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Messages - krautbernd

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16
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 29, 2023, 08:13:44 pm »
@krautbernd: Thanks for the input. It's probably a corrupted save.

What would lead to a single item missing a single reference? As far as I can tell there is literally nothing wrong with the save apart from the missing unit reference. And I don't see why a missing reference should lead to a crash. There is no reason the corpse couldn't be recovered without one. Why does this lead to a segfault?

17
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 29, 2023, 07:02:51 pm »
Crashes for me too, no idea why - there's nothing useful in the log. This is extremely strange, as it is a very common and old mission. I will investigate.

Item ID 141 is a corpse missing an assigned unit:

Code: [Select]
    - id: 141
      type: STR_MEGASCORPION_CORPSE
      inventoryslot: STR_GROUND
      position: [33, 4, 0]
      droppedOnAlienTurn: true

Compare the next megascorpion corpse on the list:

Code: [Select]
    - id: 143
      type: STR_MEGASCORPION_CORPSE
      unit: 1000021
      inventoryslot: STR_GROUND
      position: [38, 23, 0]

Assigning a unit (even an existing one) to 141, e.g.

Code: [Select]
    - id: 141
      type: STR_MEGASCORPION_CORPSE
      unit: 1000021
      inventoryslot: STR_GROUND
      position: [33, 4, 0]
      droppedOnAlienTurn: true

fixes the crash for me. I have no idea why the corpse is missing a unit or why a missing unit ID on a corpse item leads to a crash though. Maybe Meridian/somebody with knowledge of the codebase can elucidate us.

18
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: August 24, 2023, 09:57:10 am »
Does canceling a research project make it start over when started again? I have had a single guy on the MIB guy for awhile , but afraid to cancel it in case it makes me start from scratch again lol

Instead of cancelling you can also simply assign 0 scientists to the project, that way you don't lose any progress.

19
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: August 23, 2023, 08:56:45 pm »
My second mission to meet the agent was radically different.
Now they wrote to me that the agent is on site and needs to be escorted to the vehicle. The map was just like the first time. There was no ambush.
I did not see anyone and made exactly one turn, after which the mission ended - I received one prisoner (apparently, this was the same agent). In addition, I got some junk and... $100,000 + $500,000 :). Probably, this agent robbed one of the Cults :)

Yes, "Meet the informant" missions are basically all different mission sites named the same way so you have no way of knowing which one was actually spawned. They all have the same spawn chance and research triggers, so it's essentially random which one you get.

20
The X-Com Files / Re: Cultist Safehouses don’t spawn
« on: August 04, 2023, 11:12:11 pm »
Can you upload the save in question?

21
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 31, 2023, 07:30:16 pm »
Speaking of balancing, I think The Sound of Graves (graveyard) investigation is on the more difficult side (unless you "cheat" with saves). You can only have bulletproof coat and concealable items, and are limited to up to 8 agents. With SH there are 4-7 poltergeists which can hurt you badly with these armors (3-6 with Veteran etc.). And given that they have decent range and good camo, it's up to luck to spot them and survive the mission without many casualties.

>difficult
>Superhuman

I wish people would stop playing on the hardest difficulty and then complain about difficult missions. I find the mission adequately balanced on veteran. I did however enounter a bug where one of the ghosts was stuck in terrain and only visible in debug mode.

22
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 29, 2023, 08:35:41 pm »
Я случайно процитировал не тот пост!! пожалуйста, простите меня, мой вопрос касался поста именно выше этого

You can edit your posts, no need to create a new one just for a correction  ;)

23
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 28, 2023, 05:50:52 pm »
Question:

Are haunted house/farm missions slated to continue forever or do you plan to tie them to some specific research/mission trigger so the player can chose to permanentely disable them via a "final solution", akin to the monster missions?

24
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 27, 2023, 06:20:48 pm »
Hybrids have built-in psy attacks. This icon allows you to use those attacks by clicking it.

This. Might I ask if you've actually tried clicking the icon before asking the question? Becasue I am kind of baffled by question like like this. Are people afraid they might break something by clicking on icons?

25
The X-Com Files / Re: Save Civilians When Abandoning Mission?
« on: July 17, 2023, 03:37:36 pm »
Yeah, I think this request would be more suited for the OXCE subforum, it's not something that is down to the mod.

26
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 15, 2023, 05:29:03 pm »
True. Though my experience has been that access to the Skymarshall is not so much later, and that one practically obsoletes the Skyraider. If you have the alloys, that is.

Not much later is a bit relative - the Raider is locked behind Promo II, while the others are locked behind III, which can make a small or a large difference depending on how your game is going. Compared to earlier versions it is also actually faster than the Marshall (which used to be 1200 iirc).


I was under the impression that the Kitsune was actually more advanced in the "MOO2 tech tree" sense, or at least the propulsion systems were.

Quote
There was no trace of crew, but the team found some visual representations of humanoid forms with cat-like or bat-like ears. The craft appeared significantly less advanced than typical alien tech in most areas, energy chemistry being a notable exception.

Again, it's not about X-COM being unable to figure out the drive system, but more the potential "this is the first actual alien space-craft I have recovered and all got is this shirt"-issue. Even "significantly less advanced" is probably quite a bit more advanced than X-COM is at that point, given that they are working mothballed Canadian fighters and MIGs. I just think there should be some kind of small technological (or even just lore) payoff for recovering a one-of-a-kind alien craft apart from "we have bolted the doors back on, hopefully shouldn't disintegrate mid-flight now".

27
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 15, 2023, 03:21:00 pm »
IMO, the problem is still "Kitsune comes too early". Skyraider is a good fast strike craft, with reasonable tradeoffs compared to the Skyranger - but the Skymarshall is already starting to blur that line, and then the Kitsune comes and eats Skyraider's lunch soon after. In my experience. there's a very limited time window where Skyraiders actually fulfill their apparent niche, that being being a Dragonfly successor.

To be fair, the Kitsune is a one-off, while the SKY-series have no such limitations. In the (unlikely) event that the player either fails to get the Kitsune or loses it, the Skyraider becomes more of a fall-back than a niche craft, at least until the Skymarshall becomes available.

Using the Kitsune and the Starfighter feel a bit like cheating to be honest, and I find myself avoiding either craft and more or less jsut use them as display pieces.

For what the Kitsune is, the player really doesn't have to go through all that much trouble to earn it. It's also kind of strange that X-COM get's nothing tech-wise of what might as well be the first actual alien craft they recover. Sure it's not as advanced as the "usual" aliens, but nonethless it's a space-capable combat-landing craft that's more sturdy than anything X-COM can put together at that point. Even if they can't figure out how the engines work there should be some advanced tech in there that is beneficial.

P.S. The 'Alien Power Systems' requirement is not recent. It goes back to at least 1.3, which is the oldest version I had easy access to. Probably much earlier than that.

Still have 0.9.8 here and the requirements are identical. I don't remember, but I wouldn't be surprised if they were the same in 0.5.

28
The X-Com Files / Re: Month 0 mission scripts
« on: July 12, 2023, 11:56:34 pm »
You don't try Juku, that's the point. And I am simply sick and tired of people who have to rely on discussion styles aimed at burrowing arguments under walls of text. If you can keep your replies concise and not >300% of what you are trying to adress I might actually bother to read and consider them. But at this point what you are doing is for a lack of better words rude and excessive.

29
Resources / Re: Graphic Gallery
« on: July 12, 2023, 11:11:35 pm »
Just happened upon "Hangar B Productions" who specialize in air- and spacecraft renders. Some ufopedia'd examples attached.

30
The X-Com Files / Re: Month 0 mission scripts
« on: July 12, 2023, 10:34:50 pm »
Juku, you are doing the thing again. Why are you needlessly escalating this?

I am not going to deign that wall of text that you are posting with a detailed answer. In fact I am not even going to bother reading it because juding by our previous interactions that started out like this it would be a waste of my time.

If Solarius or anybody else wants to discuss this I will be happy to do this in a civilized manner, but what you are doing here is not a productive approach. Either keep your replies concise or don't bother. I certainly won't if you keep doing this.




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