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Author Topic: Bugs, crashes, typos & bad taste  (Read 1449812 times)

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4425 on: December 21, 2024, 06:00:05 pm »
Problematic structure. The stairs to the upper level are not working. The enemy is there, but for some reason it is impossible to get to him.

Thanks, fixed.
Next time please use a less monochrome screenshot, it wasn't easy to read...

Offline polemos

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Re: Bugs, crashes, typos & bad taste
« Reply #4426 on: December 22, 2024, 05:06:36 pm »
I am not sure if this has been posted, there are many armors which miss the "CHOKE" attribute in between Humans and Hybrids.
Sometimes human only armors have it, other times only hybrid armors.

I made a short list here (but it is not all inclusive, there are more):
1. Tritanium vest
2. Liquidator
3. Armored Vest
4. Night OPS
5. Anti grav module
6. Bulletproof coat
7. Shadow
8. Personal armor
9. Cyber armor
10. Synth suit

And some example screenshots as well.

Offline polemos

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Re: Bugs, crashes, typos & bad taste
« Reply #4427 on: December 22, 2024, 05:21:05 pm »
Also, I am not certain if it is because I've been updating the mod using the same save (or if this is needed), but some of the "OUTFITS" are out of order.
Not really an issue I though.

Offline psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4428 on: December 22, 2024, 08:13:25 pm »
Hybrids are supposed to have base choke value of 100 % (humans 400 %), which is the "default value". Maybe that's one of the reasons it it sometimes doesn't show? Not sure of the technical aspects.

While checking this I noticed that hybrid JUMPSUITs have 400 % choke. This is clearly an oversight. The choke resistance can't be worse than with a suit..

Offline CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4429 on: December 22, 2024, 08:28:03 pm »
Yes, any damage type that does 100% of the rated damage will be filtered out, so it's not an issue of this mod or any other mod, even the base game does that.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4430 on: December 23, 2024, 08:11:12 pm »
I am not sure if this has been posted, there are many armors which miss the "CHOKE" attribute in between Humans and Hybrids.
Sometimes human only armors have it, other times only hybrid armors.

I haven't checked them all yet, but those on the screens seem more or less okay; hybrids are part-Sectoids, ad Sectoids have choke immunity.

Is it sensible? No. But that's the current model. I'll probably make some major changes to it at some point, but technically, it's not a bug.

Also, I am not certain if it is because I've been updating the mod using the same save (or if this is needed), but some of the "OUTFITS" are out of order.
Not really an issue I though.

Thanks, fixed the Assault Suit. Will check other outfits later.

Hybrids are supposed to have base choke value of 100 % (humans 400 %), which is the "default value". Maybe that's one of the reasons it it sometimes doesn't show? Not sure of the technical aspects.

Yes, 100% is never shown... Because it's 100%.

While checking this I noticed that hybrid JUMPSUITs have 400 % choke. This is clearly an oversight. The choke resistance can't be worse than with a suit..

Indeed, it's a discrepancy. Will fix.

Offline psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4431 on: December 24, 2024, 09:28:30 am »
Another minor thing in Tasoth Factory. It would seem that these two segments should be connected so that the unit could move to the highlighted square with two steps.  Especially because you can directly walk to the tile one closer to the agent so there is a small deadend on this side. But there is something invisible or difficult to see blocking the way. Unfortunately, I didn't think of taking an FPS view snapshot. On the other hand, if these are not meant to be connected, the "up" wall in the tile next to the agent should look more blocking.
« Last Edit: December 24, 2024, 09:31:12 am by psavola »

Offline CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4432 on: December 24, 2024, 01:00:15 pm »
The walls in that tight hallway are in the wrong tile part, they've been placed in the north part when they should be in the west part, visually you really can't tell unless you're trying to look down the hallway and notice it keeps tiles 'hidden' or walk through it as some of the tiles are 'unrechable' and others require taking a detour.

Offline psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4433 on: December 25, 2024, 09:31:20 am »
In Agent Wilheard's Voyage, the mission ended in turn 10 or so by my agent mind-controlling the Wilheard ghost which was the last enemy unit. For whatever reason in this specific scenario I didn't get the live capture of Wilheard. I wonder if this might be some kind of bug in the mod or engine.

Well, I wouldn't have had ghost tank to store and interrogate the ghost in any case..

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4434 on: December 26, 2024, 01:06:58 pm »
Another minor thing in Tasoth Factory. It would seem that these two segments should be connected so that the unit could move to the highlighted square with two steps.  Especially because you can directly walk to the tile one closer to the agent so there is a small deadend on this side. But there is something invisible or difficult to see blocking the way. Unfortunately, I didn't think of taking an FPS view snapshot. On the other hand, if these are not meant to be connected, the "up" wall in the tile next to the agent should look more blocking.

The walls in that tight hallway are in the wrong tile part, they've been placed in the north part when they should be in the west part, visually you really can't tell unless you're trying to look down the hallway and notice it keeps tiles 'hidden' or walk through it as some of the tiles are 'unrechable' and others require taking a detour.

The joys of using third party terrains. -_- Or maybe it's my fault back from when I was inexperienced.
Fixed the problematic map, thanks.

In Agent Wilheard's Voyage, the mission ended in turn 10 or so by my agent mind-controlling the Wilheard ghost which was the last enemy unit. For whatever reason in this specific scenario I didn't get the live capture of Wilheard. I wonder if this might be some kind of bug in the mod or engine.

I can't see any reason for this... A save would be helpful.
(I tried replicating the situation in Quick Battle, but I failed to MC Wilheard... Even with doctored agents.)

Offline psavola

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Re: Bugs, crashes, typos & bad taste
« Reply #4435 on: December 27, 2024, 04:46:11 pm »
I can't see any reason for this... A save would be helpful.
(I tried replicating the situation in Quick Battle, but I failed to MC Wilheard... Even with doctored agents.)

Unfortunately, I don't have a save. MC was easy at least with 110 PST / 100 PSK agent (a hybrid with sectoid legacy and helix psion). I recall Stone Lake also did MC Wilheard in his SH/IM stream, though his purpose was to spam the tentacles for melee training IIRC. Also I haven't ever learned how to use quick battle with my own crew. If someone tells how to do it, I suppose it would be reasonably easy to replicate the behavior w/ quick battle with that MC-capable agent.
« Last Edit: December 27, 2024, 09:07:11 pm by psavola »

Offline Kozinsky

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Re: Bugs, crashes, typos & bad taste
« Reply #4436 on: December 27, 2024, 05:06:59 pm »
I analyzed absolutely all manufacturing processes to find the most profitable ones. For manufacturing processes that do not consume resources but only money I found one production - STR_ALENHEAD_ARMOR. The profit from the sale of this armor is much higher than the cost of its production, considering the negative profit from the sale of all other manufactured items compared to the cost of their production.

I understand that the note “costSell: 675000 # to do” means that changes to this item are possible, just a reminder to remember to change the cost of making this armor as well :)

By the way, I also analyzed the manufacturing processes that require resources to make. And, for example, for productions that use only Elerium-115, I found that these items are profitable to make and sell: STR_SCOUT_VEHICLE_LASER_CLIP and STR_PORTABLE_LASER_CANNON_CLIP.
In the calculations I took into account the value of spent Elerium-115 at its sale price (since it cannot be bought and the purchase price is 0). Maybe that's a mistake, too.

I can say the same for some other manufacturing processes - the profit from selling their results exceeds the cost of making them  :)


Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4437 on: December 28, 2024, 03:16:55 pm »
Unfortunately, I don't have a save.

No problem, I'll make more tests later.

I analyzed absolutely all manufacturing processes to find the most profitable ones. For manufacturing processes that do not consume resources but only money I found one production - STR_ALENHEAD_ARMOR. The profit from the sale of this armor is much higher than the cost of its production, considering the negative profit from the sale of all other manufactured items compared to the cost of their production.

Yes, but that's only because I forgot to adjust the item selling cost... Should be $66000 :)

By the way, I also analyzed the manufacturing processes that require resources to make. And, for example, for productions that use only Elerium-115, I found that these items are profitable to make and sell: STR_SCOUT_VEHICLE_LASER_CLIP and STR_PORTABLE_LASER_CANNON_CLIP.
In the calculations I took into account the value of spent Elerium-115 at its sale price (since it cannot be bought and the purchase price is 0). Maybe that's a mistake, too.

Also true; there was an error in the formula, as it assumed an incorrect amout of E-115 for both.
Good job! :)

I can say the same for some other manufacturing processes - the profit from selling their results exceeds the cost of making them  :)

Please report any suspicious values... Also if they seem too good. ;)