Author Topic: Bugs, crashes, typos & bad taste  (Read 1388561 times)

Offline Moth_Of_Decay

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3240 on: July 27, 2022, 01:42:47 pm »
Are elite soldiers (in the manor missions) intended to be able to spawn right beside your soldiers? I've failed several manor missions simply because elite soldiers spawned and instantly killed my soldiers without having a turn to respond. Quite literally hit end turn, elite soldiers spawn and shoot my soldiers, then my new turn starts. It is not exactly "Fun" to have that happen, and it's happened multiple times now. Especially since the elite soldiers can (uncommonly) spawn in before my soldiers could even reach the manor itself.

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3241 on: July 27, 2022, 09:54:59 pm »
I am confused. What is going on with these guys? Have they discovered the Force?

They're all Hybrids who have just been sitting and training in an island base all month, no missions, nada. I don't think I've ever even tried to give any items to one.


Never mind, it's working as intended. The '+' and comparison to 'normal' soldiers threw me.
« Last Edit: July 27, 2022, 10:14:36 pm by Juku121 »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3242 on: July 27, 2022, 10:04:30 pm »
is that a trick question?

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3243 on: July 27, 2022, 10:12:51 pm »
No, just me not realising Hybrids are given most of their psi skill progression for free, unlike sheeple humans. They cap out at 60 and no in-game hybrid gets that level of skill. Well, except the Brainer, and he's at 40 vs these guys' 35-52.
« Last Edit: July 27, 2022, 10:16:36 pm by Juku121 »

Offline Vakrug

  • Colonel
  • ****
  • Posts: 320
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3244 on: July 28, 2022, 10:16:33 am »
The '+' and comparison to 'normal' soldiers threw me.
BTW, can anyone explain me what that "+" in training screens does? I had some ideas, but all of them was wrong.
And also agent's stats in training screens and enhancement screens seems to be very odd even if you remove agent's armor.

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3245 on: July 28, 2022, 10:30:29 am »
BTW, can anyone explain me what that "+" in training screens does?
I think it's 'not training right now but will get back to it when I'm okay/available again'.

And also agent's stats in training screens and enhancement screens seems to be very odd even if you remove agent's armor.
These are their 'raw' stats. What you usually see is those + commendation bonuses.

Offline Vakrug

  • Colonel
  • ****
  • Posts: 320
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3246 on: July 29, 2022, 09:20:54 am »
I think it's 'not training right now but will get back to it when I'm okay/available again'.
This is small "+" in each raw. I am asking about big "+" in the right-top corner. When you toggle it it somehow rearranges agents and shows different stats, but I cannot figure out this logic.
These are their 'raw' stats. What you usually see is those + commendation bonuses.
OK, I will check this out. What really bother me is 2 separate lines of stat changes in enhancement screen. I suspect, that one line is for immediate change and the other for maximal limit change, but I ma not sure.

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3247 on: July 29, 2022, 09:40:23 am »
I am asking about big "+" in the right-top corner.
All these confusing pluses everywhere... :P

I think that one toggles between 'raw' and 'raw+commendation' stats. Re-sorting is probably according to whatever sorting you've selected, since commendations can change that order.

What really bother me is 2 separate lines of stat changes in enhancement screen. I suspect, that one line is for immediate change and the other for maximal limit change, but I ma not sure.
Well, that's what it is, so you can be sure now. :)

Offline Vakrug

  • Colonel
  • ****
  • Posts: 320
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3248 on: July 30, 2022, 12:40:22 am »
Thanks. Now it makes sense.
BTW, I wish that big "+" would function like "assign first available agent for training when there is room". Or at least "when an agent is injected with storm do not remove his small '+', so that an agent could returned to training after treatment".

Offline Brakahrr

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3249 on: August 01, 2022, 10:07:34 am »
Hello! First at all: Great mod, really like it! Brings back a great feeling of past days - and improves an already awesome experience from the past even more! :)

And now back to topic :) I guess I found a bug. Or at least it looks a little bit weird to me ^^

It's about the Trouble In Ski Resort mission:

Wiki:
master/article/STR_SKI_RESORT


The conditions for this event to be triggered are:

Mission Triggers: skiResort
true Cover: Sportsmen
false Cult is contained

and:

Mission Triggers: skiResortLate
true Cover: Sportsmen
true X-Com Summary Report #3
false Black Lotus Psi Generator
false Red Dawn Memory Card
false Church of Dagon Statue
false Brainer Cracked


The first one seems to make absolutely sense. But the "Late one" is really strange to me. You cannot reach "X-Com Summary Report #3" without the following four conditions which are marked as false. And all of them are basically the same for the above "Cult is contained" condition. With those four conditions at "false" it is basically impossible to trigger the Late event I guess, after reaching "Cult is contained". But why is it in there at all then? And especially adding "X-Com Summary Report #3" as a requirement seems to make absolutely no sense to me. So I guess the false condition for those 4 cult items should be "true" maybe? But still, this would be basically redundant because it is already needed to be researched by "X-Com Summary Report #3".

So I guess, in case there should be a late event, the most logical condition should be just:
Mission Triggers: skiResortLate
true Cover: Sportsmen
true X-Com Summary Report #3

and no further conditions depending on the 4 cult items.

Or maybe does I just understand some of the mechanics from researching / triggering events wrong...? ^^

Offline angedextase

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3250 on: August 05, 2022, 08:13:06 am »
I have a question.
I downloaded 2.5, and I played 4-5 months of the game, and only the missions I am getting are arresting the cult members with a single cult follower. Also, after completing the mission, I get too many traits for the activities I did not do. I did around 25 missions and all of them were arresting the cult members. No farmers, no mutants...
Is it how it opposed to being or do I have a problem somewhere
I tried 2.4.1 - it is the same
I am not even getting cult posts with multiple cultists.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3251 on: August 05, 2022, 08:20:06 am »
You likely don't have the required OXCE version.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #3252 on: August 05, 2022, 12:16:29 pm »
AFAIK, toHealth/toStun/RandomStun only apply after armour has been penetrated. So if you had 36 damage, that would have been weighed against armour, and then whatever value penetrates gets adjusted by toStun and RandomStun and so on.

Okay, but it will look rather weird on a weapon. Armor-defeating vaccine needles make little sense. Sure, sometimes an abstraction is necessary, but I feel that this would would distort the suspension of disbelief. Resistances are serious business and I'd be very careful with them, since they're not just for the mechanics, but also for "lore feeding", being one of the most easily visible game data. So I'd rather not make them too weird.
Or maybe I'm wrong.. Just voicing some serious uncertainties.

So while the current stun darts suck at doing damage, they're quite a bit better at armour penetration than beanbag ammo etc.
It doesn't tell us that Aquatoids are mean little motherfuckers who don't specialise in anything but cussedness. :P

No? Strange. :D

Edit: Is the Mysterious Parcel from Syndicate still supposed to be in the game?

Sure, why not?

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: Bugs, crashes, typos & bad taste
« Reply #3253 on: August 05, 2022, 12:46:52 pm »
Okay, but it will look rather weird on a weapon. Armor-defeating vaccine needles make little sense.
My proposal was a functionally almost identical weapon. If you don't want armour-piercing darts, you can remove that from the weapon (either version). Something else will need to be buffed then, though.

IMO, a dart should be somewhat AP, since it just needs to penetrate a little to inject its payload, unlike a projectile that actually needs to go through armour to do damage.

What about resistances? I mean, suppose you have armour A with 200% resistance and 50 armour, and armour B with 50% resistance and 25 armour. A weapon with 100 damage, damage halved after penetration and full ArmourEffectiveness does the same on average ( A: (2*100-50)/2 = 75, B: (100/2-25)/2 = 12.5 ) as a weapon with 50 damage and half ArmourEffectiveness ( A: (100-50/2) = 75, B: (50/2-25/2) = 12.5 ).

No? Strange.
Well, the Aquatoid blurb is word-for-word the same as in TFTD, so one might easily get the impression that they're still the same caste-based society.

Sure, why not?
Because it doesn't do anything but confuse players?
« Last Edit: August 05, 2022, 12:50:21 pm by Juku121 »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bugs, crashes, typos & bad taste
« Reply #3254 on: August 05, 2022, 01:03:01 pm »
My proposal was a functionally almost identical weapon. If you don't want armour-piercing darts, you can remove that from the weapon (either version). Something else will need to be buffed then, though.

IMO, a dart should be somewhat AP, since it just needs to penetrate a little to inject its payload, unlike a projectile that actually needs to go through armour to do damage.

All valid concerns. I honestly am not sure how to proceed yet.

Well, the Aquatoid blurb is word-for-word the same as in TFTD, so one might easily get the impression that they're still the same caste-based society.

They do, doh. I don't know what you want to say.

Because it doesn't do anything but confuse players?

What the actual fuck now?