UFO:Alien Invasion

Technical support => Feature Requests => Topic started by: tobbe on January 14, 2008, 06:31:06 pm

Title: Some bugs in 2.2
Post by: tobbe on January 14, 2008, 06:31:06 pm
I just downloaded 2.2 and I discovered some minor bugs:

1. After i shot down an UFO (typically Harvester) i get the message, that the battle ist lost and I lose the fighter.

2. Something is wrong with production/production times: I have 10 workers employed and after 20 days they were unable to produce a single bolter.

3. Sometimes you cant see the HP of your soldiers when assigning them to your craft, which makes it quite uncomfortable to sort out wounded soliders...
Title: Re: Some bugs in 2.2
Post by: sathie on January 14, 2008, 06:53:56 pm
1. After i shot down an UFO (typically Harvester) i get the message, that the battle ist lost and I lose the fighter.

I noticed this earlier.  It's because the battle continues even after one ship has been destroyed.  Any missiles and projectiles that the destroyed craft had fired will continue along their path, and if the victorious ship is in their path then it will most likely be destroyed.

This does not seem all that realistic to me.  It is possible, but realistically two ships would never just go straight at it in this fashion, one would be tailing the other, so this situation would not occur very often.

For the geoscape it would probably be difficult to show a proper dogfight without it looking a little on the retarded side, but imo missiles from a craft should disappear once it has been destroyed.
Title: Re: Some bugs in 2.2
Post by: SpaceWombat on January 15, 2008, 01:20:12 am
Ok I think this is a bug:

When I start a new Campaign e.g. at very easy I have $1.200.200. The Base cost is $100.000. But when I build it I always have different cash amounts between 100.000 and 40.000 even if I always build it at the same location. If the values on the tooltips are right I should have more than 1 mio left. If costs for starting buildings etc. are subtracted I should at least always have the same cash amount at the same location. Am I right on this?  ::)
Title: Re: Some bugs in 2.2
Post by: BTAxis on January 15, 2008, 01:24:44 am
The variation in cost is because you don't always receive the same equipment on a new game. Mind you, I still consider that a bug.
Title: Re: Some bugs in 2.2
Post by: tobbe on January 15, 2008, 02:04:32 am
I noticed this earlier.  It's because the battle continues even after one ship has been destroyed.  Any missiles and projectiles that the destroyed craft had fired will continue along their path, and if the victorious ship is in their path then it will most likely be destroyed.

This does not seem all that realistic to me.  It is possible, but realistically two ships would never just go straight at it in this fashion, one would be tailing the other, so this situation would not occur very often.

For the geoscape it would probably be difficult to show a proper dogfight without it looking a little on the retarded side, but imo missiles from a craft should disappear once it has been destroyed.

I realized this, after i shot down some scouts...so it is no bug. But still it is simply annoying. I can shoot down any Harvester close enough to my base, but i just costs me about 25K (Stiletto + 1 Missile Rack). Regardless of any discussion about realism, it is just no fun...
Title: Re: Some bugs in 2.2
Post by: mattheus on January 15, 2008, 03:08:47 am
I was annoyed about same trouble with Harvesters some weeks ago playing 2.3 development edition. Seems that this trouble is still there with new ships and new type of alien plating armor on ships also, I think ship armor system is not implemented? Harvesters are only alien ships with real teeth in moment, all interceptors will be shot down by them. Sometimes before interceptor shots down Harvester also. Even if interceptor will turn 160 or 150 degrees back - alien missiles have too good homing. It's nice, but at least one hit should be survivable with armor or alien plating armor. EMC is also not working, maybe we could have "chaff and flare" dispencer's like military crafts today?


At same time missile firing was strange because in most cases when missiles are fired one is fired directly to target (in Harvesters moving direction) and two are fired in 45 decrees left and right from Harvester. So two useless missiles not homing and one useful.

I wont complain that we have frontal intercepting with Harvesters now - because Harvesters should be able to survive at least one or more hit's (like our interceptors) and are heavily armed and have radar covering in all directions (unlike modern fighters like Mig-29 or F-22), that they should turn to target, probably make evasive actions also, not to fly really out, but to intercept interceptor's. Stiletto and our other fighters should also make evasive actions at same time when intercepting Harvester. For hunting bigger ufo's like Harvester we should probably use more interceptors from different angles coming in, so Harvester will be overrun. But our interceptors should have ways to survive too still!
Title: Re: Some bugs in 2.2
Post by: SpaceWombat on January 15, 2008, 03:26:20 am
I could not really use my missile battery despite the fact that I installed a missile launcher properly and there were 20 missiles left. Is it of any use yet? If yes than how do I shoot it at an ufo? My first suggestion was that it would be launched like an interceptor but that did not work (I could click on "Phalanx base" on the right side which says "there is no missile system..." if you do not have any missile launcher ready but nothing happened).  ???
Title: Re: Some bugs in 2.2
Post by: SpaceWombat on January 15, 2008, 03:32:54 am
The variation in cost is because you don't always receive the same equipment on a new game. Mind you, I still consider that a bug.

Well ok that is plausibel but is it again a kind of "luck factor"? You could just give zero equipment to the team and instead give a fix amount of every available item to buy to the market so the player chooses the arsenal and it is his strategy. Or does this mean if you would sell everything you would always be even in your account?

This "base cost $100.000" thing is still misleading to me, there should be a hint that you will spend much more on it effectively or the player should start with less money and start the first base for free (you have to build one anyway).
Title: Re: Some bugs in 2.2
Post by: Snike on January 16, 2008, 04:20:59 pm
Maybe, it would be better to add possibility to switch off automatic equipment buyng at start. So, something like "Start without equipment" (as it was done with "Sart without buildings" and "Start without employers").
Title: Re: Some bugs in 2.2
Post by: tobbe on January 17, 2008, 12:06:58 am
So found a "real" bug this time...game crashes after i return to base

i get a visual c++ error with the expression: *cargo.alientype

would attach the save, but i cant find it...
Title: Re: Some bugs in 2.2
Post by: Mattn on January 17, 2008, 08:55:31 am
see our http://ufoai.ninex.info/wiki/index.php/FAQ for the path where to search the savegames.

please also post your bugs at our bugtracker - that helps us to ... yes, keep track of them...
http://sourceforge.net/tracker/?atid=805242&group_id=157793&func=browse
Title: Re: Some bugs in 2.2
Post by: tobbe on January 18, 2008, 01:00:40 pm
see our http://ufoai.ninex.info/wiki/index.php/FAQ for the path where to search the savegames.

please also post your bugs at our bugtracker - that helps us to ... yes, keep track of them...
http://sourceforge.net/tracker/?atid=805242&group_id=157793&func=browse

unfortunately, i lost the save...sorry. But i have another question:

I retrieved an alien fighter, had an UFO hangar ready, but i cant disassemble it...or neither transfer it to another base...bug or simply not implemented yet?
Title: Re: Some bugs in 2.2
Post by: kracken on January 18, 2008, 03:26:38 pm
I retrieved an alien fighter, had an UFO hangar ready, but i cant disassemble it...or neither transfer it to another base...bug or simply not implemented yet?

This is implemented, but you need to research UFO fighter before disassembling it. And in order to research UFO fighter, you need to research UFO scout before.
Title: Re: Some bugs in 2.2
Post by: tobbe on January 18, 2008, 04:47:19 pm
This is implemented, but you need to research UFO fighter before disassembling it. And in order to research UFO fighter, you need to research UFO scout before.

Thx...that means i will have to wait for a landed scout... >:(

edit: got it!  ;D
Title: Re: Some bugs in 2.2
Post by: tobbe on January 23, 2008, 08:03:36 pm
I already posted this bug in the tracker, but i am curious what might cause it...after a mission, i get two TODOs and the game ends...any chance for a workaround or explanation?? Its in August...could this be the appearance of XVI?
Title: Re: Some bugs in 2.2
Post by: Mattn on January 23, 2008, 08:05:15 pm
what do you mean with two TODOs - be a bit more specific, any console output? where are those TODOs?
Title: Re: Some bugs in 2.2
Post by: tobbe on January 25, 2008, 12:43:34 am
what do you mean with two TODOs - be a bit more specific, any console output? where are those TODOs?

Sorry, I try to explain: The screen goes black, to green messages

<TODO>

<TODO>

move slowly from the middle of the screen up, in the lower right corner is in green: click to continue. I am quite sure that it is a missing/still todo cutscene.

Three times when i clicked to continue, i was back in the main menue...but meanwhile i found a workaorund: just click the button continue in the single player option...and when i checked my base stats, i found out that the XVI-Phase had begun, as i suspected. Everything is fine.

One further question: What is the current ending point (concerning story develpment)... I assume there is nothing beyond the Universal Serum?!
Title: Re: Some bugs in 2.2
Post by: Zukn on January 25, 2008, 12:51:56 am
 I've also had this occur. During 2.1 it was the message you got that the aliens were escalating the war.
Title: Re: Some bugs in 2.2
Post by: Knurt on January 26, 2008, 06:53:12 am
First let me thank you for the great game. It's the first time I've played it and I am really impressed!

Maybe I can help with the <TODO> messages after some maps/missions. In the German translation I also got 2 messages:

First:
seq_xvi_sentence1
seq_xvi_sentence2

Second:
seq_invasion_sentence1
seq_invasion_sentence2

If I switch to English language I get just "<TODO>" instead of those messages.
I was able to reproduce it because in the shelter map I just found 6 of 7 aliens  :( and abandoned the map after searching the whole map 3 times for the last missing one. After that I got the "seq_invasion_sentence1" messsage if I play in German or "<TODO>" if I switch to English.
Title: Re: Some bugs in 2.2
Post by: Marsu on May 02, 2008, 11:51:44 pm
I also had the "invisible alien" in the map shelter (or "+shelterd" as the console says).
Oh yes, the stairs in the "blue sector" don't work for me. I can only use the first step.
EDIT: They work just fine going down. But from the bottom up is a no go.

I had those messages too. But I got the "seq_xvi_sentence1 seq_xvi_sentence2" while having the game set to english language.
Title: Re: Some bugs in 2.2
Post by: Doctor J on May 10, 2008, 10:29:25 am
I also had the "invisible alien" in the map shelter (or "+shelterd" as the console says).

That map is absolutely horrible.  No sooner than you start walking in the entrance and your soldiers are already starting to lose track of their position.  It's guaranteed that every time i play that one i'll have some soldiers stuck in the wall or hanging in midair off the catwalk.  You can only walk around around for so long looking for the invisible alien [actually, i think it's stuck in the wall too] before you give up and restart the mission.  I finally just give up and auto-mission that one.