Author Topic: Possible bug: Stunned the last alien with a rod but no live alien recovered  (Read 12354 times)

Offline wollow

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When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

I will keep an eye on this during future missions and report if the error recurrs.

You've made a really great port of xcom, great modding interface. Thanks for the invitation to nostalgia alley!

Offline Aldorn

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When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research.
Next time, don't hit so loudly  ;)

Offline animal310

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When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

I will keep an eye on this during future missions and report if the error recurrs.

You've made a really great port of xcom, great modding interface. Thanks for the invitation to nostalgia alley!

Did you have fatal alien wounds option on? If so you may have injured it earlier and if it has any fatal wounds when you stun it will die when the mission finishes. 

PS , this should be in the troubleshooting section

Offline wollow

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Did you have fatal alien wounds option on? If so you may have injured it earlier and if it has any fatal wounds when you stun it will die when the mission finishes. 

PS , this should be in the troubleshooting section
]

It did not happen on two successive missions where I ended the mission with a stun as well.  So yeah, maybe it was a wounded alien.
Sorry for filing this under the wrong topic, will do next time.

In other news: Are the HWPs really supposed to be *that* tough? In the old XCOM, they often suffered first shot deaths, now they live through barrages of dozens of plasma hits. That level of toughness is a complete game changer for me. I now use the HWPs for lots of scouting and *prominently* place them as targets in the open so they soak up all enemy fire. Despite this tactic, I haven't seen a single HWP get destroyed yet.



Offline winterheart

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I suppose that you facing with Sectiods with plasma pistols. When you got enemies with plasma rifles at least, you'll will see how those "tough" HWPs explodes after single hit.

Offline wollow

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Hmm, I have sold more than a dozen heavy plasmas but you've got a point: Smaller plasma weapons *are* more prevalent in open xcom than in vanilla.

Offline Solarius Scorch

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Hmm, I have sold more than a dozen heavy plasmas but you've got a point: Smaller plasma weapons *are* more prevalent in open xcom than in vanilla.

I hope Warboy doesn't see this. ;)

I frankly doubt there's a difference in this regard. Unless you use mods that change this.

Offline KORfan

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When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

If it's only the third UFO of the game, was your alien containment constructed yet?  If it hasn't completed, you don't get a prisoner.

Offline Warboy1982

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Hmm, I have sold more than a dozen heavy plasmas but you've got a point: Smaller plasma weapons *are* more prevalent in open xcom than in vanilla.

no, they're not.

Offline wollow

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Anyways, heavily utilizing hwps as scouts is a no brainer now (for me). In vanilla xcom they fell apart after the 10th plasma hit at most.

Offline Solarius Scorch

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Anyways, heavily utilizing hwps as scouts is a no brainer now (for me). In vanilla xcom they fell apart after the 10th plasma hit at most.

Tell this to my Cannon tank which fell to one Plasma Rifle shot to the front plate. No, actually, tell it to my last 10 tanks. :P

Offline wollow

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There seems to be something out of place maybe? I am on my 44th UFO now and havent seen a single hwp die yet. They soak 5 to 30 plasma hits *each* mission.

Also, these are my notes on the game so far:

Research: Sometimes research finishes and no result is shown (i know that some aliens produce no result - i mean a result that really is omitted) or the new branches are not shown. Sometimes alien specialists (not soldiers) hang around at the base but are not researchable for no apparent reason. (feature request: it would be nice to see the name of the alien the produced the research in the research finished screen)

Repair/fuel: A ship can launch even though damaged or only partially refueled but wont get refueled until completely repaired so after 1-2 takeoffs a damaged plane is dry ands stays dry for *long*. intended?

Wall shooting: I have seen aliens shoot the outer walls of their UFO from within *many* times - as if disregarding the fact that they are in the way.

The Elerium Mace from the samenamed mod does not work (aliens dont get stunned).

Feature request: Quickwalk on hotkeypress - sometimes walking your dudes across the map takes ages and you opnly want to speed the animation of certain guys - not all.

Feature request: It would be cool if the soldier rank were displayed on more soldier equip/transfer/assignment screens as it help a lot with distinguishing them.

Bug: When loading a savegame, all interceptors start with zero momentum and are disengaged from combat.

Bug: Day/night cycle rotatation axis is a little off the poles but there *still* is no everlasting polar day or night.

The explosion from the small launcher seems to have the wrong animation. Vanilla xcom sported a different animation (purplish) for it.

Feature request: option to turn an hwps turret only.

Feature request: load hwps onboard skyrangers even if not fully loaded with ammo.

Bug: mind probe does not ever seem top have a line of fire while ordinary guns do. (had psi on sight acitvated)

Annoying: Ufo number x turns into landed ufo number y. This should be the same.

Question: Does an alien under research take up a slot in alien containment? It should.

Feature request: hotkey for joint interceptor agressive/cautious/stand back action. hotkey for 5 sec mode on geoscape (can be super annoying if you accidentally click too fast a mode and dont get a chance to get back to 5 secs because of a barrage of events.

Annnoying: The cryssalid aggro sounds! It's texas chainsawmassacre aesthetics. I prefer alien any day.

Annoying: Walking down the ranger ramp straigh takes longer than jumping off the side and walking besides it to the front. I know its the same in vanilla but its still stupid (watch what the ai does when you have a soldier go down the full ramp).

That was the important stuff...

Another feature request: have the battlescape maps be optionally larger, with the skyranger standing further out of harms was. It would be thematically sound since landing a vtol amidst entrenched hostiles is suicidal. have the battlescapes bind the rangers for a while - if the battlescape took 10 turns, bind the ranger for 10 hours on the geoscape after the battlescape maybe. reflect this with ambient light :-)


Sorry for being so brief and terse but I am wracked by migraine right now. I supply that much much criticism only because you DID SUCH AN AWESOME JOB at recreating one of my favorite pc game classics and it deserves to be prefect ;-). I'll do a lauding post later on.


Offline winterheart

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Repair/fuel: A ship can launch even though damaged or only partially refueled but wont get refueled until completely repaired so after 1-2 takeoffs a damaged plane is dry ands stays dry for *long*.
The aircraft phase order when returning to base is: Repairing, Rearming, Refueling.  (https://www.ufopaedia.org/index.php?title=Differences_to_X-COM_%28OpenXcom%29)

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Feature request: load hwps onboard skyrangers even if not fully loaded with ammo.
As vanilla does. Before 1.0 you could use HWP without full ammo loadout.

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The Elerium Mace from the samenamed mod does not work (aliens dont get stunned).
Ask moddmaker.

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Feature request: option to turn an hwps turret only.
Already done. "When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis."

Offline myk002

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the bugs should really go on the bug tracker: https://openxcom.org/bugs/openxcom/issues/open#

Question: Does an alien under research take up a slot in alien containment? It should.
if the alien containment limits option is turned on, then yes, they are counted.

Offline Arthanor

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Bug: When loading a savegame, all interceptors start with zero momentum and are disengaged from combat.
I've noticed this too. It restricts saving to being only an option when nothing is happening (or when in battle). Against fast UFOs, it makes quite a difference.

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The explosion from the small launcher seems to have the wrong animation. Vanilla xcom sported a different animation (purplish) for it.
I thought that was the case! But I read somewhere on the UFOPaedia that it was the same sound/animation as a blaster launcher? Having a "Stun explosion" animation on top of the regular one would be nice indeed.

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Feature request: Quickwalk on hotkeypress - sometimes walking your dudes across the map takes ages and you opnly want to speed the animation of certain guys - not all.
That would be nice indeed!

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Another feature request: have the battlescape maps be optionally larger, with the skyranger standing further out of harms was. It would be thematically sound since landing a vtol amidst entrenched hostiles is suicidal. have the battlescapes bind the rangers for a while - if the battlescape took 10 turns, bind the ranger for 10 hours on the geoscape after the battlescape maybe. reflect this with ambient light :-)
Maybe having an optional rule that allows the player to define a minimum distance between the transport and the UFO? Default is 0.