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HenryBlatbugIII

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Posts posted by HenryBlatbugIII

  1. 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

    crash.sav

  2. 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.

  3. 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

    xeno_astar.py.txt

  4. 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.

  5. 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.

    weapon_techtree.jpg

    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.

    weapon_techtree.jpg

    weapon_techtree.jpg.23cbaa91711832b366d2

  6. 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.

  7. 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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