aliens

Author Topic: Bugs, crashes, typos & bad taste  (Read 1387426 times)

Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2745 on: December 30, 2020, 11:38:38 am »
I stumbled upon the same joint at the cyber armor for the dog as the tritanium one and decided to look at the files better.
Spoiler:
There are probably errors with energy recovery.

  - type: STR_DOGE_CYBERSUIT_ARMOR
      energy:
        flatHundred: 0.16
        healthCurrent: 0.25

  - type: STR_DOGE_SYNTHGEAR_ARMOR
      energy:
        flatHundred: 0.2
        healthCurrent: 0.25

  - type: STR_DOGE_ARMOR_UNDERWATER
      energy:
        manaNormalized: 2
        healthCurrent: 0.3

I don’t know anything about this armor and may be wrong, it just doesn’t look standard for X-COM armor.

  - type: STR_ASTRAL_ARMOR_UC
      energy:
        flatHundred: 0.25
        healthCurrent: 0.25

I got to the blackops machine guns and chose between standard and assault and something seemed strange:
Spoiler:
According to the description, the assault rifle is less convenient and is intended for shorter distances, moreover, based on the stats, it is more suitable for a Snap shot, but the feeling that the "snapRange:" line is missing, because the range of Auto shot 20, and Snap shot only 15.

  - type: STR_BLACKOPS_LMG
    accuracySnap: 40
    accuracyAuto: 40
    tuSnap: 42
    tuAuto: 42
    tuLoad: 20
    snapRange: 25
    autoRange: 25
    confSnap:
      shots: 3
    autoShots: 5

  - type: STR_BLACKOPS_ASSAULT_LMG
    accuracySnap: 53
    accuracyAuto: 35
    tuSnap: 35
    tuAuto: 45
    tuLoad: 25
    autoRange: 20
    confSnap:
      shots: 2
    autoShots: 5

And what with zombies and bark? It's my fails or really bug with them?

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2746 on: January 01, 2021, 02:37:26 pm »
Not sure it's a bug exactly, but something annoying that might be cause for concern.

Playing 1.7 at my year end vacation. Getting along quite nicely, and battling the Cult of Apocalypse. Doing a Tower of Apocalypse mission, and in the course of the combat, one of the bad guys shoots off a rocket launcher and blows up a stairway tile about 6 floors up. I'm sure there are more of them up the stairs, but I can't get up at them and they can't get down at me. I'm not really sure how to proceed with the mission and it's rather irritating. Any advice anyone can give?

The only straightforward answer is flying armours. Otherwise you can use heavy artillery to destroy the outer walls, or try to bait the enemies to come down.

I know it's not ideal, but better than making bullshit indestructible terrain!

I stumbled upon the same joint at the cyber armor for the dog as the tritanium one and decided to look at the files better. (...)

You're totally correct, thanks. Fixed now.

The Astral, was fine, it's special - fatigue doesn't impact dreamwalking. (Maybe it should, maybe not; I decided on not.)

According to the description, the assault rifle is less convenient and is intended for shorter distances (...)


I've recently overhauled these weapons, so maybe let's go back to this after the next release.

And what with zombies and bark? It's my fails or really bug with them?

The mechanics are the same as for everything else, there is nothing special about zombies. So probably normal fails.

Offline AlicePaws

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Re: Bugs, crashes, typos & bad taste
« Reply #2747 on: January 02, 2021, 11:05:59 am »
Is the dog barking supposed to be able to deplete armor? I literally just held a MIB heavy trooper by two dogs during a base assault and had to melt his armor down via barking until I could do some damage on him

Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2748 on: January 04, 2021, 12:20:29 pm »
I have repeatedly come across the fact that the weapon, which, according to my calculations, should not harm me, calmly pierces. Recent incidents have been with a hunting rifle and SOCOM piercing cyber armor with a webwear.
To prevent unnecessary questions, I will clarify that more than 20 damage came from the hunting rifle to the side armor (66 maximum damage, 42 armor, 53 maximum damage taking into account 20% of webwear), and from SOCOM more than 10 damage to the frontal armor (60, 48 , 48 respectively). Where exactly the shot hit I can see from the damage to the armor.

After which I started testing with a different set of weapons and armor. As a result, the webwear script does not work at all (if the armor is with or without resistances). I looked at it, but did not understand what the error might be, but if in calculating the resistances, then the bug will appear with other similar things (so far there is nothing to check with).

Or am I just misusing it? I put it in my inventory (anywhere from these 9 slots) and catch a bullet. Or does it protect not from kinetic damage, but from another?
« Last Edit: January 04, 2021, 01:28:52 pm by Ronios »

Offline Mathel

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Re: Bugs, crashes, typos & bad taste
« Reply #2749 on: January 04, 2021, 01:28:42 pm »
I remember a similar issue happened in XPiratez with damage reducing items. It seems they do not reduce damage by the listed portion, but rather reduce the difference between actual resistance and minimal resistance by listed portion.

So rather than the resistance being max(Armor_resist*item_resist;item_minimum)
it is max(Item_minimum+(Armor_resist-Item_minimum)*Item_resist;item_minimum).

Which means that Cyber Armor with Webwear does not have the max(100%*80%,50%)=80%
but instead min(50%+(100%-50%)*80%);50%)=90%.

Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2750 on: January 04, 2021, 06:01:47 pm »
A couple more questions came up.

After the mission of capturing the little UFO by the noobs (extremely painful, because the jungle), there were difficulties with sanity. I looked at how to speed up the recovery and counted the time. It turned out that the lift giving 1 regeneration is not compatible with the living quarters. Will a Level 2 HQ with living quarters and different types of living quarters work together?

The second point with the behavior of aliens. In order not to wait for the smoke to come off (I tried to burn the jungle (it turned out that it was very difficult to do this with simple incendiary grenades)) I went inside the UFO and after a long struggle with mind control and panic, the last sane agent, bleeding, finished off the remaining sectoids (it feels 2 or 3 leaders were sitting there), but the mission did not end. I crawled outside and found another sectoid there, I was able to shoot at him, injure him and he even panicked, but the mission did not end (aliens do not surrender, like people?). And most importantly, he didn't even think about going inside, rounds 15-20, while I was storming the plate, he just stood and waited. It looks strange.

It is not worth advising to walk with a normal team, because all normal soldiers who could catch this plate were lying on the beds in the hospital or were observed by psychotherapists. Almost all of December 1998, 2-3 UFOs a day captured.

Offline Mrvex

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Re: Bugs, crashes, typos & bad taste
« Reply #2751 on: January 04, 2021, 06:17:58 pm »
MiB commander corpse has broken naming



Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2752 on: January 05, 2021, 02:04:19 pm »
I remember a similar issue happened in XPiratez with damage reducing items. It seems they do not reduce damage by the listed portion, but rather reduce the difference between actual resistance and minimal resistance by listed portion.

And someone who is involved in this matter paid attention then or did not begin to correct it?


I experimented a little with the restoration of sanity. It turned out that HQ with AI is also not compatible with living quarters and only the greatest bonus is given. This means that any such bonuses are useless, because living quarters give more.

In addition, a regular HQ can only be one per base, but improved infinitely.

Offline Mathel

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Re: Bugs, crashes, typos & bad taste
« Reply #2753 on: January 05, 2021, 04:07:23 pm »
And someone who is involved in this matter paid attention then or did not begin to correct it?
At least in X-Piratez, the behavior is intentional and descriptions were going to be changed.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2754 on: January 07, 2021, 12:51:54 pm »
Is the dog barking supposed to be able to deplete armor? I literally just held a MIB heavy trooper by two dogs during a base assault and had to melt his armor down via barking until I could do some damage on him

Lol, no... Good catch XD

I remember a similar issue happened in XPiratez with damage reducing items. It seems they do not reduce damage by the listed portion, but rather reduce the difference between actual resistance and minimal resistance by listed portion.

Yes, pretty much.

And someone who is involved in this matter paid attention then or did not begin to correct it?

Yes, Dioxine has rewritten these descriptions several times, each time swearing profusely at people not getting it/being way too obsessed with numbers :D

After the mission of capturing the little UFO by the noobs (extremely painful, because the jungle), there were difficulties with sanity. I looked at how to speed up the recovery and counted the time. It turned out that the lift giving 1 regeneration is not compatible with the living quarters. Will a Level 2 HQ with living quarters and different types of living quarters work together?

As you discovered later, only the building with the highest value counts (for early/med game, that's living quarters).

Why give other buildings Sanity restoration bonuses below those of living quarters? For possible future changes, to keep things sane (no pun intended) and compatible with potential future ideas. I never expected this to be even noticed.

The second point with the behavior of aliens. In order not to wait for the smoke to come off (I tried to burn the jungle (it turned out that it was very difficult to do this with simple incendiary grenades)) I went inside the UFO and after a long struggle with mind control and panic, the last sane agent, bleeding, finished off the remaining sectoids (it feels 2 or 3 leaders were sitting there), but the mission did not end. I crawled outside and found another sectoid there, I was able to shoot at him, injure him and he even panicked, but the mission did not end (aliens do not surrender, like people?). And most importantly, he didn't even think about going inside, rounds 15-20, while I was storming the plate, he just stood and waited. It looks strange.

Aliens don't surrender, only humans (and variants thereof) do.

As for why the AI does what it does, itg's not a question to me. Still, the Sectoid didn't do anything stupid, right? So all is fdine from the design perspective.

It is not worth advising to walk with a normal team, because all normal soldiers who could catch this plate were lying on the beds in the hospital or were observed by psychotherapists. Almost all of December 1998, 2-3 UFOs a day captured.

It's a player's choice to do this mission or not. If it was a no-brainer, then it wouldn't be a real choice. ;)

MiB commander corpse has broken naming

Thanks, fixed.


Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2755 on: January 07, 2021, 01:48:34 pm »
Quote
Yes, Dioxine has rewritten these descriptions several times, each time swearing profusely at people not getting it/being way too obsessed with numbers :D

So I can just walk past all these things with peace of mind?
Because I have not found any combination with armor (armored vest (70%), alloy vest (80%), ciber armor (100%)), with which it would give at least some bonus. After hundreds of shots, I came to the conclusion that with webwear I received exactly the same amount of damage as without it.

Quote
It's a player's choice to do this mission or not. If it was a no-brainer, then it wouldn't be a real choice. ;)

A little later, I felt very well how unprepared I was for this and had to recruit several dozen agents, dogs and stamp rats.

Quote
Why give other buildings Sanity restoration bonuses below those of living quarters? For possible future changes, to keep things sane (no pun intended) and compatible with potential future ideas. I never expected this to be even noticed.

I will consider this for the future. And I wrote that I have a rather specific style of play. I often look at little things that only few people are interested in.


A couple more questions, not quite the right address, but where they know, they will escort me out.

Can anyone know the exact formula for closeQuartersCombat? I realized that for the shooter it is (0.5 reaction + 0.5 melee) * CQAccuracy. Does the enemy only take a dodge chance? I ask because there have been many cases where soldiers with 100-110 reactions and melee and weapons with 125% CQ accuracy often lose a check against a simple sectoid.

Do dogs, by design, do not have a melee dodge or is information about him hidden somewhere?

And the last thing. As in the case of CQC, there is no clear understanding of the spotter / sniper system (Already a little used and not so annoying).
Let's say the monster has memory time 1. So it remembers until the end of the current phase, right? That is, if I hit him on my turn and at the beginning of his turn I am out of sight, he should no longer see me and he needs to see me again so that they can shoot at me? Usually it works something like this, but once in a few cases they start shooting at me, as if my people remained visible (the sniper is 50% and I took this into account) (Guarantee that someone else does not see and not in psi-vision radius is also there).

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #2756 on: January 07, 2021, 04:30:01 pm »
So I can just walk past all these things with peace of mind?
Because I have not found any combination with armor (armored vest (70%), alloy vest (80%), ciber armor (100%)), with which it would give at least some bonus. After hundreds of shots, I came to the conclusion that with webwear I received exactly the same amount of damage as without it.

If you really want to be sure, you could analyse the script. See attachment, because it's too long to fit in this post.

To be frank, this is not my script so I don't fully understand it, but it's exactly the same as corresponding items in Piratez, and in Piratez it works fine. I don't have any reasons to be suspicious here, but of course I'd welcome any reports on actual issues.

A little later, I felt very well how unprepared I was for this and had to recruit several dozen agents, dogs and stamp rats.

I will consider this for the future. And I wrote that I have a rather specific style of play. I often look at little things that only few people are interested in.

I like that!

A couple more questions, not quite the right address, but where they know, they will escort me out.

Can anyone know the exact formula for closeQuartersCombat? I realized that for the shooter it is (0.5 reaction + 0.5 melee) * CQAccuracy. Does the enemy only take a dodge chance? I ask because there have been many cases where soldiers with 100-110 reactions and melee and weapons with 125% CQ accuracy often lose a check against a simple sectoid.

Check the documentation: https://openxcom.org/forum/index.php/topic,5431.0.html

Do dogs, by design, do not have a melee dodge or is information about him hidden somewhere?

Indeed they don't, which may be right or wrong, depends on who you ask. Or more accurately, they do have it at the value of 0, so you need accuracy 100 or better to hit them with complete reliability.

And the last thing. As in the case of CQC, there is no clear understanding of the spotter / sniper system (Already a little used and not so annoying).
Let's say the monster has memory time 1. So it remembers until the end of the current phase, right? That is, if I hit him on my turn and at the beginning of his turn I am out of sight, he should no longer see me and he needs to see me again so that they can shoot at me? Usually it works something like this, but once in a few cases they start shooting at me, as if my people remained visible (the sniper is 50% and I took this into account) (Guarantee that someone else does not see and not in psi-vision radius is also there).

Details here: https://openxcom.org/forum/index.php/topic,5679.0.html

Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2757 on: January 07, 2021, 05:48:34 pm »
Quote
Details here: https://openxcom.org/forum/index.php/topic,5679.0.html
Check the documentation: https://openxcom.org/forum/index.php/topic,5431.0.html

While I was looking for information, I found these topics as well, tried to understand by the pieces that they write, how it really works, looked at the code, but some points are not fully understood. Therefore, I hoped that someone understood better and would be able to give a few clarifications to my understanding on the fingers.

Quote
If you really want to be sure, you could analyse the script. See attachment, because it's too long to fit in this post.

I'll try to dig deeper into the scripts later and maybe I can tell you something interesting.

Offline Thermite

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Re: Bugs, crashes, typos & bad taste
« Reply #2758 on: January 10, 2021, 11:28:52 pm »
Been off from the forum for a good while, but something quite funny happened to me today after returning to the game, the game got stuck on the alien's turn because the enemy tried to enter a tile that they couldn't see through, but a unit of mine was on the other side.
XD
Going to attach the save to this, but perhaps this isn't just a modded thing, so will also notify the general topic about this bug...
Kisses to you all and happy late new year!

Offline Ronios

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Re: Bugs, crashes, typos & bad taste
« Reply #2759 on: January 11, 2021, 08:38:33 pm »
I don’t remember exactly when SKYRAIDER appeared, so I didn’t think it would be better to write about it. Move the message where you want.

An extremely unpleasant moment with textures was discovered. There are holes in the side wall near the upper left door that you can easily shoot through if you choose the right angle (the bots do a great job with this).