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Author Topic: Bugs, crashes, typos & bad taste  (Read 1071729 times)

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1605 on: January 01, 2019, 03:22:26 pm »
No, the range is a bug. Will be fixed; for now you can edit crafts_XCOMFILES.rul and change it to whatever.

Offline DreamsofTrance

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Re: Bugs, crashes, typos & bad taste
« Reply #1606 on: January 06, 2019, 01:55:41 am »
Posted this in the release thread, and realized it might be better here.

With a fresh install, no other mods, I get the following error:

Quote
[ERROR]   Const name 'RuleList.OpenXcom_XFiles' already used

EDIT: Nevermind, I figured out that I just need to read instructions better.
« Last Edit: January 06, 2019, 02:09:14 am by DreamsofTrance »

Offline JustTheDude/CABSHEP

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Re: Bugs, crashes, typos & bad taste
« Reply #1607 on: January 06, 2019, 06:48:10 pm »
I don't know if it was reported, but "medical" items recharge after loading save.
Also I don't know if it is my paranoia, bad RNG, or something, but most of the "first shots" against each mob seems to always do 0 dmg. Like the game have bigger chance to roll 0% just in that situation. Doesn't matter if it is sniper rifle in hands of agent with 120 accuracy against human with 5 armor and 100% dmg from bullets.

Minor issue: Music during "The Root of All Evil" and that mission with ghosts in asylum is too loud in comparision with others.
« Last Edit: January 06, 2019, 06:52:00 pm by JustTheDude »

Offline Robobo

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Re: Bugs, crashes, typos & bad taste
« Reply #1608 on: January 08, 2019, 03:16:18 pm »
Got some problems when facing obliterators.

openxcom.log

[08-01-2019_14-21-44]   [WARN]   Image D:\Games\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Inticon/Arrow_dogfight.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_14-21-44]   [WARN]   Image D:\Games\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Inticon/Viper_dogfight.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_14-35-21]   [WARN]   No free channels available
[08-01-2019_14-35-21]   [WARN]   No free channels available
[08-01-2019_14-35-22]   [WARN]   No free channels available
[08-01-2019_14-35-23]   [WARN]   No free channels available
[08-01-2019_14-35-23]   [WARN]   No free channels available
[08-01-2019_14-35-24]   [WARN]   No free channels available
[08-01-2019_14-35-24]   [WARN]   No free channels available
[08-01-2019_14-36-16]   [FATAL]   A fatal error has occurred: Invlid surface set 'OBLITERATOR.PCK' for armor 'STR_OBLITERATOR_ARMOR': not enough frames
[08-01-2019_14-36-16]   [FATAL]   0x88dd10 OpenXcom::CrossPlatform::stackTrace(void*)
[08-01-2019_14-36-16]   [FATAL]   0x8913a0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[08-01-2019_14-36-16]   [FATAL]   0x4015a0 exceptionLogger()
[08-01-2019_14-36-16]   [FATAL]   0xc2cb28 MPEGaction::MPEGaction()
[08-01-2019_14-36-16]   [FATAL]   0x9da540 OpenXcom::UnitSprite::drawRoutine11()
[08-01-2019_14-36-16]   [FATAL]   0x9ca7d0 OpenXcom::Map::drawUnit(OpenXcom::UnitSprite&, OpenXcom::Tile*, OpenXcom::Tile*, OpenXcom::Position, int, int, bool)
[08-01-2019_14-36-16]   [FATAL]   Unfortunately, no stack trace information is available

extraSprites_XCOMFILES.rul

  - type: OBLITERATOR.PCK
    subX: 32
    subY: 40
    width: 256
    height: 320
    files:
      0: Resources/Races_Compilation/MutonRace/OBLITERATOR.png

Fits the resource image, so I dunno what is the problem here. How can I fix it ?

Offline Robobo

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Re: Bugs, crashes, typos & bad taste
« Reply #1609 on: January 08, 2019, 07:44:18 pm »
I replaced obliterator armor block in armors_XCOMFILES.rul with same from salamandron, but a proper fix is still welcome(flying salamandrons look wierd).

Offline BlackStaff

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Re: Bugs, crashes, typos & bad taste
« Reply #1610 on: January 08, 2019, 09:26:42 pm »
Since I don't understand English, I may have forgotten something!
But version 0.98b does not work. As soon as I try to post an article in the UFOPedia!

Seems to concern the "Facilities" part!

Code: [Select]
[08-01-2019_20-14-46] [INFO] OpenXcom Version: Extended 5.2 (v2018-12-22)
[08-01-2019_20-14-46] [INFO] Platform: Windows
[08-01-2019_20-14-46] [INFO] Data folder is:
[08-01-2019_20-14-46] [INFO] Data search is:
[08-01-2019_20-14-46] [INFO] - C:\Users\Gabriel\Documents\OpenXcom\
[08-01-2019_20-14-46] [INFO] - C:\_GAMES\OpenXcom_XFiles
[08-01-2019_20-14-46] [INFO] - C:\_GAMES\OpenXcom_XFiles
[08-01-2019_20-14-46] [INFO] User folder is: C:\_GAMES\OpenXcom_XFiles\user\
[08-01-2019_20-14-46] [INFO] Config folder is: C:\_GAMES\OpenXcom_XFiles\user\
[08-01-2019_20-14-46] [INFO] Options loaded successfully.
[08-01-2019_20-14-46] [INFO] SDL initialized successfully.
[08-01-2019_20-14-47] [INFO] SDL_mixer initialized successfully.
[08-01-2019_20-14-47] [INFO] requested file not found: openxcom.png
[08-01-2019_20-14-47] [INFO] Attempted locale:
[08-01-2019_20-14-47] [INFO] Detected locale: C
[08-01-2019_20-14-47] [INFO] Attempting to set display to 1600x900x32...
[08-01-2019_20-14-47] [INFO] Display set to 1600x900x32.
[08-01-2019_20-14-47] [INFO] Loading data...
[08-01-2019_20-14-47] [INFO] Scanning standard mods in 'standard'...
[08-01-2019_20-14-47] [INFO] Scanning user mods in 'C:\_GAMES\OpenXcom_XFiles\user\mods'...
[08-01-2019_20-14-47] [INFO] reservedSpace for: xcom1 updated to: 2
[08-01-2019_20-14-47] [INFO] Mapping resource files...
[08-01-2019_20-14-49] [INFO] Resources files mapped successfully.
[08-01-2019_20-14-49] [INFO] Loading rulesets...
[08-01-2019_20-15-00] [INFO] Loading fonts... Font.dat
[08-01-2019_20-15-01] [INFO] Loading custom palettes from ruleset...
[08-01-2019_20-15-01] [INFO] Creating a new palette: PAL_DGOOD_ACID
[08-01-2019_20-15-01] [INFO] Creating a new palette: PAL_DGOOD_SEA
[08-01-2019_20-15-01] [INFO] Creating a new palette: PAL_MARS
[08-01-2019_20-15-01] [INFO] Creating a new palette: PAL_MARS_LITE
[08-01-2019_20-15-01] [INFO] Making palette backups...
[08-01-2019_20-15-02] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/FactionsPack/MenInBlack/bigob_MIB_POWER_ARMOR.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-15-03] [INFO] Data loaded successfully.
[08-01-2019_20-15-03] [INFO] Loading language...
[08-01-2019_20-15-03] [INFO] Language loaded successfully.
[08-01-2019_20-15-03] [INFO] OpenXcom started successfully!
[08-01-2019_20-15-36] [INFO] Attempting to set display to 1600x900x8...
[08-01-2019_20-15-36] [INFO] Display set to 1600x900x8.
[08-01-2019_20-15-36] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[08-01-2019_20-15-54] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/TerrainPack/Geoscape/TEXTURE15.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-15-54] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/TerrainPack/Geoscape/TEXTURE36.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-15-54] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/TerrainPack/Geoscape/TEXTURE57.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Hawkeye_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Darkstar_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/Thruster_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/Afterburner_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/Targeter_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/RadarExtension_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/RadarResProcessor_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/FuelTank_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/Shield_Gen_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/MassDriverCraft_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/CraftWeapons/Basebits/GaussCraft_Base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Facilities/HQ.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Facilities/Improved_Lab.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Facilities/Advanced_Lab.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/MiG31_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Firestorm_base2.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Raven_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Tormentor_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Thunder_base.png (from lodepng) have set incorrect transparent color index 127 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Mudranger_base.png (from lodepng) have set incorrect transparent color index 127 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Van_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Skymarshall_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/AWACS_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Car_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Facilities/Corridor.png (from lodepng) have set incorrect transparent color index 1 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Facilities/Sick_Bay.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Facilities/Bio_Lab.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Facilities/Cyber_HQ.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Mudranger_2_base.png (from lodepng) have set incorrect transparent color index 127 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/LuxuryCar_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Osprey_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Hummer_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Opscar_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [WARN] Image C:\_GAMES\OpenXcom_XFiles\user\mods\XComFiles/Resources/Vessels/Basebits/Arrow_base.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[08-01-2019_20-16-13] [FATAL] A fatal error has occurred: C:\_GAMES\OpenXcom_XFiles\user\mods\LargeWorkshop/Resources/LargeWorkshop/LW2_1.png: OpenXcom is supporting only 8bit graphic
[08-01-2019_20-16-14] [FATAL] 0x88dd10 OpenXcom::CrossPlatform::stackTrace(void*)
[08-01-2019_20-16-14] [FATAL] 0x8913a0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[08-01-2019_20-16-14] [FATAL] 0x4015a0 exceptionLogger()
[08-01-2019_20-16-14] [FATAL] 0xc2cb28 MPEGaction::MPEGaction()
[08-01-2019_20-16-14] [FATAL] 0x6af070 OpenXcom::ExtraSprites::loadSurfaceSet(OpenXcom::SurfaceSet*)
[08-01-2019_20-16-14] [FATAL] 0x665170 OpenXcom::Mod::loadExtraSprite(OpenXcom::ExtraSprites*)
[08-01-2019_20-16-14] [FATAL] 0x665170 OpenXcom::Mod::loadExtraSprite(OpenXcom::ExtraSprites*)
[08-01-2019_20-16-14] [FATAL] 0xc180e0 inflate_fast
[08-01-2019_20-16-14] [FATAL] 0x665730 OpenXcom::Mod::getSurfaceSet(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[08-01-2019_20-16-14] [FATAL] 0x7fff10 OpenXcom::ArticleStateBaseFacility::ArticleStateBaseFacility(OpenXcom::ArticleDefinitionBaseFacility*)
[08-01-2019_20-16-14] [FATAL] 0x841250 OpenXcom::Ufopaedia::createArticleState(OpenXcom::ArticleDefinition*)
[08-01-2019_20-16-14] [FATAL] 0x842270 OpenXcom::Ufopaedia::openArticle(OpenXcom::Game*, OpenXcom::ArticleDefinition*)
[08-01-2019_20-16-14] [FATAL] 0x83ea00 OpenXcom::UfopaediaSelectState::lstSelectionClick(OpenXcom::Action*)
[08-01-2019_20-16-14] [FATAL] 0x744a7210 malloc
[08-01-2019_20-16-14] [FATAL] 0xef0ea0 RGBtoYUV
[08-01-2019_20-16-34] [FATAL] OpenXcom has crashed: C:\_GAMES\OpenXcom_XFiles\user\mods\LargeWorkshop/Resources/LargeWorkshop/LW2_1.png: OpenXcom is supporting only 8bit graphic
More details here: C:\_GAMES\OpenXcom_XFiles\user\openxcom.log
If this error was unexpected, please report it to the developers.

Nota : OXCE version 5.2 (2018-12-22) works correctly.


Edit :
I installed "OXCE 5.2 2018-12-22" on top of your pack.
Deleted LargeWorkshop mod...
Then I vigorously shook the computer... and now it seems to work!
« Last Edit: January 08, 2019, 10:52:52 pm by BlackStaff »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1611 on: January 08, 2019, 11:22:47 pm »
Got some problems when facing obliterators.
(...)

For some reason its routine is set to 11 instead of 3...
I'll prepare an update ASAP.

(...)
Then I vigorously shook the computer... and now it seems to work![/color]

Congrats, Mr. Mystek! :)

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #1612 on: January 10, 2019, 11:09:50 pm »
STR_ALIEN_DRONE_ARMOR, STR_LARGE_ALIEN_DRONE_ARMOR and STR_XCOM_FLYING_DRONE_ARMOR have 16 entries in their damageModifier. I take it the drone is meant to be immune to E115 damage and the second to last entry (0.5) can be deleted?
« Last Edit: January 10, 2019, 11:16:13 pm by krautbernd »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1613 on: January 10, 2019, 11:24:23 pm »
STR_ALIEN_DRONE_ARMOR, STR_LARGE_ALIEN_DRONE_ARMOR and STR_XCOM_FLYING_DRONE_ARMOR have 16 entries in their damageModifier. I take it the drone is meant to be immune to E115 damage and the second to last entry (0.5) can be deleted?

Yes... You're right.
How the hell did you manage to find a bug like this? Are you Nagato Yuki or something? ;D
Respect.

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #1614 on: January 11, 2019, 12:22:13 am »
How the hell did you manage to find a bug like this? Are you Nagato Yuki or something? ;D
That would be both awesome and unsettling.

Nah, i was just browsing the ufopedia and figured you probably copied the resistance values for the large drone and xcom's version of it :D
« Last Edit: January 11, 2019, 12:39:03 am by krautbernd »

Offline Abyss

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Re: Bugs, crashes, typos & bad taste
« Reply #1615 on: January 14, 2019, 12:46:23 pm »
Hi!
Playing your mode alomost 60-70 hrs. Very good job done!
- A hundreds of mission types I guess. That's overhelming. And very surprising after XPiratez mode that is thought to be the largest mode on the platform.
- The beginning of the game is very promising and lots harder in tactics (traditionally I play hardest difficulty with Ironman). Had to restart 5 times before getting the general strategy which is different from the other mods.

May I point some stuff honestly precocious:
- Ground tanks with laser weapons are dependent on HWP research + laser W research. Tanks LW have 110 power. That's fairly powerful. But at the same moment you are not able to manufacture the squad hand-held LW. Because the Elerium Battery is not yet researched. I guess the laser cannon research should be more dependent.
- Hovertank is the next step. A couple of dozens UFO missions given, you are only research time restricted to get the HT tech. So at the moment you've got a Hovertank and a squad of Personal Armor Guys (PAGs) with Arasaka rifles.

The dissapointing point:
- Basic AI is not really learning during the missions in terms of precision shooting and else, thus making tanks not really worth their slots in the crewspace.
- Manufacturing of HWP takes the same amount of hours per unit as for the Stun Rod manufacturing. That's kinda insane.

Some unbalances:
- Not really sure when the mission Cyberweb Lair should occur, mine first was in the year 2000.
Robots in the lair are really weak in terms of HP, armor and firepower. Both are very susceptible to electric damage from stun rods (1 hit).
- Robots felt asleep during the battle are not in the end battle list. Whereas the the wrecks are enlisted for the transfer/sell. Sure for the CW robots. Not sure for the hybid drones. But i presume the same bug (not yet ready?).
- Too little of soldiers spawn in the living quarters in the base defense missions.

Some early ship design suggestions
- The SKYRAIDER side-doors are supercool.
- The SKYRANGER is a next step, so I suggest the sidedoors should be implemented. Otherwise no difference from the OSPREY except for the range and a speed.
- The SKYMARSHALL's back-plug is kinda weird and helps a little. May I suggest different Layout? Instead of top-down plug I suggest a down falling bridge for the scheme draft following?
« Last Edit: January 14, 2019, 01:16:04 pm by Abyss »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1616 on: January 14, 2019, 02:15:34 pm »
Hi!
Playing your mode alomost 60-70 hrs. Very good job done!
(...)

Thank you! Such encouraging feedback is always very important.

- Ground tanks with laser weapons are dependent on HWP research + laser W research. Tanks LW have 110 power. That's fairly powerful. But at the same moment you are not able to manufacture the squad hand-held LW. Because the Elerium Battery is not yet researched. I guess the laser cannon research should be more dependent.

Well, the laser cannon is indeed powerful, but many players don't bother with HWPs at all, preferring to take 4 people instead. This makes the HWP option a bit more attractive. Besides, it is logical that the HWP is big enough to hold a large power source, so no need to miniaturize it as much as for hand-held weapons.

- Hovertank is the next step. A couple of dozens UFO missions given, you are only research time restricted to get the HT tech. So at the moment you've got a Hovertank and a squad of Personal Armor Guys (PAGs) with Arasaka rifles.

Some players manage that, yes. I'm not sure what can logically be done to prevent this, though.

- Basic AI is not really learning during the missions in terms of precision shooting and else, thus making tanks not really worth their slots in the crewspace.

What can I say? It should learn just fine. I haven't had any negative feedback here.
Anyone else has experienced this problem?

- Manufacturing of HWP takes the same amount of hours per unit as for the Stun Rod manufacturing. That's kinda insane.

OK, manufacturing times are a bit off here and there. I adjust them whenever I find something.

- Not really sure when the mission Cyberweb Lair should occur, mine first was in the year 2000.

Depends on your research entirely.

Robots in the lair are really weak in terms of HP, armor and firepower. Both are very susceptible to electric damage from stun rods (1 hit).

Good for you. :) I think they're fine, they're supposed to be glass cannons. But I will think about it.

- Robots felt asleep during the battle are not in the end battle list. Whereas the the wrecks are enlisted for the transfer/sell. Sure for the CW robots. Not sure for the hybid drones. But i presume the same bug (not yet ready?).

I know about it; it's a little quirk of the engine. Robots do not use any type of prison (they go straight to your stores), which makes them not appear in the debriefing. To fix that I would have to assign them to some prison, and that would be silly.

- Too little of soldiers spawn in the living quarters in the base defense missions.

That's totally vanilla X-Com. I don't think it's a problem, they don't sit around on their beds all the time.

- The SKYRANGER is a next step, so I suggest the sidedoors should be implemented. Otherwise no difference from the OSPREY except for the range and a speed.

The Skyranger is traditionally a flying coffin. :P
I can change that, but muh tradition!

- The SKYMARSHALL's back-plug is kinda weird and helps a little. May I suggest different Layout? Instead of top-down plug I suggest a down falling bridge for the scheme draft following?

I've been planning to do something about it for years, but... I kinda got used to it...

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #1617 on: January 14, 2019, 03:54:31 pm »
As for tanks/basic AI not gaining experience - this is something i'Ve observed as well, but i am still on 0.9.6, so no idea if this is still relevant. I remember you stating that you revided basic+alien AI in regards to gaining experience.

My laser tank has gained only 3 reactions over i don't know how many missions that have maxxed out most of the rest of my squad. This might be related to the tank only having a limited amount of possible actions (i.e. shoot and move), but it's strange that it has only gained reactions considering the number of kills it has rapped up. As far as i can tell the soldier/armor definitions for tanks haven't changed between versions, at least in reagrds to stats and training.

As for transports:
The Skyranger is fine as it is as far as i am concerned, considering where it stands in the hierachy of Sky-stuff. The Skymarshall's backside could probably be improved, but i like how it prevents enemies from reaction firing rockets straight down the gangway.
« Last Edit: January 14, 2019, 04:00:42 pm by krautbernd »

Offline ohartenstein23

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Re: Bugs, crashes, typos & bad taste
« Reply #1618 on: January 14, 2019, 04:06:15 pm »
A few versions ago the basic AI/alien AI split was removed in favor of one AI "soldier" type that could gain experience.  They are subject to the same training rules on the battlefield as regular soldiers, so you might not have been getting enough hits with their gun to guarantee experience even though they got the kills.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1619 on: January 14, 2019, 04:58:28 pm »
I really hope people aren't reporting bugs from 6 versions ago. :P