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Messages - psavola

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316
The X-Com Files / Month 0 mission scripts
« on: July 10, 2023, 07:14:02 am »
Reposting a link here. Month 0 (beginning of game at the end of December 1996) spawns a number of missions, which due to very small start delay and randomization crop up in January 1997. But that same month ("1") also spawns essentially a similar set of missions. Therefore you get double the number of missions in January 1997 compared to, for example, February 1997.

I can see no reason why January 1997 should have double the number of missions compared to, say, February 1997. Changing firstMonth: 0 to 1 should fix this bug. Also otherwise, IMHO it would also be nice to give a player a bit slower and easier start (for example, a bit more time to develop early research). If you get crazy RNG (as I had in the post), you could end up having 20+ missions in January 1997 which is physically impossible and you're guaranteed a bad month score.

More details based on geoscape debug log:
https://openxcom.org/forum/index.php/topic,4595.msg156282.html#msg156282

BTW: Also 'Shotgun' ufopedia description goes on two pages (not sure if this was the exact same thing as reported before, because this is maybe due to many ammo types).

317
OXCE Support / Re: Endless play / no Cydonia
« on: July 09, 2023, 11:42:26 am »
One easy alternative would be playing a mod that introduces so much content that it would take even months of playtime to get to Cydonia. For example, X-Com Files, but there are others.

318
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 07, 2023, 08:15:41 pm »
Looking at the save a bit more, month 0 (i.e. December 1996) mission scripts seem to be spawning 13 of those events, and month 1 mission scripts 9 missions. In February there will be 10 missions.

This smells like a bug. In January 1997 you're essentially getting missions, for whatever reasons, based both month 0 and month 1. From there onwards, it should be more reasonable.

I wonder if a quick fix would be changing all "firstMonth: 0" missionscripts to "firstMonth: 1".

Quote
- "month: 0 script: CultApprehensionEXALT1 id: 1 type: STR_CULT_APPREHENSION_EXALT race: STR_EXALT region: STR_SOUTH_AMERICA targetZone: 3 targetArea: 0"
  - "month: 0 script: CultApprehensionZSRR1 id: 2 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_SIBERIA targetZone: 3 targetArea: 3"
  - "month: 0 script: CultApprehensionDagon2 id: 3 type: STR_CULT_APPREHENSION_CHURCH_OF_DAGON race: STR_CHURCH_OF_DAGON region: STR_NORTH_AFRICA targetZone: 3 targetArea: 5"
  - "month: 0 script: CultApprehensionZSRR2 id: 4 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_CENTRAL_ASIA targetZone: 3 targetArea: 2"
  - "month: 0 script: CultApprehensionLotus4 id: 5 type: STR_CULT_APPREHENSION_BLACK_LOTUS race: STR_BLACK_LOTUS region: STR_PACIFIC targetZone: 3 targetArea: 4"
  - "month: 0 script: CultApprehensionDagon4 id: 6 type: STR_CULT_APPREHENSION_CHURCH_OF_DAGON race: STR_CHURCH_OF_DAGON region: STR_EUROPE targetZone: 3 targetArea: 26"
  - "month: 0 script: CultApprehensionEXALT4 id: 7 type: STR_CULT_APPREHENSION_EXALT race: STR_EXALT region: STR_NORTH_AMERICA targetZone: 3 targetArea: 33"
  - "month: 0 script: CultApprehensionLotus7 id: 8 type: STR_CULT_APPREHENSION_BLACK_LOTUS race: STR_BLACK_LOTUS region: STR_SOUTH_EAST_ASIA targetZone: 3 targetArea: 27"
  - "month: 0 script: CultApprehensionZSRR7 id: 9 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_NORTH_AFRICA targetZone: 3 targetArea: 6"
  - "month: 0 script: MonsterHuntFewCold id: 10 type: STR_MONSTERS_HUNT_FEW_COLD race: STR_MONGORN region: STR_ARCTIC targetZone: 15 targetArea: 7"
  - "month: 0 script: MonsterHuntSingleCold3 id: 11 type: STR_MONSTERS_HUNT_SINGLE_COLD race: STR_WEREWOLF region: STR_SIBERIA targetZone: 15 targetArea: 8"
  - "month: 0 script: MonsterHuntSeveralDesert3 id: 12 type: STR_MONSTERS_HUNT_SEVERAL_DESERT race: STR_CHUPACABRA region: STR_NORTH_AFRICA targetZone: 14 targetArea: 0"
  - "month: 0 script: MonsterHuntFewDesert5 id: 13 type: STR_MONSTERS_HUNT_FEW_DESERT race: STR_GIANT_SPIDER region: STR_SOUTH_AMERICA targetZone: 14 targetArea: 8"
  - "month: 0 script: deadCattle1 id: 14 type: STR_DEAD_CATTLE race: STR_FARMER region: STR_NORTH_AFRICA targetZone: 1 targetArea: 1"
 - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_RAT_INFESTATION days/hours: 1/12"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CHUPACABRA_GORE_PILE days/hours: 1/17"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_TLETH_DEEP_SEA_HORROR days/hours: 27/22"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CYDONIANS_OLD_CROP_CIRCLES days/hours: 25/2"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_HYBRID_UN_INFILTRATOR days/hours: 28/3"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_QUARTERMASTER_INTRODUCTION days/hours: 1/4"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CHIEF_ACCOUNTANT_INTRODUCTION days/hours: 0/20"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_INTELLIGENCE_OFFICER_INTRODUCTION days/hours: 0/6"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CHIEF_MEDICAL_OFFICER_INTRODUCTION days/hours: 1/6"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_RANDOM_LAND_SURVEY days/hours: 21/10"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_UNTANGLING_THE_RED_TAPE days/hours: 26/2"
  - "gameTime: 1996-12-30 18:30:00 eventPopup: STR_INTELLIGENCE_OFFICER_INTRODUCTION"
  - "gameTime: 1996-12-31 08:30:00 eventPopup: STR_CHIEF_ACCOUNTANT_INTRODUCTION"
  - "gameTime: 1996-12-31 16:00:00 eventPopup: STR_QUARTERMASTER_INTRODUCTION"
  - "gameTime: 1996-12-31 18:00:00 eventPopup: STR_CHIEF_MEDICAL_OFFICER_INTRODUCTION"
  - "month: 1 script: CultApprehensionLotus5 id: 15 type: STR_CULT_APPREHENSION_BLACK_LOTUS race: STR_BLACK_LOTUS region: STR_AUSTRALASIA targetZone: 3 targetArea: 2"
  - "month: 1 script: CultApprehensionZSRR6 id: 16 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_ARCTIC targetZone: 3 targetArea: 2"
  - "month: 1 script: MonsterHuntSingleTemperate4 id: 17 type: STR_MONSTERS_HUNT_SINGLE_TEMPERATE race: STR_SPIKEBOAR region: STR_AUSTRALASIA targetZone: 1 targetArea: 8"
  - "month: 1 script: MonsterHuntSingleJungle4 id: 18 type: STR_MONSTERS_HUNT_SINGLE_JUNGLE race: STR_GIANT_RAT region: STR_NORTH_AMERICA targetZone: 13 targetArea: 2"
  - "month: 1 script: MonsterHuntSeveralDesert4 id: 19 type: STR_MONSTERS_HUNT_SEVERAL_DESERT race: STR_ZOMBIE_STERILE region: STR_AUSTRALASIA targetZone: 14 targetArea: 9"
  - "month: 1 script: MonsterHuntFewTemperate6 id: 20 type: STR_MONSTERS_HUNT_FEW_TEMPERATE race: STR_REAPER region: STR_CENTRAL_ASIA targetZone: 1 targetArea: 11"
  - "month: 1 script: deadCattle id: 21 type: STR_DEAD_CATTLE race: STR_FARMER region: STR_CENTRAL_ASIA targetZone: 1 targetArea: 4"
  - "month: 1 script: deadCattle1 id: 22 type: STR_DEAD_CATTLE race: STR_FARMER region: STR_SIBERIA targetZone: 1 targetArea: 0"
  - "month: 1 script: cropCircles2 id: 23 type: STR_CROP_CIRCLES race: STR_FARMER region: STR_NORTH_AFRICA targetZone: 1 targetArea: 5"
...

Edits:

I also checked my first game logs from April 2023. There month 0 spawned 9 missions, month 1 6 missions and month 2 8 missions. So this "roughly double the missions in January 1997" has been going on for some time.

Now, after restarting I got 8 missions for month 0 and 5 for month 1, so RNG affects this a LOT, and the total seemed reasonable (though 5 missions in month 0 would have been totally fine as well, to get you started on the game).

Nonetheless I would suggest that firstMonth:0 missions should be seriously reconsided, because the monthly missions scripting has not really been designed for a game that starts at the end of the month rather at the start - the missions generated will practically happen at the start of the next month anyway due to the way the randomDelay works.

319
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 07, 2023, 07:33:11 pm »
Tried a new game. If I counted it right, there 23 missions spawned in January (and I think all of them involve a significant despawn penalty). Even if you're were constantly running at them with two (or at the end of the month, three) public cars, it would be essentially impossible to deal with all of them (not to mention that many of them would rather require a van to be safe(r) or save scumming). I wonder if this is really the right amount of events, especially in the early game? Four cult apprehension missions from Red Dawn alone in the first month? Even if the amount was halved there would still be a lot of work to do. (And given the mortality rate of agents in the early game, you might expect to lose 10-20 agents in the first months in these missions.)

Quote
- "gameTime: 1997-01-03 10:00:00 siteId: 1 siteType: STR_DEAD_CATTLE race: STR_FARMER region: STR_CENTRAL_ASIA deployment: STR_DEAD_CATTLE ...
  - "gameTime: 1997-01-03 19:30:00 siteId: 1 siteType: STR_CROP_CIRCLES race: STR_FARMER region: STR_NORTH_AFRICA deployment: STR_CROP_CIRCLES ...
  - "gameTime: 1997-01-04 19:00:00 siteId: 2 siteType: STR_DEAD_CATTLE race: STR_FARMER region: STR_SIBERIA deployment: STR_DEAD_CATTLE ...
  - "gameTime: 1997-01-05 21:00:00 siteId: 1 siteType: STR_CULT_APPREHENSION race: STR_ZSRR region: STR_NORTH_AFRICA...
  - "gameTime: 1997-01-08 09:30:00 siteId: 2 siteType: STR_CULT_APPREHENSION race: STR_CHURCH_OF_DAGON region: STR_NORTH_AFRICA...
  - "gameTime: 1997-01-09 05:30:00 siteId: 3 siteType: STR_CULT_APPREHENSION race: STR_BLACK_LOTUS region: STR_PACIFIC...
  - "gameTime: 1997-01-09 09:30:00 siteId: 4 siteType: STR_CULT_APPREHENSION race: STR_ZSRR region: STR_ARCTIC...
  - "gameTime: 1997-01-09 17:30:00 siteId: 1 siteType: STR_MONSTER_HUNT race: STR_GIANT_SPIDER region: STR_SOUTH_AMERICA deployment: STR_MONSTERS_HUNT_FEW_DESERT ...
  - "gameTime: 1997-01-10 00:30:00 siteId: 2 siteType: STR_MONSTER_HUNT race: STR_GIANT_RAT region: STR_NORTH_AMERICA deployment: STR_MONSTERS_HUNT_SINGLE_JUNGLE ...
  - "gameTime: 1997-01-11 02:30:00 siteId: 5 siteType: STR_CULT_APPREHENSION race: STR_CHURCH_OF_DAGON region: STR_EUROPE...
  - "gameTime: 1997-01-11 03:00:00 siteId: 3 siteType: STR_MONSTER_HUNT race: STR_MONGORN region: STR_ARCTIC deployment: STR_MONSTERS_HUNT_FEW_COLD ...
  - "gameTime: 1997-01-13 19:00:00 siteId: 6 siteType: STR_CULT_APPREHENSION race: STR_ZSRR region: STR_SIBERIA...
  - "gameTime: 1997-01-14 02:00:00 siteId: 3 siteType: STR_DEAD_CATTLE race: STR_FARMER region: STR_NORTH_AFRICA deployment: STR_DEAD_CATTLE ...
  - "gameTime: 1997-01-14 19:00:00 siteId: 7 siteType: STR_CULT_APPREHENSION race: STR_EXALT region: STR_SOUTH_AMERICA...
  - "gameTime: 1997-01-19 04:00:00 siteId: 8 siteType: STR_CULT_APPREHENSION race: STR_BLACK_LOTUS region: STR_AUSTRALASIA...
  - "gameTime: 1997-01-19 12:00:00 siteId: 4 siteType: STR_MONSTER_HUNT race: STR_CHUPACABRA region: STR_NORTH_AFRICA deployment: STR_MONSTERS_HUNT_SEVERAL_DESERT ...
  - "gameTime: 1997-01-20 07:30:00 siteId: 9 siteType: STR_CULT_APPREHENSION race: STR_BLACK_LOTUS region: STR_SOUTH_EAST_ASIA...
  - "gameTime: 1997-01-20 16:30:00 siteId: 10 siteType: STR_CULT_APPREHENSION race: STR_ZSRR region: STR_CENTRAL_ASIA...
  - "gameTime: 1997-01-20 18:00:00 siteId: 5 siteType: STR_MONSTER_HUNT race: STR_REAPER region: STR_CENTRAL_ASIA deployment: STR_MONSTERS_HUNT_FEW_TEMPERATE ...
  - "gameTime: 1997-01-21 03:00:00 siteId: 6 siteType: STR_MONSTER_HUNT race: STR_ZOMBIE_STERILE region: STR_AUSTRALASIA deployment: STR_MONSTERS_HUNT_SEVERAL_DESERT ...
  - "gameTime: 1997-01-26 07:00:00 siteId: 7 siteType: STR_MONSTER_HUNT race: STR_SPIKEBOAR region: STR_AUSTRALASIA deployment: STR_MONSTERS_HUNT_SINGLE_TEMPERATE ...
  - "gameTime: 1997-01-27 07:00:00 siteId: 11 siteType: STR_CULT_APPREHENSION race: STR_EXALT region: STR_NORTH_AMERICA...
  - "gameTime: 1997-01-29 14:30:00 siteId: 8 siteType: STR_MONSTER_HUNT race: STR_WEREWOLF region: STR_SIBERIA deployment: STR_MONSTERS_HUNT_SINGLE_COLD ...

(Removed various event popups)

320
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: July 07, 2023, 04:48:27 pm »
Just got my SH/IM run wrecked by a sharkman attack on my main base on 1 Jan 2039 while all but one guy (+ some drones and tanks) were out dealing with the first-of-month terror mission. Maybe an easier race could have been doable, but not sharkmen + bio-drones.

Moral of the story: always keep sufficient number of troops and equipment at standby (this has happened to me once before as well, but I think I managed in that case).

Well, the game was starting to become a bit boring already (a number of shielded and maxed aquanauts) and the rest of the game would have been easy except for a very unfortunate event such as this.

321
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: July 07, 2023, 03:31:14 pm »
By the way, I've created a reverse statstrings sub-mod for TWoTS, based on the XCF sub-mod by Starving Poet.

Using this submod, you can see which stats of various soldier types can still be trained. (I've made a special case for Bravery, as getting it to the stat cap 100 is very difficult and also pointless, if you're going to shield them anyway, when the stat cap lowers to 60.) There are also some markers for weaker and stronger MC types and a *-marker also denotes an aquanaut whose primary stats are maxed.

When you start a game, I suggest using XComUtil "regular" statstrings and when the aquanauts have developed a little bit (at least some getting close to stat caps) switching to reverse stat strings.

Hope this is useful to someone else as well.

322
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: July 06, 2023, 06:28:47 pm »
On superhuman, Alien retaliation missions (100% chance) start spawning on month 8 (or earlier, if you research The Ultimate Threat). Getting lobstermen is a coincidence, its chance at that point is 20%. Just had a first one myself (December) targeting my 4th base, against gillmen - very easy.

If you have vibro knifes and decent melee accuracy, it's THE melee weapon, especially against lobstermen. It's quick to take from your belt, TU cost is only 8 and IIRC it kills lobsters with one hit.

323
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: July 05, 2023, 07:26:38 pm »
Replaying the new release, an SH/IM campaign, now in December.

Enhanced Aquatoid Technicians are apparently not researchable. I think this is an oversight - I suppose they should at the very least know the same things as the regular one.

A good question would be whether this should qualify as high technician (STR_TECHNICIAN_PLUS, which currently includes lobsterman and heavy gillman technicians/engineers). In the current game, there is always certain excitement of trying to catch a lobsterman technician from a small ship with stun rods or abyssian tech, which opens up Learning Arrays and all the alien tech. Currently this is relatively easy because only the commander has any heat vision. Otherwise this could be lethal (though often you can't avoid a casualty or two). Because there is currently a lot of RNG on when you get a high engineer, I'd suggest enhanced aquatoid technician should be added to the list to make it more balanced (getting one before MC lab would be difficult enough as it is).

Also, you cannot research the enhanced aquatoid and heavy gillman corpses; you are able to recycle their bodies if you have researched the regular corpse and interrogated a live one. This is somewhat illogical but might be as intended.

324
OXCE Suggestions DONE / Re: [Suggestion] Weapon Safety
« on: July 05, 2023, 06:01:26 am »
Hi Meridian! Long time fan of XCOM extended. (Mostly play XCOM files)

Was thinking it would be handy to maybe side click a weapon in combat and disable react firing with it. (There's already preferential react firing. Maybe you could side-click it twice, the second time changing the dot to Red?) Could probably also be an option in the menu if people decide they won't like side clicking multiple times.

Most of the time I make agents either unload their weapons, drop them, or hold things in their second hand to disable it; which is totally workable but kind of a silly thing to do. (Think of the poor, poor time units!) : D

I wonder a bit about the use scenario, if you're currently dropping the weapon etc. If you don't want reaction firing, isn't this the same thing as setting the TUs to zero at the end of the turn? Or is there a particular reason why you still want to keep the TUs? The only case I could see is that you want to reaction "fire" using melee weapons or gunbutting.

325
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 04, 2023, 11:38:37 am »
Nevermind, I got confused with modifying the options file and modifying the save file. Running the game with "OpenXcomEx -debug true" ie. overriding the options enabled the debug mode worked fine.)

326
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 04, 2023, 11:21:46 am »
Ctrl+D Ctrl+7

Thanks. This brings up another question. I have already recently observed (when playing XCF) that enabling debug mode by modifying to "debug: true" did not work. I put it off then as it wasn't crucial. Now, after enabling the debug mode in the save, Ctrl-keys provide no reaction. Is there any reason why this would not work (I'm using Linux bionic image) or any tips on how to go about figuring out what's wrong?  I do recall that a few years ago, at least, debug mode did work. I've played ironman, but removing that from the save did not affect this.

I do observe that if I modify the save by changing the save, open the game and load the save, then save again, it's back to "debug: false". This could be intended behavior, but I bring this up if it isn't and might provide a clue on what is going wrong.

327
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 04, 2023, 10:14:05 am »
Is there a way (e.g. in debug mode) to see where an alien base is on the globe? In the save this is lat and lon (in radians), but it's a bit difficult to visualize on the map (especially when getting closer to the poles). I haven't found this first base for all my attempts and  it hasn't made any pacts (no countries nearby?) and I'm wondering if there could be a bug somewhere.

alienBases:
  - lon: 2.0990965667729267
    lat: 1.0547587273347847
    id: 1
    pactCountry: ""
    race: STR_GILLMAN
    deployment: STR_ALIEN_BASE_ASSAULT
    startMonth: 3
    minutesSinceLastHuntMissionGeneration: 246110
    genMissionCount: 9


328
OXCE Support / Re: Middle Mouse Button Not Working
« on: July 03, 2023, 06:32:29 am »
Check that "Extended links" option in Advanced options has not been reset and is "yes".

I'm actually not sure if MMB is available in the contexts you refer to without it, but at least with it enabled it should work fine. (MMB in scrolling is a different feature, also available in options.)

329
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: July 02, 2023, 06:04:57 am »
What is the question? Is it safe to update now twots 2.56 to 2.58, and oxce 7.9.0 to 7.9.6, and continue my entire campaign? or these updates may lead to a further impossibility of completing my campaign, since i have noticed some changes in file research.rul in 2.58. especially, with word "tleth" there?

Yes. The change just deleted vanilla research STR_TLETH_ALIEN_CITY so that it won't hamper the same one defined by TWoTS. There have been no significant changes either.

Suggestion to Nord: maybe regular sonar should be upgradeable to wide array sonar? I also always replace the wide array sonar with a transmission resolver, but as they are quite different technologies, I understand that perhaps no upgrade path needs to exist there (even though I'd really like that too).

A slight bug/visual thing: type 2 prison buttons and texts are in STR_* format, not in plain text. You can see this if you right-click the HQ. Or maybe these should be provided by the engine (they are identical to the ones in alien containment) but for some reason they aren't. You can easily navigate the screen anyway, so this is not a big thing.

330
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 01, 2023, 06:52:46 pm »
Might it be OK just to play with my current xfiles 2.* save game?
Or should I totaly restart for a better experience?

I've played 2.8, 2.9 and 3.0 snapshots from github using the same saves. It has worked just fine.

I suppose you might consider restarting at least if you're far along and have already transformed your best soldiers and would rather try the new transformation (of which spartanism is IMHO really good).

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