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Messages - beamer145

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Bugs in older version (2.4) / multiplayer issues
« on: May 01, 2012, 08:49:50 pm »
Some multiplayer observations/questions:

[1] When you start equiping a team, you have a limited number of items. However, it seems that when you go to the equipment screen of an existing team again at a later time, he does not take into account the fact that you already assigned a lot of equipment (the in stock equiment is as if you had nothing assigned yet)
[2] A variant of [1], if your teams consist of eg ortnoks, for a new team you get alien armor. However, if you go to the equipment screen again for an existing ortnok team, you get a stock with human armour. Now, if you try to assign that to the aliens, your alien dissappears, I guess because there is no image of an alien in human armour available. Sadly, if you try to start a multiplayer mission which such human armourded aliens, you immediatly quit to the main menu or desktop (don't remember) when you start the mission (I was really hoping for some 'invisible' alien action there)
[3] Is it possible to somehow reorder the soldiers in a team (to do as one of the hints suggest, put the best soldiers on top)? 
[4] It is not entirely obvious how one of your existing teams is selected for multiplayer missions. The last one you entered to equipment screens for seems to work reliably ?
[5] Multiplayer is extremely unstable (as in totally unusable). I tried around 5 1on1 games, and we managed to finish only 1. All others ended with one of us exiting to the desktop (nothing special in console log, but I add the last one for completeness). Also, I had to let the other person be the server, because if I am the server we had a 100% crash rate when the other person connected (he crashed to the desktop, my side did not). I think that in the games we could start (with me being the client), it was also most often me that crashed to the desktop (so I have the feeling the client side is the most unstable).
( Both systems running W7 x64)




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Bugs prior to release 2.4 / Re: Buglist 2.4dev Mar 9 2012
« on: March 29, 2012, 09:01:34 pm »
This maybe is the same problem already reported by Aprogas.
http://sourceforge.net/tracker/?func=detail&aid=3510632&group_id=157793&atid=805242

The problem seems indeed easily reproducable when you start stunning soldiers.
I just recreated it by gassing 3 soldiers. I first tried with a single soldier and having that one shot. That did not trigger the problem, though it was also a bit special, because he was shot, stunned and then immediately revived when it was my turn.  Then i stunned another 3 soldiers, ended the turn, and then I had the problem. (the first one I stunned/got shot/got revived is in the screenshot selected).
BTW entering 'help' in the console seemed to complete lock the application, not sure if that is because help is not supported or because the application is in a weird state (console log in attachment)
Corresponding savegame right before the mission is also in attachment.
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Quote

[BPE] In the soldier equipment screen, when removing an armour from a person (by dragging or by replacing by different armour), it is not added to the storage pool.

[geever]I think there was a bug UI was not correctly updated, but removed armour was added to the storage (well, in fact they're not removed ever). Could you check that? By exiting, and reentering the UI does it appear?

[DarkRain]I had this happen to me, but now I can no longer reproduce it in the more recent versions, maybe it already died out?
Will check this again.

I can confirm that the number is updated correctly by going to the world view and reopening the base view.
I also noticed that if I start a new game, buy some armour, assign to a unit, then drag back to storage, the problem does not occur.
If after buying and assigning to a unit; I exit to world view, let some time pass and then drag the armour from the unit back into storage, then I have the problem. Strange!?

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Quote

    - I was also long time confused about the UFO shipyards. I accumalated them there till it is full, but there is no explanation what I should be doing with them. And some obsolete info about 'ufo hangars' had me waiting for some kind of tech I could research in order to build ufo hangars.

Where is this obsolete info? It should be removed.
Not ingame, so that is OK.
I just started googling on how I was suppose to disassemble ufo's because obviously I was missing something, and that gives you some hits that still mention the ufo hangars. Probably some forum posts , but also eg http://ufoai.org/wiki/index.php/Translation:B_large_ufo_hangar_txt/en
Other realisation on why I had problems finding this: as a first time player you explore all menus/options/screens to get to know the possibilities, and initially the disassembly screen of a workshop is empty and you really don't know what its purpose is. So you overwhelmed by all that new info you kind of mentally dismiss that screen as not particularly interesting and never look at it again.
Might be solved by something like putting a 'UFO disassembly not yet available' or something message in under the tab.

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The map that hang when loading seemed indeed to be mansion (I have no preview of mansion in the multiplayer create game)
The map with the crouching problem is indeed bridge, sorry (stupid, I actually originally thought it was called 'railroad bridge', then looked it up in the multiplayer map overview and saw it was only one noun, and somehow managed to write down the wrong half of what I remembered. Go figure.)

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Additional new remarks:

- The default graphical settings completely "white out" bases and other icons on antarctica. The effect also occurs on the circles representing sam/radar radiusses. Meaning you have to start a clickfest to find your base on antarctica on a sunny day (or get there via starting from a different base). That may unintentionally be realistic though ;)
Can be fixed by playing with the settings though so not a huge issue.

- Except for 1 map(where the alien ship is on a hill ?), soldiers will have entered the ship when the mission starts. For some reason,  half of them or on the side of the ship that faces the edge of the map so that I lose a turn before they are in position. I'd prefer to start inside the ship over such a starting configuration.

- Standalone radar posts have a too small area in comparison to base radars, especially once you have the improved radars. There should be an upgrade path for them too ?

- Interceptor weapons without ammo (eg laser/particle) can still run out of ammo ?

- Destructible maps: it is mentioned this is not possible because of limitations with the engine. Imagine my surprise then when glass shatters + the fence on one of the maps (japanese ?) can be destroyed, removing my cover.

Thanks for the feedback btw !

3
Bugs prior to release 2.4 / Re: Buglist 2.4dev Mar 9 2012
« on: March 29, 2012, 02:05:08 pm »
This maybe is the same problem already reported by Aprogas.
http://sourceforge.net/tracker/?func=detail&aid=3510632&group_id=157793&atid=805242

I too had stunned 2 of my own units earlier in the game & a pretty high amount of gas for a 3th unit (not by accident but to prevent one of them from being killed, i swear  :) ).
That 3th unit was shot and as a result stunned in the turn that never ended (or maybe the turn right before that, not 100 % sure anymore).
Sorry about not mentioning that before, I thought the problem was related to the new ship, not the stunning as it seems now.

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Bugs prior to release 2.4 / Re: Buglist 2.4dev Mar 9 2012
« on: March 28, 2012, 10:57:04 pm »
<additional attachments>

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Bugs prior to release 2.4 / Buglist 2.4dev Mar 9 2012
« on: March 28, 2012, 10:55:19 pm »
Hi,

I wanted to finish the game first before posting bugs I encountered, but given the call for bug submissions for the 2.4 release and the fact that finishing takes a little longer then expected I will already post the first part.
My system info:
Win7 x64 / 2600K / 8Gb / Radeon 6950
Ufo AI 2.4dev IA32 Mar 9 2012 Win32 Debug

- Armours of killed members dissappear after a mission ... bug or feature?
- I think armours of surviving members also sometimes dissappear after a mission ? This happened after I produced a few nanocomposite armours for the first time, but after I got to the point where everyone had one I did not see this anymore so now I am not 100% sure. Since the unit that had the nanocomposite armour toke some heavy fire I thought this was a feature for a while (wearing of armour), but now I don't know anymore.
- In the soldier equipment screen, when removing an armour from a person (by dragging or by replacing by different armour), it is not added to the storage pool.
- I cant find a way to add an uvg to the dropship ... missing functionality ?
- An uvg occupies living space ??
- In the employees screen, the UVGs are not shown so that the sum of the employees is not equal to the total occupation
- When selling an UVG, in the base main screen the number of used living space is not updated.
  In the base summary screen and employees screen it is correct.
  Unfortunately, when trying to hire an employee in the employees screen, it seems he takes the number of the base overview (eg 60/60) screen because although the employees screen shows eg 59/60, I get the no free space message.
Note: After several months of ingame play time, I tried again and then I could add the extra person.
Screenshots: ufo00_NotEnoughQuarters.jpg, ufo01_NotEnoughQuarters.jpg, ufo02_NotEnoughQuarters.jpg
- Dead alien bodies accumulating ... what can I do with them ?
- Automated missions are sometimes not possible (button grayed out) .. bug or feature ?
- At one point the mailclients messages stayed in the unread state even after reading them. Actually, it seemed the last unread message remained 2 slots behind the real unread message (meaning at the end I had 3 unread messages). Pressing mark all as read solved the issue.
I had this when the combination of proposal: live alien + Re: live alien/Proposal: alien mind +Proposal: electrolaser was marked as unread.
- There is something strange going on regarding how the UFOs available for disassembling appear in the list and how they are assigned to a base. The column that normally shows the number of available items in your base is ofter >1 (does that mean more than 1 ufo of that type, % damage are on your yards?), and if you select that ufo then the entire line moves to the top as if all such UFOs  (type, damage combination) are going to be dissassembled. I cannot find much logic in it, and I feel  I sometimes have ufo's sitting in my yards that I cannot disassemble (though I never did the math)
- If you are hit during movement by reaction fire, only health is adjusted but your movement time units are not subtracted . (100 % reproducable.)
- When several messages occur at the same time (eg research complete + new research proposal), only the last one is shown.
You can ofcourse see them all in the mailbox and by dropping down the message 'box', but it is still a bit confusing at first. Not sure how it can be made better (show new messages for at least a second before replacing it by a new one ?)
- Seen once: group of 4 units all crouched, sniper on second 'row', aimed shot : did not fire, got stuck in an animation loop where unit is constantly wobbling with the gun for the rest of the turn (solved next turn)
- If a unit you are attempting to heal is shot dead by reaction fire before you apply the healing, you still lose the healing TUs. That does not really make sense. This Man is Dead, Jim, no point in trying to save him :).
- Seen once: After clicking the enter a mission butten, hangs for a few seconds, then exits to desktop without any further info. Not repeatable when loading from savegame right before the mission, but even then it seemed to hang for a few seconds before loading the map slower then usual.
Reason is probably related to the map ? (rather large map near the sea, with a swimming pool and umbrellas, and pretty extensive underground corridors ... I tried looking for the map in the multiplayer maps but could not find it ( it is not 'resort' which also happens to have umbrellas))
- Seen once (just before posting): Alien/Civilian turn did not end, gui kept being responsive but it just said it is not my turn. Probably unrelated, but this happened in the battlescape the first time I downed a 'new' alien ship (don't know name yet) which appeared right after i used the stringray for the first time.
Nothing out of the ordinary on the console.
- The needler gun audio seems to always have 'ouch' audio, even if the aliens shoot it in the wall and don't seem to hit any of my team members ?
- Every once and a while a random crash to the desktop, not sure what info I can provide to help pinpoint these.
In attachment the console log of one of the crashes (randomcrash_consolelog01.txt) .

Map problems:
- Base under attack map: the ground level exit/entrance of a workshop, when going from the inside to the outside: once you open the door, it is not possible for another unit to go to the doors position. Workaround: go to the square next to the door handle, close the door, move to the doors position, open door again, now you can exit.
When going from the outside to the inside you have the same problem: you cannot enter the tile of the open door, and I have found no workaround (if the door is closed, you cant enter either)
- Railroad map: Pretty odd movement bug on the in the upper left corner of the fence, at the gap closest to the nose of your dropship, there is some wood on on the floor inside the fenced area. There is position on the map there (on that wood) you are allowed to crouch into, but if you stand up, you cannot move anymore. So if you crouch in there, then kill the enemies and stand up, it seems you unit is stuck there for the rest of the battlescape. (Till you start experimenting and figure out that you can get out of there by crouching again.)
screenshot: ufo03_BridgeMapCrouchOnly.jpg

Other remarks:
- Seems a few of the maps are selected 90% of the time (and therefore become boring quickly).
- It would be realistic if scientists of different bases could work together on the same topic. We are anno 2084 right ?
- Why are persons transferable, it is easier I just fire them from one base and rehire them in another (there are no unions right ? :) )? (Same goes for inventory)
- Inventory management : The autosell does not seem to work (not until you sell manually to 0 the first time ? I don't get it yet). I would also prefer a more elaborate mechanisms to keep goods (especially ammo) available but not too much either (eg instead of the sell we have now, make it a (per base ?) target window (min - max), and allow to automatically redistribute between bases/sell/buy + a warning when we fall below min (so that you know your soldiers are going on a mission without ammo/your interceptors take of without ammo.
- If your soldiers are being attacked my an invisible enemy (out of sight), show them being attacked. This is already present for shots, but not for bloodspiders (i have had a unit being killed without me knowing it, i only got audio feedback ("ouch") but did not know it was one of my soldiers io civilians .... till she was dead.
- Maybe make it clearer what the distinction is between a surviving alien and a captured alien. I wondered for a while why the surviving aliens that often resulted from an auto mission did not appear in my alien containment, and how the auto missions managed to have surviving aliens in the first place as i did not have anything yet to stun them.
- I was also long time confused about the UFO shipyards. I accumalated them there till it is full, but there is no explanation what I should be doing with them. And some obsolete info about 'ufo hangars' had me waiting for some kind of tech I could research in order to build ufo hangars.
- Crafts should show if they need a small or a large hangar.

I know the Alien AI still needs work, but these 2 seem like low hanging fruit and it would become a much more enjoyable experience if they were improved:
- AI: Aliens seem to able to see through walls to know where my units are. So far ok to compensate for lack of intelligence, but they also seem to 'think' they can shoot through those walls, which is a bit stupid (so it seems often they don't take into account obstactles when taking a shot).
- AI: Aliens seem to go for the 'weakest' link when targetting units (aka least health). Unfortunately they often walk right past units that are right next to them in order to do that.

Story remarks:
- The background story about the hive mind, and single aliens in containment being unintelligent would also imply that the more aliens you kill during a mission, the less intelligent the remaining ones become. So maybe that is not the best choice for a background story.
- It is mentioned the fighter has 3 duty stations, but often you have more then 3 aliens if you shoot down such a fighter.

Pfiew, so far for the first post.
And thanks for a great game !

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