
« on: September 20, 2016, 06:48:02 am »
What counts as a real medkit? Anything that actually restores some HP (so, bandages and X-Grog et cetera), or only things that are some kind of bag or box with a red cross symbol on them?

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XPiratez / Re: Bugs & Crash Reports
« on: September 18, 2016, 07:37:14 am »
Changed this to conform to the pattern, but pilots can be chosen freely anyway, so does it even makes sense to bother?

That depends on how players assign pilots in practice. If most people are going to assign their pilots manually, it really doesn't make sense to bother with a detail that would only be noticed by the few who use automatic pilot assignment. If, on the other hand, automatic assignment is the rule and manual assignment the exception, consistent positioning of pilots can be a nice touch.

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XPiratez / Re: Chaingun remodel and palette fail
« on: September 18, 2016, 07:29:49 am »
This is how it could look like.
Btw. the numbers down there are the current battlescape palette as a starting point.

Code: [Select]
customPalettes:
  - type: PAL_BATTLESCAPE_COPY
    target: PAL_BATTLESCAPE
    palette:
      0: [0,0,0]
      1: [252,252,252]
      2: [232,232,232]
      3: [216,216,216]
      4: [196,196,196]
      5: [176,176,176]
      ---- snip ----

Considering that current palettes are made up of 16 colors with 16 shades each, wouldn't the palette definition be more readable if it was indexed by two hexadecimal digits rather than decimal numbers? That way anyone working on a palette can easily mentally parse e.g. '4F' as 'darkest shade of 5th color'.

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XPiratez / Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« on: September 15, 2016, 03:00:34 pm »
Some of the PNGs in AltCorpesComplete don't conform to the PNG format specification, causing and annoying warning message when starting up the game. Essentially the same as this bug: https://openxcom.org/forum/index.php/topic,4058.msg71510.html#msg71510

I've attached fixed versions of the offending files.

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XPiratez / Re: Bugs & Crash Reports
« on: September 15, 2016, 02:32:25 pm »
This one is more of a nitpick than an actual bug, but here goes:

When taking the Airbus, the 6th girl in the crew list (that is, the one piloting the craft) is positioned at the front-right corner of the craft, facing the front. This makes sense if you assume that vehicles in this setting (and the Airbus in particular) have their steering wheels on the right.

In the Aircar, on the other hand, gal #4 (the pilot) is in the back of the car, which makes less sense.

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XPiratez / Re: Bugs & Crash Reports
« on: September 15, 2016, 02:03:37 pm »
Game crashed when I tried to start a pogrom mission. More specifically:
  • pogrom__.sav is a save I made immediately when the pogrom spawned. If you load it and immediately take the Airbus to the pogrom site, the mission starts normally.
  • Rather than send whoever was in the Airbus at the time, I took a few minutes to select and equip my crew and saved the result in pog_ equip.sav . If you load that save and immediately send the Airbus to the pogrom site, the game will crash with signal 11 (I'm playing on Linux). I've attached the relevant openxcom.log .
  • If you load pog_ equip.sav, wait a couple of in-game hours, and then send the Airbus to the pogrom site, the mission will start and the game won't crash.

I have also tried to diff the two save files and see if there are any differences beside the in-game clock and the gals' equipment, but as it turns out openxcom arbitrarily re-orders the contents of save files, and that makes diffs hopelessly noisy.

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XPiratez / Re: Bugs & Crash Reports
« on: September 06, 2016, 02:22:24 pm »
Some of the PNGs used in XPiratez aren't well-formed according to the PNG format specification. This doesn't cause any serious problems, but when running OpenXcomEx from the command line on Linux, libpng complains about out-of-place iCCP chunks and that's pretty annoying.

This problem can be fixed by re-encoding the offending files, which I did (see attachment). I took care not to increase the file sizes (except for 1 file out of 46 that grew by 163 bytes), so that the fixed PNGs may be incorporated into the next release.

https://drive.google.com/open?id=0B3tkOxruoA-VZllwQTlILXJ5c0k

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