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Messages - Shiroi Bara

Pages: 1 ... 20 21 [22]
316
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: March 21, 2019, 11:56:10 am »
Questions about difficulties: have you changed rate of alien psi control attacks, weapons powers and armor behavior and etc in compare with open xcom version. I'm replaying area 51 on veteran but failing due to incredible psi attacks. Interesting changes in amount of aliens in every mission too. I mean how many will be generated  in their ships, bases and terror (council) missions.

317
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: March 12, 2019, 09:45:36 am »
Thanks for fast reply. Any plans of this feature in future releases? Is it even possible with current rules set format?
I have discovered some interesting bug (or not?) with liquid oil explosion on those kind of maps:

If you shoot it, it will explode with long chain, blow, blow, blow.... etc. Sometimes it took 2-3 real life minutes to finish. If you shoot same in classic openxcom, it exploding faster. You can compare yourself, if you want, I'm attaching save file. Now the question is it little bug or just a feature of OXCE?
 

318
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: March 11, 2019, 01:40:26 pm »
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?

319
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 16, 2019, 01:56:33 pm »
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)

320
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 16, 2019, 12:32:43 pm »
2/ fixed
Umm... replaced files from latest 15th January archive but game still crashes there, or you haven't uploaded fixed version yet? I guess it should be at least 16th or later data, since I'm posted during night and you replied later.

321
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 16, 2019, 03:24:09 am »
Apologizes if I'm posting in wrong forum, but I think this code related bug, actually not bug but exception what not present there. Area 51 mod. Alien Hunter Killer detected, its on screen below:

Now intercept it with Interceptor 3 from USA base:

It's going to attack our Interceptor 3:

And when the Dog fight phase starts, the game is crash with messages in log file:
Code: [Select]
[16-01-2019_00-52-17] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[16-01-2019_00-52-17] [FATAL] 0x88db20 OpenXcom::CrossPlatform::stackTrace(void*)
[16-01-2019_00-52-17] [FATAL] 0x8911b0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[16-01-2019_00-52-17] [FATAL] 0x401750 signalLogger(int)
[16-01-2019_00-52-17] [FATAL] 0x76f653b0 RtlCaptureStackContext
[16-01-2019_00-52-17] [FATAL] 0x76f46540 RtlGetAppContainerNamedObjectPath
[16-01-2019_00-52-22] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
But you probably already found what the Interceptor 3 has NO weapons. I forgot equip it after I bought it. That's why I think OXCE crashes.  Now the questions:
1. Is this a bug?
2. Could be it fixed if weapon(s) (both or only one, dependence on type of you aircraft, or just how many you decided to equip) missing?
And save file, so you can reproduce it yourself:

322
Thank you for you patience and you answers. Could you please close this topic?

323
Hi all! I found what killing Zombie with incendiary weapons dose not preventing hatching new Chryssalid from it's host. New cryssalid pops up with full health anyway. I have tested this on both open xcom and OXCE. Damage what incendiary weapons or grenades produce to zombies is very low, at least for Superhuman difficulty. Now let's check the wiki:
Quote
If the killing shot is of an Incendiary nature, the chryssalid does not hatch. The corpse generated from killing a Zombie will look like a Chryssalid and the death scream will sound like that of a human
Now I have questions - wiki lies or this is bug, or it's because of Superhuman? Interesting damage modifier too, because you need hell of lot of grenades or incendiary round until new Cryssalid is hatched. Please explain why it's not working according wiki. Thank you.

324
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 05, 2019, 05:55:05 pm »
Hey Meridian, how about returning to base not only soldiers from destroyed Skyranger but their equipment too, at least what they're carrying on themselves? It's kinda unfair what they're evacuates but drop their staff. Just suggestion anyway.
P.S.
Started another new game (yes I'm stubborn as a mule :) ), and Skyranger was destroyed when it returning back from Abandoned factory mission. It had escort, but it won't help - encountered very large, my Avalanche did nothing to it. Aliens killed transport but when run away from Interceptor. Very strange behavior. So harsh. But I like this is challenge and no longer cries ;)

325
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 04, 2019, 12:17:51 pm »
Today I discovered a bug (not sure) - if you escorting you transport ship on the mission and get attacked by alien hunter UFO, both aircrafts lose their destination after successful dog  fight and turning back to their base, so you need point you Skyranger again on mission objective at the map and re-escort it with you Interceptor.

326
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 01, 2019, 03:24:18 pm »
Is any option to disable hunter alien UFOs who randomly attack and destroy my transport and scout ships in Area 51 mod? Last time my Skyranger was killed when I returned from successful mission. I like this project because of a lot little great features in compere with original openxcom, but those hunter UFO's completely annoys me.

327
Apologizes if I posting in wrong forum and sorry for my broken English in advance. Analyzing "getOneFree" parameter in research.rul I have found this interesting behavior - if it unlocks some project, what could be produced as  item there is no "We can now produce" message pop ups when research completed. Only UFOpedia message pops up. For example you can try reproduce this if you change research.rul file in  standard\xcom1\ folder:
Code: [Select]
  - name: STR_LASER_WEAPONS
    #cost: 50
    cost: 1
    points: 10
    getOneFree:
      - STR_MOTION_SCANNER
  - name: STR_MOTION_SCANNER
    #cost: 180
    cost: 1
    points: 20
As you can see you can get Motions Scanner standard way or as bonus when you complete "Laser Weapons" topic. Lets try both ways. Make changes in file as I did and restart the game. Select new game. Choose "Laser weapons" in research list. When it finishes it pops up article about Motion Scanner when Laser Weapons topic has completed and pops up message about next research - Laser Pistols but it dose not pop up message about possibility production of Motion Scanner. But if you go to manufacture menu manually you will see what this item ready for production. Now start new game again and select "Motion scanner" in research list. When research finishes you will see article in UFOpedia and message "We can now produce Motion Scanner" pop ups. And scanners will be ready for production if you got to manufacture menu. This behavior present for UFO Defense and  TFTD as well and for all their mods. I know what "getOneFree" parameter used most of times just to show UFOs(USOs) or live (dead) aliens when live medics (technicians) researched, so they're can not be produced of course, but for future request can we have option to show "We can now produce" message if it come as free bonus and can be produced in workshops? Seems it's require change in game code. As I can understand now it checks production flag and call "We can now produce" function if item researched standard way but not execute it if it comes as bonus. Any advice how I can do this manually from developers? Should I look at GeoscapeState.cpp file? I successfully compiled and ran last git build in Linux Mint but I'm suck in programming skills so good example in modified code from skilled people will be nice even just for test purpose for new or existing now mods.

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