Author Topic: Bugs, crashes, typos & bad taste  (Read 128330 times)

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1635 on: January 16, 2019, 05:04:34 pm »
The way i understood it it's not the roboturrets being MC'd, but his agents - who are then targeted by the turrets.

....oh.
I... wouldn't have thought of this. Mostly because it's kinda weird.... That's how the game works. Hostile units get shot ata. I often execute MC'd units myself.

Is it even possible to have non-player factions differentiate between hostile and MC'd units?

For what purpose? To make sure they don't shoot at agents who are a threat?

That aside, why not make the robo turrets player controlled to begin with?

Because it's lame. :P

Offline Abyss

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Re: Bugs, crashes, typos & bad taste
« Reply #1636 on: January 16, 2019, 05:06:00 pm »
I checked. Not a single time was a roboturret MC'd; the aliens haven't even targeted them at all.

The words misplacement. Sorry for that. Of course RT cannot fall under Mind control.
The question was regarding the RT targeted my Alien-controlled humans.
Tha basis for the appeal was in the following: my own soldiers do not reaction-attack the MC human units. So I believe RT should not treat MC units of the friendly origin as the targets.

UPD. Of course you can execute whoever you want to! But that's my base, and I believe that this is my prerogative to choose whether I should kill them or not)

UPD 2. Logically RT's shouldn't even know that player's soldiers are under MC. They are face recognition guys.
« Last Edit: January 16, 2019, 05:15:22 pm by Abyss »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1637 on: January 16, 2019, 05:50:46 pm »
The words misplacement. Sorry for that. Of course RT cannot fall under Mind control.
The question was regarding the RT targeted my Alien-controlled humans.
Tha basis for the appeal was in the following: my own soldiers do not reaction-attack the MC human units. So I believe RT should not treat MC units of the friendly origin as the targets.

Hmmm, an interesting point. Still, this is a game's hardcoded feature, not a moddable feature, so not much I can do about it anyway.

UPD. Of course you can execute whoever you want to! But that's my base, and I believe that this is my prerogative to choose whether I should kill them or not)

Unfortunately the AI is both scary and individualistic. :)
Still, you can take indirect countermeasures. For example use more robotic units - they are immune to psionics.

UPD 2. Logically RT's shouldn't even know that player's soldiers are under MC. They are face recognition guys.

Good point again, but we need to maintain a certain level of abstraction.

Offline BlackStaff

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Re: Bugs, crashes, typos & bad taste
« Reply #1638 on: January 16, 2019, 07:31:11 pm »
Other duplicate name...
Complicated to explain in English!
The same constant string name is used.  :-[

In 0.98d :

-1- in ..\standard\xcom1\Language\en-US.yml
  STR_UNIT: "UNIT> {0}"

-2- in ..\user\mods\XComFiles\Language\en-US.yml
  STR_UNIT: "X-Com History: UNIT"

So in the UFOpedia, it is the first occurrence that is used !  ;)

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1639 on: January 16, 2019, 08:00:56 pm »
Oh my, you're right. Thanks.

Offline krautbernd

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Re: Bugs, crashes, typos & bad taste
« Reply #1640 on: January 16, 2019, 11:42:11 pm »
The purple shield has dependencies for sectoids and aquatoids, but only the aquatoid actually unlocks it. Is this intended?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1641 on: January 16, 2019, 11:46:44 pm »
The purple shield has dependencies for sectoids and aquatoids, but only the aquatoid actually unlocks it. Is this intended?

Nope, another bug. Thanks.

Offline Alex_D

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Re: Bugs, crashes, typos & bad taste
« Reply #1642 on: January 18, 2019, 02:30:59 am »
Updated to 0.98e, sadly there is still an undefined string. See screenshot.

Offline karnaugh_map

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Re: Bugs, crashes, typos & bad taste
« Reply #1643 on: January 19, 2019, 04:34:40 am »
Is the Bedouin Chieftain a zombie in disguise? Because it's vulnerable to E-115. :)
« Last Edit: January 19, 2019, 07:15:30 am by karnaugh_map »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1644 on: January 20, 2019, 07:16:41 pm »
Is the Bedouin Chieftain a zombie in disguise? Because it's vulnerable to E-115. :)

No, he's a Chryssalid.

Thanks, fixed. ;D

Offline karnaugh_map

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Re: Bugs, crashes, typos & bad taste
« Reply #1645 on: January 21, 2019, 07:07:55 am »
Are Industrial Investigations supposed to be off limits for Private Cars? Only public cars and vans are allowed.

Also are Giant Spiders supposed to not have extractable Blood Plasma since Giant Beetles and Megascorpions do?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1646 on: January 21, 2019, 01:13:50 pm »
Are Industrial Investigations supposed to be off limits for Private Cars? Only public cars and vans are allowed.

I guess I can allow the luxury car too. Done.

Also are Giant Spiders supposed to not have extractable Blood Plasma since Giant Beetles and Megascorpions do?

Spiders are a bit of an exception here; they are immune to E-115 damage as well.

Offline Alex_D

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Re: Bugs, crashes, typos & bad taste
« Reply #1647 on: January 21, 2019, 10:43:32 pm »
So, in my current campaign, I'm kind of stuck. There is no new research to do (over 500 scientists playing with their thumbs), other than the occasional alien Engineer and craft type research. I have the Avenger built but it can't go to Cydonia.

And then I got a Red Dawn HQ mission, in-game years after the Red Dawn was defeated.
Spoiler:
Now I have fully armored soldiers with Heavy Plasma guns, not a match for the Red Dawn HQ. Upon landing I'm greeted by Hybrids. I'm still playing the mission.

Is it supposed to be normal? (I'm attaching the file save)

Also what else I need to do to advance to the next stage? Maybe I'm missing something obvious.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #1648 on: January 22, 2019, 03:12:13 pm »
No, it's certainly not planned, and I can't see how it may be possible... :) I have never heard anything like this.

I can be more helpful with the research: you're missing the Stone of Atlantis. You still have some underwater missions to do, since I think you haven't destroyed the Tasoth Factory yet.

Offline Alex_D

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Re: Bugs, crashes, typos & bad taste
« Reply #1649 on: January 22, 2019, 07:35:11 pm »
you haven't destroyed the Tasoth Factory yet.

Thanks for the tip. Indeed, after a bit, the Tasoth Factory mission spawned, and some new research became available. Let's see where does it leads to.

EDIT:
Finally!
Serious spoilers and mini-review follow:
Spoiler:
After some in-game time, the Atlantis mission spawned. Essentially the last level of TFTD where Cthulhu is. I forgot what it was to fight Tentaculats! Fortunately I brought every yellow suit soldier and a wall of sonic weapons kept them at bay. The tasoths are a tough race. They go down faster with darts than sonic weapons. Is there a way to manufacture the ammo for these? Maybe I took off before finding it out.

The result of this battle, as the hint said, was the analysis of the Stone of Atlantis, then Cydonia or Burst. When this research was on-going, I assembled my team with every soldier with a P rating of 90 or more, so to be essentially immune to psi attacks. As soon as the research was completed the Avenger, which was waiting for months, took off.

The surface battle of Mars (pyramid level) was sort of easy, except for the insane number of very dangerous cyberdisks. No casualties but several wounded yet able to continue. The next level is where the fun really started:
Spoiler:
The chryssalid hive was a nightmare level. Compact teams to hopefully hit them with reaction shots. It sort of worked, but the progress was painfully slow. No deaths but several Zzzz, essentially to Snakemen's grenades when blocking the elevators (the chryssalids cannot attack up/down). Also all my hover tanks were with very little health left from the previous battle. Not much for them to do anyways as the doors weren't wide enough and carving a path with their plasma guns was too slow.

For me the trick to this level , discovered by accident during reaction fire, was to put a hole on the green floor where the soldiers spawn so to open a path down. This floor is fairly weak to heavy plasma gun fire. Then a flying unit was able to explore and take pot shots. Eventually the exit was found at the ground level and everyone rushed. A scout team managed to approach via the maze that is the regular access to the bottom level. Thanks to the motion scanner no casualties. Good thing the yellow suit allows kneeling otherwise it would be impossible to have compact reaction fire in those one-wide corridors of the maze. The first one shots then kneel. The second in line does the same, then kneels. Then the third, and so on. The ground level was sort of easy as there are wide corridors for plenty of reaction fire. I admit I reloaded when in a bout of overconfidence I over-extended and had several killed at once, because there was no enough TUs left for reaction fire. Congratulations to the Level Designer.
The next level was the regular brain level. This is when I got lucky. My main team spawned next to the brain level. I know, because one of my tricks (is it a cheat?) is to move the cursor around looking for the missing pixels of the hidden shapes. At the other side of the wall, there was this empty giant room, and then a spherical thing was pulsating. Next turns, it was to carve a small path using pick axes and then a Blaster bomb. The End.
My comment is the end game screen repeated twice. Like when the Brain tried to negotiate and it's blasted away, the whole sequence of screens repeated a second time. If I remember correctly it was the same content as vanilla. I re-loaded and cancelled the mission to see what the Losing screen looks like. The same as Vanilla, and also repeated twice. I don't know if this screens repetition is a sign of a bug in the .exe or in the mod.

Thank you Solarius for the XCF mod. It was fun to play.
« Last Edit: January 24, 2019, 11:41:01 pm by Alex_D »