project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MXcom

Pages: 1 2 [3]
31
Bugs prior to release 2.3 / Bugs I found on r24761
« on: June 19, 2009, 12:51:50 pm »
I just installed the new build by odie (thanks): r24761 for windows. This thread will contain any bugs I find in this version.

#1: Actor movement out of sync error, sending the player back to geoscape still exists in r24761.
I encountered it after a soldier moved on a tile he normally shouldn't be able to walk on (rocky slope in scout_crash map).

#2: In the Aircraft menu (in a base), Soldier Tab: The scrollable list does not work correctly. To be specific, if you scroll down the list (more than 8 soldiers in base required), exit the Aircraft menu, enter the Aircraft menu again (and select soldier tab), then the state of the list is inconsistent. The logic part still believes it is scrolled down (saved from last time you were here), but the GUI part displays it as not scrolled down, i.e. starting at soldier #1.
So if you click on soldier #1, it will in fact select soldier #[amount you scrolled down previously]+1.
It can be fixed by scrolling down and up again, then the selection works normally again.

#3: The moon can be seen in front of the earth (despite being behind it actually) in geoscape 3d view if you're zoomed in a lot.
To reproduce, zoom out, look for the moon, position your view so that the moon is positioned behind the earth, then zoom in as far as possible. At some point, the moon will appear.

#4: Game shut down with message "unknown action type" in the log when I clicked the "start aircraft" button (Base->Aircraft menu) of my Firebird-class dropship.


-----
I will post more in this thread if I encounter any more bugs in r24761.

edit: added #3
edit2: added #4


32
Design / Re: Medikits
« on: June 19, 2009, 12:26:43 pm »
[...]
Not moving a soldier for a turn or two restores some energy. Drinking water fro ma canteen restores even more.
[...]

This is not Jagged Alliance.
I seriously doubt devs want something like a canteen in the game...

33
Design / Re: Civilian AI Scripting
« on: June 18, 2009, 12:24:39 am »
at one point in the lower left of your diagram it says "hide(phalanx)". Is that intended? Or is it a typo and it should mean herd(phalanx)?

34
Bugs prior to release 2.3 / Re: couple of bugs - R24654
« on: June 17, 2009, 04:41:44 pm »
Okay, I just read in another thread that bug #3 was fixed. What about the others? Anything new? Or can't you reproduce it and I need to give some more detailed descriptions?

35
Bugs prior to release 2.3 / couple of bugs - R24654
« on: June 14, 2009, 03:39:06 am »
Since I read somewhere that the Harvester ramps were fixed, I decided to give this a shot again (I was discouraged to do so for a long time by the inaccessible stairs). Unfortunately only some of the Harvester ramps were fixed, and many other stairs still don't work.

Of course I've also encountered the crashes back to geoscape with either "negative TU cost" or "actor movement out of sync". Anyway, that was already reported several times, so I'll report some other bugs I've run into.

1) In a tactical mission, use a weapon that has multiple possibilities for reaction fire, e.g. the laser rifle. You can use the 7 TU or the 10 TU fire mode for reaction fire. Select the 10 TU fire mode as reaction fire mode, and reserve TUs for one shot. Now the game should prevent you from spending TUs if the action would lower them below 10 TUs. However, by shooting, you can get below 10 TUs. If this happened, you can't even click the button to un-reserve TUs anymore, it's stuck.

2) I think this bug exists since long ago, I've seen it in a version some time ago already. In geoscape, get a UFO (fighter) to attack your craft. Now, click your craft and order it to go somewhere. The UFO will adapt to where you clicked in a strange way. It seems to go somewhere mirrored to where you order your own craft to go. This way you can "remote control" the UFO quite well - I've managed to maneuver one right into a nearby SAM site and then let it go forth and back a bit inside the range until it was shot down.
edit: maybe I should rephrse that one a bit: You can do this with any UFO that is "flying towards your craft". As soon as you recieve such a message, the UFO is linked to the movement of your craft in this strange unique way. If you're flying towards the UFO, it will fly towards you. If you're flying towards some other point, the UFO will either still fly towards you, or to some other spot in the other direction. Set time to something slow (5 sec) and try out some different target spots for your craft to see where the UFO will go...

3) The fact that you've recovered a UFO from a mission and that it's delivered to a base does not seem to get saved! Complete a mission successfully, when asked what to do with the UFO, order it to be brought to a base of yours (with fitting UFO hangar). Save the game. Load the game just saved. Play on, and there won't ever be a UFO delivered to the base :( (also the recovery message in the mailbox is gone IIRC).
edit: I just read this one already been reported by another guy, called "Another Guy". ;)

4) Actually there's another one, except it's maybe rather NYI than a bug: the off-base UFO Hangar does not seem to work. I can build it, but can't select a UFO to be shipped there after a successful mission.

Hope these bugs aren't all known already. And hope the rest of the harvester ramps (and the other stairs) get fixed soon ;)

36
Bugs prior to release 2.3 / Re: 24629 took a step backwards?
« on: June 11, 2009, 06:00:31 pm »
Does this mean the stairway problem is (should be) officially gone from trunk? :o That's great news! :)

37
Feature Requests / Re: Building-Tree
« on: June 20, 2008, 08:39:47 pm »
Thanks - I wasn't aware I could click on the building to open its corresponding menu where I have to assign the rocket launcher.

38
Feature Requests / Re: Building-Tree
« on: June 20, 2008, 07:21:59 pm »
Oh, then I must have been doing something wrong...

so you need to
- have the building in your base
- buy or produce that rocket launcher
- buy or produce some missiles

Anything else? As soon as I have fulfilled these three points, the option should become available if I select an ufo close enough to my base?

39
Feature Requests / Re: Building-Tree
« on: June 19, 2008, 12:29:32 pm »
Are they actually usable yet? (and if yet, as of trunk or as of 2.2.1?)

40
Feature Requests / Re: Sort Employees
« on: June 16, 2008, 05:14:05 pm »
kracken: what will happen to the soldiers you "click away"? Are they gone for good?

I still think it would be a nice addon to be able to sort them tho ;)

stephenjackson: thanks for the info. :)

41
Feature Requests / Sort Employees
« on: June 16, 2008, 02:24:43 am »
Hi there,
after having forgotten about this game for a long time, I now revisited it and am amazed about the progress since I last tried it.  :o
(and I've only played the stable, not trunk)

So here's a proposal that I missed very much, I just hope it's not already in trunk and I'm making a fool out of myself here :P


Namely the ability to sort your employees (soldiers, that is) after a certain stat. Most of the time I hired Soldiers in that menu, I was looking for e.g. a soldier with high Assault stats. Or high Health, Speed, whatever. For that I had to click through a loooong list of names, staring at the stats and noticing and remembering the names of the ones that had a good value of the stat I was seeking.

So it would be great to have some kind of "Sort by"-dropdown or similar. Possible options for sorting: Name (alphabetically), each individual stat, average of all stats. That would make hiring the right soldiers for the job much easier.


Edit: Whoops, this should probably be in the "Suggestions and Bug reports" forum.

and something a bit off-topic btw: I once got a soldier who had significantly better stats than all the others offered. Is this a bug, or a feature? To have some kind of "super soldier" available to hire from time to time? It only occurred to me once so far though...

42
Feature Requests / Feedback from me
« on: May 29, 2006, 02:58:19 pm »
once more i've looked at the (old) version i got; while fast forwarding i noticed the effort that was put into the day/night cycle - pretty nice with the different angles in north summer/south winter and vice versa! Although, the changes of day and night scenarios are off set because of that; this change is always determined regardless of the north-south position of the site, as if it was spring/fall.
(eh, i hope it's clear what i mean :?)

If this is not already fixed in the current version, might be worth a look :)

43
Feature Requests / Feedback from me
« on: May 29, 2006, 02:22:14 pm »
I found the readme file now which explains how exactly to compile this, it pretty much clarifies everything, so i think i can handle it, i'll try it tomorrow or the like -

thx for your answers and help :)

44
Feature Requests / Feedback from me
« on: May 29, 2006, 02:02:30 pm »
Hi,

Quote from: "BTAxis"
You should know that the beta you played is getting old. A lot has changed/improved since it was released (notably, the equipment issues have been resolved).


heh :oops: better remove the already resolved feature requests from sf.
Are the newest files avaliable on sf.net? The latest i can find there are dated 2006-03-30 (win32-svn-binaries).
Unfortunately i'm not really familiar with compiling, but i may give it a try with help of the posts in the faq section.

Quote

You can already cycle through all the aliens in sight. Just click on the little indicator that shows how many aliens are in sight.


Hmm i believe this cycles through the hostile units seen by any unit of the squad (or am i wrong?). I was thinking of a possibility to cycle just through the targets visible for the currently selected soldier, to make clear what exactly he can actually see (and thus hit) without aiming at it to notice if the hit % is 0% or more.

You know, its sometimes hard to say if a target is in sight or not, say, when my unit is outside and the target is in a building on the second floor, behind a window.

So when i try to snipe that alien from outside, i have to move my sniper in a position where i guess he could see it, change to the second floor, aim at it, see if it's 0% to hit and, if so, repeat from step one. With an extra indicator for enemies seen by _only_ the selected unit, i could just move on step by step until that indicator shows up and then aim.

I'm pretty sure you know what i mean if you've played some of the old X-Com games ^^ I think its an important feature to show what exactly is in line of sight and what isn't, because LoS is an important aspect of turn based strategy..

(if it already works like this selecting only the ones in LoS of the selected unit, forget all i said :oops: )

PS: alternatively I can just wait until the next demo is released ^^ :P

However, i hope you guys are making a good progress and never lose the spirit to go on with it because it's really really nice from what i've seen! All my three thumbs up!

45
Feature Requests / Feedback from me
« on: May 29, 2006, 11:46:59 am »
Hi, I recently stumbled across your project and i gave it a try cause i liked the old X-Com games :)

So i installed the current beta and tried it, i liked it very much already! Although there are still lots of unfinished stuff it already captures the mood of the good ol' X-Com games imo :D

Since i have neither time nor skill to contribute to this with artwork or models i'd like to at least give some feedback (bugs/feature requests) i thought of when playing. So i hope this is the right place for it.


Bugs:
- ufopedia not working properly
- research not working(NYI?)
- statistics not showing anything (NYI?)
ok here comes the fun part:
- when starting a mission, lots of items disappear, possibly all that i purchased and are not of the starting gear. Console message: "Item 'xy' not allowed, removing from inventory. In the third mission i played, all i was left with were soldiers 1-3 with dual pistols, a flamethrower and a rocket launcher while 4-8 had completely empty inventories.
Well i was kinda amused about that ^^
For testing reasons i just aborted that mission and fast forwarded until the next mission popped, accepted it only to see that now i had soldier 1 with one pistol left while 2-8 were unarmed but at least got their ammunition back this time ^^
note: console stated a lot of "no inventory space" errors on the last 2 missions.

other than that, only some minor bugs like spotting a hostile unit through a wall, flirring cursor or a pink object appearing on the tactical map (placeholder for missing model i guess).
Oh yes and in one mission, one of my soldiers was placed far off from the ship and his companions.


---

feature requests:

tactical map:
- clear indication whether hostile/neutral unit is in sight of currently selected unit (e.g. grey out units that are not in LoS)
- clickable buttons to select hostile units in sight of currently selected units ([1] [2] and so on, known from X-Com games)
- possibility to turn units without moving (maybe i just didn't figure out how to)

base view:
- When hovering over a room, with the mouse display the type of the room (either text line at the bottom or tooltip-like)


---

All in all i can say that i'm pretty impressed with this project and i hope it won't be abandoned! If i find some time i may think of some more and write it here. Good luck with further development! :)

PS: I've posted some of this in the feature requests.

Pages: 1 2 [3]