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HenryBlatbugIII

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Everything posted by HenryBlatbugIII

  1. This has probably been forgotten by now, but it's fixed for me too now. It must have been one of my mods; I verified my files and it works fine now.
  2. Huh. That's odd, because it still crashes for me. Earlier today, I tried reloading the auto-save from the start of the mission and played it slightly differently, but that attempt also crashed. Yes, I have V1.05HF: the Xenonauts launcher says "Xenonauts Release 1.05 HF 14/06/2014" in the upper-right corner. Here's the debugger output and the crash dump file. Xenonauts_crash.zip Xenonauts_crash.zip
  3. Nope, that doesn't fix the crash in my game. I still load the game, click 'end turn', and it crashes. Is it likely to work better if I try restarting the mission?
  4. Correction: apparently it is repeatable if I save at the right time. I think it has something to do with the AI's choices during its turn: 1.) I saved at the beginning of the turn, took my turn, and the game crashed on the AI's turn after some teleporting noises. 2.) I reloaded the save, clicked 'end turn' without doing anything, and the AI killed some of my soldiers, but the game didn't crash. 3.) I reloaded the save, took my turn in a similar manner to the last time, and the game crashed again after some teleporting noises. Here's a save after I've taken my turn, so you should just have to load the save, click 'end turn', and see it crash. crash.sav crash.sav
  5. I get a similar problem, but it's not repeatable. Sometimes the ground combat just crashes with no warning, but I can reload the game and it works fine. It wasn't happening until recently. (started in 1.04 or 1.05)
  6. I saw the title of this thread and thought "Yes! Someone else who is as bothered as I am by the incorrect descriptions of plasma and gravitons in the research reports!" Turns out you were talking about something completely different. I guess we all notice the details that correspond to our areas of expertise. Maybe my boyfriend's right that I really shouldn't be bothered by inaccurate physics in a game about aliens.
  7. Ah, I see. Thanks for the information. I guess I missed the builds where it was fixed. Also, good point about the variable-cost movement and discontinuous paths. I'm glad the developers know more about this area of programming than I do
  8. The pathfinding in the game doesn't take into account the TU cost of turning. It will therefore often plan a route for your soldiers that includes multiple turns back and forth, leaving them with fewer TUs at the end of their turn than would be possible. You can work around this but manually plotting out their entire movement, but the game's default pathfinding should be able to handle this situation itself. I posted about this issue back in V19.6. I took a break for a while, but came back for V1.0 and found that this bug still wasn't fixed. Therefore, I'm submitting some better pathfinding code that I wrote. (See the attached file. The forum wouldn't let me post it with a ".py" extention.) It's a basic A* algorithm that finds a path in three dimensions: (x position, y position, facing direction) Yes, I'm sure my coding style is terrible, python is the wrong language, and my code is bad and I should feel bad. Regardless, anyone who wants to can play with this code, modify it, and/or adapt the algorithm for use in any spiritual successor to X-COM that they choose. xeno_astar.py.txt xeno_astar.py.txt
  9. I saw the same bug with the regenerating escort and the CTD. I thought the crash might be because on the second interception I shot down the Corvette and ignored the Fighter escort. Maybe the crash is more general than that if yours crashed when you destroyed everything.
  10. I just came here to post this, but I only noticed it with alenium grenades, not frag grenades. I'm not sure if it's an intentional change that wasn't applied to frag grenades, or an unintentional bug that only occurs with the advanced grenades.
  11. Sure, but it should still be capped at 95%. (or whatever other number has been entered in config.xml:Config.Shot.MaxChance)
  12. While standing on top of a Carrier and shooting at an alien on the ground, my displayed hit chance was 109%. The soldier has accuracy 101 and the shot has accuracy 0.9, (Plasma Rifle normal shot) so the chance to hit should be 90%.
  13. I shot down a Landing Ship and it landed on a Farmland map. When I got there with my Valkyrie, my deployment zone was inside the crashed UFO. Fortunately, no aliens spawned in my deployment zone.
  14. I'm not sure if this part is relevant: My transport was on the way to a crash site in Sri Lanka. On the way, a terror mission pops up in Adelaide, AU. I decided to stop in Sri Lanka anyway on the way to Adelaide. When I reach Adelaide and do the terror mission, the game crashes to the desktop. I have a saved game from just before I hit Adelaide, if any of the devs want to see it. (The attach function on the board isn't working.) I managed to get around the crash by waiting until my transport was almost there and then sending it to the landed UFO instead of to the terror site. When I ignore the terror site, I get the 'Adelaide was nuked' message, but then when I finish the landed UFO mission, I get the 'Adelaide was saved' message. The casualty count and the region relations indicate that 'Adelaide was nuked' is correct.
  15. When flying using the Sentinel armor (I haven't tested with the other flying armors, but I assume they have the same problem) moving diagonally only costs 4 TUs instead of 6. This is probably related to the fact that config.xml has two values for ground movement (MoveAP=4 and MoveAPDiagonal=6) but only one for flying. (JumpPackHorzAP=4)
  16. As the game currently stands, there are very few differences between the weapon tiers. (Ballistic, Laser, Plasma, and MAG) Modifying the different weapon technologies to have more differences between them would improve the game in multiple ways: 1.) It would allow people more customization options for their soldiers. Perhaps lasers have the best accuracy and no shotgun equivalent, so they're best suited to long-range engagements, while plasma has the best damage but the worst accuracy and therefore doesn't do well as a sniper rifle. 2.) It could fix the complaint that I've seen around here that the research tree feels too much like a research line. Each weapon technology could have a different feel to its research tree, and have a separate research item for each weapon. (pistol, rifle, etc.) That would flesh out the research tree and allow any technology to work in the endgame, but require you to spend as much time researching, say, lasers as you spend in the current build researching lasers+plasma+MAG. See this picture for a sample tech tree: maybe lasers are purely human tech, plasma is just imitating the alien weapons, and MAG tech comes from adapting non-weapon alien tech to a new purpose. 3.) It would provide more replayability, as you might want to see how different the game feels when you specialize in a different weapon type. This is related to point 2, as any change that expands the research tree to the point where you can't easily research all of it in one playthrough will have this effect.
  17. When shooting at an alien, the camera will focus on the shooter before you fire and then focus on the target before you hit or miss. That all seems correct, but the camera will then jump back to the alien after it finishes its 'getting hit' animation. This can get annoying if you're already scrolling the camera to the next soldier to give more orders.
  18. I disagree with this; I think the game already has enough randomness. However, if you like the idea, you should be able to easily mod your game by changing DamageRandomChance in assets/config.xml to a larger number. (Disclaimer: I haven't tried this, but it should work.)
  19. When the aliens destroy a door on their turn, soldiers still can't see through the door, and therefore can't use reaction fire. I think the same issue exists when a normal wall is destroyed, but I haven't gotten as many chances to test that. I'm pretty sure the aliens don't have this problem when I open a door on my turn, but I'm not sure whether they can see me if I destroy the door.
  20. The pathfinding algorithm in the game does not take into account the TU cost of rotating when trying to find the shortest route. (But it does correctly calculate the TU cost of the path it chooses.) This is especially noticeable when the soldier has to walk past multiple obstacles. The automatically calculated route will often turn left and right multiple times, preferring to walk orthogonally before diagonally where possible. By manually plotting out the route with only one 45 degree turn, you can often arrive at your destination with a few more TUs remaining. This should be fixable by implementing the pathfinding in three dimensions (x, y, direction) instead of two.
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