Author Topic: Hardmode Expansion - Bugreports  (Read 116873 times)

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #150 on: May 10, 2023, 04:02:56 pm »
This is standard algorithm for OXCE since about 5 years. (commit 32c9799b75)
if a weapon has ArcingShot it awards throwing rather then firing experience.
look at file Battlescape/TileEngine.cpp function TileEngine::awardExperience
where is says:
Code: [Select]
           else if (weapon->getArcingShot(attack.type))                       
            {                                                                   
                expType = ETM_THROWING_100;                                     
                expFuncA = &BattleUnit::addThrowingExp; // e.g. flamethrower, javelins, combat bow, grenade launcher, black powder bomb, stick grenade, acid flask, apple, ...
            }

this can be over-ridden by using "experienceTrainingMode"                                               

This does not happen in OXC.

I take a look at this when i find time on the next weekend.
I moving with the mod to OXCE anyway because of some new features I am using so i probably have to adapt that.
Thanks for pointing it out.

Offline Yankes

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Re: Hardmode Expansion - Bugreports
« Reply #151 on: May 10, 2023, 04:24:22 pm »
This might be a bug in the engine.
I've stumbled upon something similar:
https://openxcom.org/forum/index.php/topic,10996.0.html

Could be worth to debug it and see if there's a fix on the engine-side.
You can't hit floor of GravLift, this is not bug but feature deliberately implemented in code.
GravLift floor is not consider as solid object when consider trajectories.

Offline omri

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Re: Hardmode Expansion - Bugreports
« Reply #152 on: May 10, 2023, 06:20:39 pm »
While you are looking into it, there are two minor issues you may want to change:

in Ruleset/items_HM.rul:
PLASMA_PISTOL_ELERIUM_CLIP and PLASMA_RIFLE_ELERIUM_CLIP  sell for $0
this is because they have a costsell field instead of a costSell field.
in Ruleset/manufacture_HM.rul:
the cost of UPGRADE_WALKERTANK_LASER_TO_PLASMA is 40000 where a cost of 400000 seams more in line with the cost difference between the two tanks.

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #153 on: May 10, 2023, 07:09:53 pm »
While you are looking into it, there are two minor issues you may want to change:

in Ruleset/items_HM.rul:
PLASMA_PISTOL_ELERIUM_CLIP and PLASMA_RIFLE_ELERIUM_CLIP  sell for $0
this is because they have a costsell field instead of a costSell field.
in Ruleset/manufacture_HM.rul:
the cost of UPGRADE_WALKERTANK_LASER_TO_PLASMA is 40000 where a cost of 400000 seams more in line with the cost difference between the two tanks.

Pistol and Plasma Rifle Clips are typos. I am gonna fix that.

In regard of the Upgrade from Walkertank Laser to Plasma, see here:

Code: [Select]
  - name: STR_UPGRADE_WALKERTANK_LASER_TO_PLASMA
    category: STR_CAT_TANK_UPGRADE
    requires:
      - STR_LASER_CANNON
      - STR_PLASMA_CANNON
      - STR_WALKERTANK
      - STR_SECTOPOD_CORPSE
      - STR_SECTOPOD_TERRORIST
      - STR_ARMORED_SECTOPOD_CORPSE
      - STR_ARMORED_SECTOPOD_TERRORIST
    space: 30
    time: 200
    cost: 40000
    requiredItems:
      STR_WALKERTANK_LASER: 1
      STR_ELERIUM_115: 10
      STR_ARMORED_SECTOPOD_CORPSE: 1
    producedItems:
      STR_WALKERTANK_PLASMA: 1
    listOrder: 722

You need a armored Sectopod Corpse and the money.
Hm... but it makes more sense to increase it 400k.
I am gonna change it.
Thanks.

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #154 on: May 11, 2023, 02:48:42 pm »
This is standard algorithm for OXCE since about 5 years. (commit 32c9799b75)
if a weapon has ArcingShot it awards throwing rather then firing experience.
look at file Battlescape/TileEngine.cpp function TileEngine::awardExperience
where is says:
Code: [Select]
           else if (weapon->getArcingShot(attack.type))                       
            {                                                                   
                expType = ETM_THROWING_100;                                     
                expFuncA = &BattleUnit::addThrowingExp; // e.g. flamethrower, javelins, combat bow, grenade launcher, black powder bomb, stick grenade, acid flask, apple, ...
            }

this can be over-ridden by using "experienceTrainingMode"                                               

This does not happen in OXC.

This new experience system can be turned off since OXCE 7.9, see Meridians post here: https://openxcom.org/forum/index.php/topic,4230.msg154823.html#msg154823

I am simply going to force that constant and be done with. So everything stays vanilla. ;)

Code: [Select]
constants:
  extendedExperienceAwardSystem: false

Offline Backer

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Re: Hardmode Expansion - Bugreports
« Reply #155 on: August 01, 2023, 11:08:26 pm »
I'm running OXCE 7.9.8 and using the Hardmode 0.99.9 build. I've run into an error:

"OpenXcom has crashed: Alien Deployment STR_TERROR_MISSION_DOCKED_SHIP not found" and the error further goes on to recommend reporting the issue in this forum.

I'm happy to provide a save game file or repost this message elsewhere if more appropriate. Thanks!

[UPDATE 1] I was able to correct this problem by going to the projects Github and pasting the STR_TERROR_MISSION_DOCKED_SHIP entry into my copy of alienDeployments_HM.rul. I downloaded the latest 0.99.9 release source (from July 7, b3e4152) and DO NOT see a corresponding entry in that releases alienDeployments_HM.rul. I also DO NOT see a corresponding entry for STR_TERROR_MISSION_DOCKED_SHIP in globe_HM.rul on the latest release, but do see one in my current installation. No idea what version I'd downloaded and installed.

Consider this user error :)

[UPDATE 2] I figured out which version of Hardmode I was using. It was 0.99.9.2, which I downloaded from the mod.io page which is linked off the Ufopaedia article on installing hardmode. I can't post links due to forum restrictions.
« Last Edit: August 03, 2023, 06:31:24 pm by Backer »

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #156 on: August 06, 2023, 09:15:06 pm »
Please use:

Hardmode Expansion v0.99.9.3

Should fix this issue.

Offline UnarmedSmile

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Re: Hardmode Expansion - Bugreports
« Reply #157 on: January 17, 2024, 03:28:06 pm »
Not strictly a bug but i came here to report it as a bug and when gathering screenshots I saw the issue, so wanted to let you know. The research tree is not up to date. The latest research tree doesn't show that live Cyberdisk is required for Hovertanks and Hovertanks are required for Elerium Bomb Launcher

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #158 on: March 07, 2024, 06:45:12 pm »
Not strictly a bug but i came here to report it as a bug and when gathering screenshots I saw the issue, so wanted to let you know. The research tree is not up to date. The latest research tree doesn't show that live Cyberdisk is required for Hovertanks and Hovertanks are required for Elerium Bomb Launcher

Did you find the Research Tree Graphic on the ufopaedia page? (The ufopaedia Wiki is totally out of date and I alone have not the resources/time to update everything, I am more focused on making my mod).
Because it is from Version 0.99.9 which is totally outdated.

The newest one can be found here: https://github.com/hellrazor4223/hardmode-expansion/blob/master/Research_Tree_Hardmode_Expansion.jpg

Offline hederino

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Re: Hardmode Expansion - Bugreports
« Reply #159 on: June 04, 2024, 11:43:16 pm »
A couple things:

1 - Not exactly a bug, but soldier armour sprites on the Craft screen are all the same, you can't tell what armours they're wearing (see attachment where the crew is a mix of power suits, reinforced power suits and flying suits).
[Edit: I've just downloaded the recent version and seen it fix this particular issue.]

2 - The readme file says:
Quote
   
Attacking landed Battleship performing a Infiltrationmission gives 50% to deny the infiltration (OXCE only)
Attacking landed Battleship performing a Alien Base Mission from a Alien Base gives 33% to deny the mission success (OXCE only)

An alien base is generated the moment the final battleship arrives (as the geoscapeDebugLog shows), so this mechanic doesn't work as advertised. Though it does with the other mission types and destroying a pact-generated base does return the country. By the way, does destroying such a base before the end of month prevent the defection from ever taking place?

3 - Something trivial, but still. One of the medics I interrogated gave for free Sectopod corpse (and the lookup autopsy). Sectopod corpse is still on the research topic list. I believe this is not supposed to happen.
« Last Edit: June 05, 2024, 12:46:26 am by hederino »

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #160 on: June 05, 2024, 09:57:28 am »
A couple things:

1 - Not exactly a bug, but soldier armour sprites on the Craft screen are all the same, you can't tell what armours they're wearing (see attachment where the crew is a mix of power suits, reinforced power suits and flying suits).
[Edit: I've just downloaded the recent version and seen it fix this particular issue.]
You probably pulled the github Version before and what you used was most likely out of date or incomplete.
Please if in doubt always use the HardmodeExpansion on mod.io
It is usually complete and correct.

2 - The readme file says:
An alien base is generated the moment the final battleship arrives (as the geoscapeDebugLog shows), so this mechanic doesn't work as advertised. Though it does with the other mission types and destroying a pact-generated base does return the country. By the way, does destroying such a base before the end of month prevent the defection from ever taking place?

The percentage is 33% for each mission. Please recheck the README.txt. I found a way to make this mechanic work. The Alien Base will now spawn with a extra Dummy UFO, a maximum of 2 days after the battleship shows up. The delay is neccessary, since the battelship needs a few hours to find a landing point and it stays landed around a max of 12 hours.
I had to make sure that the player has enough time to cancel the mission by attacking or shooting down the batleship, before the next missionwave (the dummy UFO, which you won't see), gets exceuted or is cancelled. To make this mechanic work I had to do it this way.
So in case you defeated a battleship on a infiltration mission or a Alien Base building Mission (which originated from a alien base, no Scouts!) you should check the region for a alien base 2 days later to see if it occured or not. Usually once you defeat the battleship and you trigger the interruptionchance, all other UFO's from the same mission will take off immediatly, so you know it has been cancelled.

3 - Something trivial, but still. One of the medics I interrogated gave for free Sectopod corpse (and the lookup autopsy). Sectopod corpse is still on the research topic list. I believe this is not supposed to happen.
Sectopod Corpse is dependency together with alive Sectopod to unlock Walkertanks. Its totally fine to still be researchable, even after you got the lookup from medic.
No worries there :)

Offline hederino

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Re: Hardmode Expansion - Bugreports
« Reply #161 on: June 05, 2024, 03:52:22 pm »
On a further note, even with the recent QoL update the Ufopedia hides the fact that melee weapons get a bonus from strength. I was unaware of this until I checked the stats for nerds. Other mods have the pedia entries display accuracy and firepower bonus formulas at the bottom of the page. All this time I thought melee was utterly useless in this mod.
« Last Edit: June 05, 2024, 03:58:49 pm by hederino »

Offline hederino

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Re: Hardmode Expansion - Bugreports
« Reply #162 on: June 08, 2024, 07:05:31 pm »
I found a way to make this mechanic work. The Alien Base will now spawn with a extra Dummy UFO, a maximum of 2 days after the battleship shows up. The delay is neccessary, since the battelship needs a few hours to find a landing point and it stays landed around a max of 12 hours.

I'm running the version 0.99.9.5 (with all the QoL changes and stuff) and the mechanism you've described here clearly doesn't exist. I'm still getting an alien base the moment the battleship shows up:

Code: [Select]
  - "gameTime: 2000-01-31 13:30:00 ufoId: 308 ufoType: STR_BATTLESHIP race: STR_MUTON_ELITE region: STR_SOUTH_ATLANTIC trajectory: P6 missionId: 62 missionType: STR_ALIEN_BASE"
  - "gameTime: 2000-01-31 13:30:00 baseId: 13 baseType: STR_ALIEN_BASE race: STR_MUTON_ELITE region: STR_SOUTH_ATLANTIC deployment: STR_ALIEN_BASE_ASSAULT missionId: 62 missionType: STR_ALIEN_BASE"

The mod.io page says it's been a while since the last update and the Github repository doesn't seem to contain any commits more recent than that. I wonder if I'm missing out on something here.

Offline CrazedHarpooner

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Re: Hardmode Expansion - Bugreports
« Reply #163 on: June 08, 2024, 09:08:28 pm »
Just went through the files, the mechanism in question has been applied for STR_ALIEN_INFILTRATION and for STR_ALIEN_BASE_BASE_MISSION but not for the regular STR_ALIEN_BASE which is the one that's showing in your log. It has no interruption chances and no dummy UFO that would delay the base spawn.

Offline hederino

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Re: Hardmode Expansion - Bugreports
« Reply #164 on: June 09, 2024, 02:32:40 am »
Just went through the files, the mechanism in question has been applied for STR_ALIEN_INFILTRATION and for STR_ALIEN_BASE_BASE_MISSION but not for the regular STR_ALIEN_BASE which is the one that's showing in your log. It has no interruption chances and no dummy UFO that would delay the base spawn.

Thanks for pointing this out. I've located the ruleset file and taken the liberty to edit it so the plain base mission gets the same dummy UFO since this seems to be an oversight on hellrazor's part.