Author Topic: Bugs, crashes, typos & bad taste  (Read 1386790 times)

Offline Stone Lake

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Re: Bugs, crashes, typos & bad taste
« Reply #4020 on: February 03, 2024, 04:52:51 am »
In original (and XCF) grenades never explode in inventory, so time is not necessarily a factor.

Online psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4021 on: February 05, 2024, 09:13:13 am »
Dog armors have inconsistant amount and placement of inventory slots. If I got this written down right:

durathread gear
 - only belt available

combat gear, tritanium gear
 - shoulders, legs and belt available

cybersuit gear, assault gear
 - shoulders, legs and quickdraw available

synthgear
 - no slots at all

I'd expect that at least those that are visually identical (except for the color) would have the same slots: at least combat gear, tritanium and durathread should have the same slots, whatever those might be.

To me it would make most sense if all the dog armors had only belt slots, "shoulder" slots and possibly quickdraw slots. I suppose dogs could be trained to pick up and drop stuff from a backpack-like slot. I suppose for the convenience and size perspective (see below) these could be "shoulders", even if I'm not sure if in dog anatomy they are called "shoulders". As for legs, dogs really couldn't move at all if they would have similar leg slots as humans can have. So while dogs have "legs", It seems impossible that they could carry anything there.

I think the main point is having sufficient number of slots that can take 1x1, 1x2 and in some cases 2x1 or 2x2 equipment, but not bigger ones (like the ability to pick up bodies or large weapons from the battleground). It would also be nice if the slots made sense visually and dog anatomy-wise.

Synthgear having none is off the pattern, but to offset its different characteristics it might be intentional (even if it doesn't make sense: if you can purchase combat gear with at least a belt without any research, why couldn't you manufacture one with similar patterns using synthmuscles?). In a similar manner it doesn't really make sense that the more advanced cybersuit and assault gear have worse inventory capability compared to the off-the-shelf combat gear: no belt, meaning no slots to carry 2x1 or 2x2 sized items.

Offline Nord

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Re: Bugs, crashes, typos & bad taste
« Reply #4022 on: February 05, 2024, 05:27:22 pm »
Ok, my small bugreport.
1. shambler sprite  sheet broken - attached fixed one;
2. canister gun ufopedia colors broken - attached fixed one;
3. dagon chosen corpse uses wrong floorob - must be 231 instead of 374;
4. i think srapnel rocket must not work as incendiary. Maybe increase "FireThreshold:" to more than 100?
5. attached missing inv pic for damaged zombie soldier and ufopedia pic for ghoul autopsy.

Offline 0xEBJC

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Re: Bugs, crashes, typos & bad taste
« Reply #4023 on: February 06, 2024, 12:37:28 am »
I can not find "Light Missiles" anywhere?  STR_LIGHT_MISSILES to equip various interceptor class crafts.

Not sure if I'm missing something, but I have 2 crafts:
CF-105 ARROW
KITSUNE-106

Both can equip "Light Cannon" but can not equip "Stingray Missiles", which is fine as the Interceptor lists them as "Heavy Missiles", but I can not find "Light Missiles" in the purchase menu, not in research, under the "Search" research tree.

I've grep'd the entire mod directory for the STR_LIGHT_MISSILES value and only come up with language files and the weapon slot for the crafts, no actual item?


Quote
$ grep -rHin STR_LIGHT_MISSILES
mods/XComFiles/Language/cs.yml:2303:  STR_LIGHT_MISSILES: "Lehké rakety"
mods/XComFiles/Language/de.yml:3274:  STR_LIGHT_MISSILES: "Leichte Raketen"
mods/XComFiles/Language/en-US.yml:3409:  STR_LIGHT_MISSILES: "Light Missiles"
mods/XComFiles/Language/es-419.yml:1074:  STR_LIGHT_MISSILES: "Misiles Ligeros"
mods/XComFiles/Language/es-ES.yml:3398:  STR_LIGHT_MISSILES: "Misiles Ligeros"
mods/XComFiles/Language/it.yml:3408:  STR_LIGHT_MISSILES: "Missili Leggeri"
mods/XComFiles/Language/ja.yml:3408:  STR_LIGHT_MISSILES: "軽ミサイル"
mods/XComFiles/Language/ko.yml:3402:  STR_LIGHT_MISSILES: "소형 미사일"
mods/XComFiles/Language/pl.yml:3408:  STR_LIGHT_MISSILES: "Lekkie rakiety"
mods/XComFiles/Language/pt-BR.yml:3248:  STR_LIGHT_MISSILES: "Mísseis Leves"
mods/XComFiles/Language/ru.yml:3408:  STR_LIGHT_MISSILES: "Легкие ракеты"
mods/XComFiles/Ruleset/crafts_XCOMFILES.rul:467:    weaponStrings: [STR_CANNON, STR_LIGHT_MISSILES]
mods/XComFiles/Ruleset/crafts_XCOMFILES.rul:502:    weaponStrings: [STR_CANNON, STR_LIGHT_MISSILES]
mods/XComFiles/Ruleset/crafts_XCOMFILES.rul:948:    weaponStrings: [STR_BEAM, STR_LIGHT_MISSILES, STR_SHIELD, STR_ELECTRONICS]
mods/XComFiles/Ruleset/crafts_XCOMFILES.rul:1118:    weaponStrings: [STR_CANNON, STR_LIGHT_MISSILES]

--- posts merged ---

I thought it odd that the "Pickaxe" is listed at the bottom of the item menu and not placed with other hand weapons like axes, crowbars, etc.  It's below "Land Survey" Fire Extinguisher is also below Land Survey.  I would think to put it closer to hand cuffs?
« Last Edit: February 07, 2024, 12:13:52 pm by Solarius Scorch »

Online psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4024 on: February 06, 2024, 01:15:57 am »
I can not find "Light Missiles" anywhere?  STR_LIGHT_MISSILES to equip various interceptor class crafts.

Not sure if I'm missing something, but I have 2 crafts:
CF-105 ARROW
KITSUNE-106

Both can equip "Light Cannon" but can not equip "Stingray Missiles", which is fine as the Interceptor lists them as "Heavy Missiles", but I can not find "Light Missiles" in the purchase menu, not in research, under the "Search" research tree.

I've grep'd the entire mod directory for the STR_LIGHT_MISSILES value and only come up with language files and the weapon slot for the crafts, no actual item?

Stingray has both light missiles and heavy missiles variant.

I guess STR_LIGHT_MISSILES is just a translation string for the weapon slot, so no missile needs to define it. ARROW missile slot has weapon type 2, and stingray has type 2 weapons, so it should fit in:

 - type: STR_STINGRAY
    weaponType: 2
...
    launcher: STR_STINGRAY_LAUNCHER
    clip: STR_STINGRAY_MISSILES


I just noticed today that CF-ARROW is a bit strange in the sense that you can get it before Promo-III but you cannot purchase the stingray launcher before Promo-III (but rather only the puny cannon after you have obtained it from the UAC). I suppose this is intended.

Offline 0xEBJC

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Re: Bugs, crashes, typos & bad taste
« Reply #4025 on: February 06, 2024, 09:00:47 pm »
Stingray has both light missiles and heavy missiles variant.

Yep, that's it... really I just overlooked the list of the stingray above heavy stingray launcher because of not separate ammo. lol

Thanks! 

Online Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4026 on: February 07, 2024, 12:29:51 pm »
You should use pre-priming, it's a very robust feature.

To me, it feels too much like a hack. :P
Not saying that it literally is a hack, but still it feels like a somewhat cheap tactic. Maybe it's just me.

In original (and XCF) grenades never explode in inventory, so time is not necessarily a factor.

I should finally get around to changing that, at least for normal grenades.

Dog armors have inconsistant amount and placement of inventory slots. If I got this written down right:

(...)

I'd expect that at least those that are visually identical (except for the color) would have the same slots: at least combat gear, tritanium and durathread should have the same slots, whatever those might be. (...)

Thank you for bringing my attention to this. I have reviewed and streamlined all dog armours.

Ok, my small bugreport.
1. shambler sprite  sheet broken - attached fixed one;

Haha, thanks... Wonder why nobody ever realised, myself included. And it's a relatively common early-game enemy!

2. canister gun ufopedia colors broken - attached fixed one;

Thank you.

3. dagon chosen corpse uses wrong floorob - must be 231 instead of 374;

Yes, and Sorcerer should be 231.

4. i think srapnel rocket must not work as incendiary. Maybe increase "FireThreshold:" to more than 100?

I haven't decided yet. I like the effect, but maybe a different type of attack is needed for it.

5. attached missing inv pic for damaged zombie soldier and ufopedia pic for ghoul autopsy.

Very cool! Thank you!
I already have the ghoul autopsy pic though. Should I consider it a suggestion? I see that yours is generally better, but there are some changes which I would like to better understand (most notably the mysterious zombie chest organ missing).

I thought it odd that the "Pickaxe" is listed at the bottom of the item menu and not placed with other hand weapons like axes, crowbars, etc.  It's below "Land Survey" Fire Extinguisher is also below Land Survey.  I would think to put it closer to hand cuffs?

Thanks, I've forgotten to add the listOrder to this item.


Offline Nerro

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Re: Bugs, crashes, typos & bad taste
« Reply #4027 on: February 08, 2024, 01:34:45 pm »
There is a (most likely unintented) hole in this wall:
https://youtu.be/B-RdY6JY-Sc?si=fN044yTjVlop0mhI&t=3022 (Tasoth factory mission)
Not a big deal, but I might as well report it.

Offline 0xEBJC

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Re: Bugs, crashes, typos & bad taste
« Reply #4028 on: February 08, 2024, 06:42:48 pm »
I haven't taken time to go through all the items / manufacturing to get an overall sense of balance, I'm just casually playing on easy mode and as I find things pointing them out.

I think the Dart Musket is very imbalanced in the time it takes to manufacture.  It's double many other guns I'd consider more complex to produce.  In my opinion 650-700 would be more balanced, unless there was a specific reason on this design decision.

Chemgun            : 150 hrs
Dart Pistol           : 500 hrs
Gas Gun              : 600 hrs
Dart Rifle             : 600 hrs
Ion Blaster           : 600 hrs
Dart Rifle             : 600 hrs
Toxigun               : 700 hrs
Alien Laser Rifle   : 700 hrs
Canister Gun        : 800 hrs


Dart Musket        : 1400 hrs

Offline PPQ

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Re: Bugs, crashes, typos & bad taste
« Reply #4029 on: February 08, 2024, 11:21:59 pm »
I noticed that the Tactical Grenade Launcher is the only one of the human ones that does not have a smoke bomb. Is that intentional or an oversight?

Online Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4030 on: February 09, 2024, 12:02:42 pm »
There is a (most likely unintented) hole in this wall:
https://youtu.be/B-RdY6JY-Sc?si=fN044yTjVlop0mhI&t=3022 (Tasoth factory mission)
Not a big deal, but I might as well report it.

Oopsie. Fixed.

I think the Dart Musket is very imbalanced in the time it takes to manufacture.  It's double many other guns I'd consider more complex to produce.  In my opinion 650-700 would be more balanced, unless there was a specific reason on this design decision.

There is no concrete reason, dart weapons are just extra painful to make. It's one of their legacy features. Since you don't need many of them, I think it's okay...

I noticed that the Tactical Grenade Launcher is the only one of the human ones that does not have a smoke bomb. Is that intentional or an oversight?

More like "never got around to make it".
There are many types of ammo and many weapons, not all combinations are available. I can make it, if there's demand.

Online psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4031 on: February 09, 2024, 05:06:24 pm »
Various dart guns are IMHO yet another example of essentially useless equipment in the game. Why would anyone want to bother with them? At the point you get them and fulfill the requirements, you already have better equipment. I'm having trouble figuring out even niche cases where they could be better than the alternatives.

I suppose their biggest specialty is that they can be used on Beach missions, and beach equipment is a bit rare.

But there are only two beach missions: Osiron and Urn delivery. Both can easily be managed without such equipment (even without any ranged equipment to begin with). Crossbows (and if you get lucky, heavy crossbows) are much easier to come by. For osiron missions, you take at least 2-3 dogs with you and play it in a defensive manner. In Urn Delivery mission, only a couple of enemy units have puny ranged weapons, so avoiding crowds, using dogs and a few agents with crossbows always works just fine.

Offline Juku121

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Re: Bugs, crashes, typos & bad taste
« Reply #4032 on: February 09, 2024, 07:03:04 pm »
Yeah, how the mighty Toxigun has fallen. 😢

They could have a niche as Small Launcher-lite (without the AoE), something between the SL and the shotgun beanbag rounds. And/or an actual Toxigun-type anti-alien (or anti-something else dangerous) weapon.

But the pistols are essentially a Colt with exotic damage types and stun; TU-, accuracy- and damage-wise. Which wouldn't be bad... if the stun damage wasn't randomised and thus half as good as comparable weapons (and therefore also excessively useless against anything with even the smallest bit of armour, i.e. most things actually worth shooting), the E-115 monsters weren't largely irrelevant by the time you get these into the field, and the damage/resistance design in general didn't shy away from the sort of hard counters that would actually make these rarer damage types worth using.

The rifles are not too far off from ballistic rifles, but have a cripplingly low aimed range, especially compared to snap range (2 tiles of difference!) and the only real features they have are again stun and the multitude of damage types, with the same problems as before.

The Dart Musket I haven't used, but looking at it now, it seems all lore and no crunch, compared to the Dart Rifle: marginal accuracy and range gains (+2 no-dropoff range and +5% accuracy) for more weight and crippling resource requirements. No idea what this is supposed to be for.



Well, I guess you can take these underwater and capture some eldritch horrors without needing to run into melee. If you shoot them a dozen times. Maybe.
« Last Edit: February 09, 2024, 08:22:54 pm by Juku121 »

Offline PPQ

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Re: Bugs, crashes, typos & bad taste
« Reply #4033 on: February 09, 2024, 09:33:19 pm »
Dart weapons are awesome. I've been using them in my current game and they are easily the best stun weapon in the game. Combine them with a few captured alien blaster rifles for when you want to kill something and they rule.

More like "never got around to make it".
There are many types of ammo and many weapons, not all combinations are available. I can make it, if there's demand.
It's basically what's keeping me from using it at all since I rely on smoke a bit too much. Well that and the weight. The MGL which in my view is the best grenade launcher in the game weights 9 units plus ammo where as the TGL is 26. And I don't think the improvement is big enough to warrant that much of a weight jump.
« Last Edit: February 09, 2024, 09:36:26 pm by PPQ »

Offline Juku121

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Re: Bugs, crashes, typos & bad taste
« Reply #4034 on: February 09, 2024, 11:36:11 pm »
Dart weapons are awesome. I've been using them in my current game and they are easily the best stun weapon in the game. Combine them with a few captured alien blaster rifles for when you want to kill something and they rule.
Well, I tried again and the electric darts are kinda workable due to doing a lot of health damage on top. Stun darts are still useless, and the rest too niche. So perhaps not totally useless.

But 'best stun weapon in the game' they aren't, unless you measure 'best' using some extremely strange metric. On average, two electric rifle darts can take down most 'soft' targets, similar to tasers but with rifle-ish range. That's it. A moderately tough enemy, like a Snakeman, can take the entire clip before going to sleep and, unlike tasers, the health damage is somewhat dangerous. Not as dangerous as it looks, but still.

KO grenades use about the same TU (less, if you abuse pre-priming) to take a similar 'soft' enemy in one blast, are more accurate due to OG grenade shenanigans, so work at longer ranges and even for rookies. They are also something you can give to everyone, unlike dart rifles. If there's a 'best' stun weapon - taking into account accessibility - it is these little bundles of joy.

Small Launchers have a much harder stun for anything not highly resistant, use arcing fire, can hit several targets. Concussion Cannons just stun most anything in one hit, invaluable for close-quarters like indoors, UFO clearing, etc. But both of these are hard to access.

The various grenade launcher blunts do in one shot what electric darts do in two, and can fire over obstacles. They also have much better ammo variety than dart guns. Blunts are somewhat more likely to kill than electric darts, and a bit less accurate with snap shots. I prefer these to dart guns against tougher enemies.

So, I'd say these are better than I thought, and kinda passable with the new ammo (admittedly one that I've never used before), but nowhere near 'best'. Mayyybe most general-purpose.



It's basically what's keeping me from using it at all since I rely on smoke a bit too much. Well that and the weight. The MGL which in my view is the best grenade launcher in the game weights 9 units plus ammo where as the TGL is 26. And I don't think the improvement is big enough to warrant that much of a weight jump.
Milkors are awesome, but they suffer from the same thing as the dart rifles: short-ish range (not so important for smoke, quite important for blunts and HE) and lack of oomph. I shot some Snakemen again and Milkor needed 2-3 blunts whereas TGL downed them in one hit, occasionally two. And near misses with HE are even worse in that regard. I consider the TGL the best actual grenade launcher, and Milkors a sort of short-range specialist weapon. But the weight is quite a lot indeed. And the lack of smoke is a bummer, yes.




More like "never got around to make it".
There are many types of ammo and many weapons, not all combinations are available. I can make it, if there's demand.
I've got a recolour from one time when I coloured a lot of different grenade types, if you wish to use it.
« Last Edit: February 10, 2024, 12:29:58 am by Juku121 »