aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HT

Pages: 1 ... 28 29 [30] 31
436
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 15, 2017, 12:27:27 pm »
So, been playing a little more. After finding the MAGMA LAB mission to be a slog to go through, I changed the difficulty back to Experienced. It may make things a bit too easy, but I prefer it to having 50+ dudes running around like headless chickens forcing you to hunt down the majority.

Right now I managed to terminate most of the cults except the Black Lotus one, which is showing minimal activity (perhaps they went into hiding)? Amusingly enough, I got an EXALT outpost mission in spite of supposedly having sabotaged their Psyclone production, but it was a minor bug. Speaking of which, the Zombie catacombs mission is repeatable, not sure if it's intentional.

Nevertheless, the HQ battles were quite fun, even with the sheer number of enemies... Except for the EXALT one. In addition to the arbitrary limitations and the fact that some enemies walk around in heavy armor just fine, the building was seemingly built by a long relative of Escher, considering its labyrinthine form. Luckily enough, it seems I found another bug that turned out to be quite exploitable: for some reason, Ballistic Suits with Combat shield are available as part of the Civilian 'outfits'.

I'm sure this is not intentional. About that, I don't understand why Leather Armor is the only one normally allowed, when Kevlar Vests are perfectly capable of being worn under clothing (in most cases they're designed to do that).

In any case, right now I'm going against random encounters with angry monsters, starting to face Hybrids and so on. However, I'll stop playing for a while until the next version is out, as right now it is becoming increasingly obvious that some things are unfinished.

I'll also attach a pic of a funny bug I encountered during the Red Dawn HQ mission. No idea what happened here to have that poor Sailor stuck into a wall. Perhaps I went overboard with the explosions?

Anyway, I would also like to ask some questions if you people don't mind:

How does the flashlight work with units' standard night vision? Does it increase your sight radius in exchange of making enemies easier to spot your soldier, is it a cosmetic thing that enhances the wielder's "night vision radius"?

How does the Thermal Vision sight work for the Exo-Suit? I'm not sure if it's supposed to replace humans' standard night vision (10 tiles), or add to it (thus becoming the standard 20). Moreover, does this vision mode count as a special ability capable of letting see you through camouflaged units or see through specific walls?

Lastly, what's the vision radius for Dogs? I believe it is higher than humans' 10, most likely to represent their sharp senses and the like, but I would like to have a confirmation.

437
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 15, 2017, 12:15:20 pm »
Here's the bug I mentioned about the Deep Ones' Ritual mission. Note that I completed the mission using Ctr+d, Ctr+j to KO all enemies as a way to make it fast, but I hope it is not relevant for the strange items shown here.

438
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 12, 2017, 10:14:49 pm »
I guess you're right. I'll write something. :)
Sorry, what exactly is missing? The Deep Ones Rituals mission looks okay to me.

HOW DID THIS HAPPEN?!

Code: [Select]
  - type: STR_ZOMBIE_WEAPON
    recover: false

In the Deep Ones' Ritual (which I didn't play fully yet, I just wanted to test how it worked), some of the rewards for winning are things that look like that odd "zombie_weapon" thing, but can be sold for money instead.

Also, not sure if it counts for being a bugged save, but in my game I started using the "aliens can recover weapons from the ground" modding option, but eventually disabled it after seeing it did nothing, and also reading here in this board that it wasn't recommended to use this option.

So far the game is working fine though, so it shouldn't be that.

439
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 12, 2017, 02:11:14 pm »

Lol, no, it wasn't fixed. Next time. (For now, you can just go zombie hunting if you like.)
This mission doesn't exist yet, so the texts aren't ready yet.

God no, never again. Doing that mission at Veteran difficulty was a nightmare: Too many damn Zombies with too much health along with some that can use guns to boot. Either I was supposed to do this at Promotion 3 or with the Skyranger, or the number of enemies in that mission was insane. I won after a long battle, with tons of wounded and spent ammo with not that much gain. I would have expected MAGMA rewarded me for cleaning their shit, but besides looting rights, nothing else happened. I would assume a new "message from MAGMA" congratulating the player would be fine here and fitting.


And Zombies have stun resistance, yeah?  ;D

I was using the Stun Rod, that despite the name uses Electricity damage, which Zombies are vulnerable to. However, the Tomb Guardian was able to outright ignore most of the prodding. It also doesn't help it is an awkward two-handed weapon that needs a lot of TU to work. I need something better soon.

Lastly, speaking of missing texts, the "Messengers of Dagon" research unlocks Deep One rituals, the mission text of which is unfinished and the rewards borked (the Deep One Chieftain doesn't seem to work, and there are "human_Sacrifices" things that do nothing except being vendor trash).
This also kinda happens with the MAGMA LAB mission. Attaching a pic.


440
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 11, 2017, 03:41:52 pm »
That's odd,  it used to show me a message like this:

Quote
[FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Oddly enough, I tried it again and now it's not happening anymore.

 By the way, has the "Trouble at MAGMA Lab!" been fixed too? That one sometimes repeated itself in the following month despite having won that mission before.

441
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 11, 2017, 01:09:34 pm »
Well, that was fast, I didn't expect you to update so soon.

However, while I didn't have the time to check the patch fully, I found a bug with the Zombie catacombs that still persists even after patching. The game complains about "segment error" or something like that and it kicks me out of the game, this happened after trying to kill a few zombies with explosives.

I'll attach my save.

Also, not exactly a bug but, I found the level is curiously empty, with not too many enemies, be it to create atmosphere or because it is incomplete, and the Tomb Guardian is ridiculously hard to knock out but not so to kill, which is bad as I wanted to interrogate her. Only the stun rod and some lucky shooting  managed to incapacitate her. Is that intentional? This is before the patch, so I dunno if it still happens.

442
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 06, 2017, 10:30:06 pm »

What could be done (in terms of new code) is to give the modder better control over what spawns in the UFO (the mansion is technically a UFO) and what spawns outside of it; basically an extended version of percentageOutsideUfo. I don't know how viable it is, though - any ideas, guys?

Having done a few more tests, it seems the map terrain also has something to do with it: A polar mansion (???) has less civilians running around like headless chickens. However, while the mission's briefing mentions there might be EXALT goons already inside the building, it makes little sense that there's at least always 3 guys behind your starting position. Amusingly enough, your units' starting position is fixed to the roof even if it's normally randomized between 2 or 3 choices. Perhaps changing where your Xcom units begin combat could be done as a work-around: Have some of them placed on the roof and others outside of the mansion, or all of them out of the mansion (likely next to the transport you used to get here).

That way you wouldn't start automatically surrounded by enemies from all sides.

443
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 06, 2017, 10:26:31 pm »
And... what's wrong with it?
I mean, something to do with sounds?

Well, nothing wrong with the event itself, it's just that the Hatchet has odd sounds, it sounds like a gun being shot rather than an axe being slashed. It works perfectly in-game though.

Smoke???
No such unit in XCF.

Oh, I get it now. I was confusing the Scout Drone from the one found in the Final Mission Pack, which had the ability of shooting smoke grenades rather than a short-ranged gun, making it vastly more useful. Right now the Drone of X-Files is too expensive and too weak to be worth the price, for not to mention it takes too long to be useful (not until the Dragonfly is unlocked, as the Mudranger seems to be useless, even its flying variant).

However, these aren't technically bugs, so it's okay I guess.  :P

444
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 06, 2017, 04:46:10 pm »
AFAIR, none of them are locked behind Promotion 3; do work for M.A.G.M.A. to get them.
I see. Well, I meant that it was a bit odd that you were shown stuff you weren't immediately able to get, except a shotgun you have to research before being able to buy. I'll play further and see what happens.

TBH I didn't understand this paragraph... What exactly is your idea about?

Sorry, I guess I went a bit "stream of consciousness" here.

I was poking fun that the UAC is the company shown in the Doom games, so it would be amusing and fitting to get the chance to acquire chainsaws at some point for fun, regardless of their actual combat utility.

As for the other weapons I mention, it's just that it was a bit odd that by checking the tree tech viewer, there are guns available but you don't seem to be able to buy them until you "recover" them from the field. But if it's an unfinished plotline I can understand why it seems a bit rough.

EXALT and chainguns? Not sure what you mean... But yeah, HMGs and such are Promotion 3.
And what's so weird about heavy machine guns being less available than shotguns (even automatic)?
What Luigi said: I was able to research an advanced auto-shotgun even if it can't be bought yet, but the same can't be said about the bulky chainguns EXALT Liquidators use. Although they can be used just fine.

Unfortunately, there is no way to better distribute the units (civilians in the house, enemies outside). I would welcome any improvement here.

Well, I know that the game's randomization may make modding a bit complex, but the idea would be that most enemies start outside of the mansion, not already inside distributed in multiple rooms and most likely spawning next to civilians to boot. There should be certain units that are almost always present, such as the Bodyguard npcs.

I experimented a bit with the mission generator and so far it seems your agents start looking towards what it seems a force of EXALT soldiers assaulting your position... But then you turn around and notice that there are several Liquidators already eager to spring an ambush against your poorly positioned soldiers.

Having the enemy units start outside of the mansion except for two or three guys hiding inside a room would be better IMO.

Unfortunately, each lab works independently. Researching the same project in different bases always leads to waste.

Oh, what a shame. I was never able to confirm it until now. Thanks for the answer.

445
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 06, 2017, 04:36:44 pm »
I'm afraid that's not the case yet.  ;) I took the spear and hatchet after a Dagon attack, which was ridiculous from the sheer numbers of enemies running around.

Also, not sure if it's a bug or I don't know how to use them properly, but it seems Scout drones can either shoot smoke grenades or their regular gun, but not both. Perhaps I'm doing something wrong as I'll try to make further tests later on, but the initial impression is that they're not working properly.

446
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 05, 2017, 07:09:41 pm »
I'm not sure if this has been reported, but the Deep One Hatchel and Spear have odd sounds upon being used by XCOM units, they sound like a gun being fired rather than stabbing/slashing sounds.

447
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 05, 2017, 02:19:55 pm »
Right, after playing a little more, I believe that HQ/Cult Base missions shouldn't be "random events" to prevent duplicates from appearing, but rather special missions you can choose to do at any time like the Cydonia one. Perhaps you can do this by locking these missions under the condition of getting the Dragonfly or a better transport, as it's unlikely you'll survive with anything less than that.

The M.A.G.M.A. Corporation is also a nice cameo, but I think it needs a bit more work, as so far I only got a nice Shotgun from them after the game mentions they'll show you their catalog, which translates into the ufopaedia updating with a bunch of weapons you can't even buy yet, likely locked behind Promotion 3 at least.

The UAC is also cool, but there are mentions of special weapons that you can't research until you find them (usually by being shot in the face by these), there should be another research event to let you get something from them, such as chainsaws (missed opportunity that there doesn't seem to be one yet, the Doomguy is disappoint). Something like a clerical error giving you access to buyable chainsaws, they don't have to be good weapons as it's the touch what counts.

I also found EXALT guys wielding chainguns that can't be researched, most likely hidden behind Promotion 3, yet oddly enough I was able to research an automatic shotgun wielded by one of those homicial soldiers just fine.

------------

More stuff to comment/ask:

I think EXALT Mansions are broken: They're about protecting citizens that start next to armed dudes and the mansion you're supposed to protect is already brimming with enemy forces. In fact, said Mansion is recycled for all Cult Base type missions regardless of the faction. I guess everyone likes a house in the middle of the woods.

Another thing I would like to know is this: Does investigating the same subject in different labs from separate Bases count for the total research time? I'm not sure if it does, as it seems that each lab starts over from the beginning, but it's not clear.

Lastly, is it normal that Manufacturing takes so long? Creating a bunch of Exo Suits takes several months if you want more of a dozen of them, even if there are 20+ dudes working on it.

448
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 04, 2017, 05:51:24 pm »
That was fast. Thanks for the answer!

By the way, one recommendation for your mod, Solarius: Increasing your "Promotion level" should also increase the monthly salary a bit if it doesn't so already, it would be fitting and make sense IMO.



449
The X-Com Files / Re: A bunch of questions from a newbie player
« on: June 04, 2017, 12:54:51 pm »
After having thoroughly checked, it seems most non-Black Ops guns are better except the Magnum, the Auto-Sniper Rifle and regular Sniper Rifle and the Assault LMG (because there's no "civilian" equivalent).

I'll provide a bit of feedback: I started playing this since the previous version using the "Veteran" difficulty level, then switched to "Experienced" for the newest version. It felt too easy, so I edited the save to swap back to the 3rd level. Well, the difficulty surely ramps up. Granted, now I finally have thanks to Promotion 2 actually powerful stuff, but the sheer numbers that most maps have is staggering. The Gang Wars! event by the Red Dawn are the worst, as they're so many dudes the game has trouble tracking them all, for not to mention said "gang wars" work... Strangely.

So far, I saw a bunch of Hooligans and Gangers shooting each other in farm grounds, but more often than not I find a forest map in which the gangers are attacking unarmed civilians and a few hunters. Are they fighting against the local hunter committee? To make it worse, since the civvies act last, it is guaranteed the enemy will kill a fuckton of friendlies before you can act. My only solution so far is to slaughter as many of these Soviets-freaks until they surrender, but the loot provided is not worth having a few agents wounded or even killed, for not to mention the inevitable score loss.

Meanwhile, Dagon Attacks! is slightly better. There are tons of enemies here too, but at least it makes sense thematically.

Moreover, I was mistaken with the X-Psiclone. It is not explained clearly, but it seems you're meant to build a Psi-Lab before you can tinker with these devices. It feels as if there was more research lines missing here. Otherwise, how can X-Com "know" they can repurpose these devices if they cannot even use them?

Lastly, budget is perhaps the most fearsome enemy so far, producing Motion Scanners is not as profitable as it used to be, but that was to be expected. I'll see if I can last another in-game month, but at this rate I'll jump back to Experienced to see if things get more stable. I'm at November 97 right now.

450
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 02, 2017, 11:32:23 am »
Sorryl Solarius, I was not being clear: It still shows up in the "manufacture" menu, even though I haven't found that ingame nor can I investigate it.

Pages: 1 ... 28 29 [30] 31