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Topics - Quizer

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16
When destroying a captured UFO in the UFO yard, a confirmation window pops up asking the player if they are sure they want to destroy the UFO. Selecting 'Destroy' here doesn't cause said confirmation window to go away; it merely sends it to the back while the player is shown the updated UFO yard window. Once that is closed, it is still there. When clicking the window a second time, it closes, without destroying any additional UFOs.

Attached is a safefile with UFOs in storage at a UFO yard.

17
See screenshot; I can't progress any further down the hallway my cursor is pointing, no matter whether doors are opened or closed.
EDIT: Mirrored side is the same, of course.

18
Feature Requests / [2.5_dev_12/12/23] Moon passes behind sun in geosphere
« on: January 01, 2013, 10:11:02 pm »
I've observed that the moon passes behind the sun when their orbits align. That's not how a solar system works :P

I realize expecting eclipses to be implemented might be going above and beyond the call of duty, but you could still have the moon obscure the sun from the camera's point of view without changing the lighting of the Earth. Right?

19
The signpost to one side of the house is not visible from the ground level, it becomes visible only when moving the view to level 2 or above. I noticed this because my soldier was standing behind the sign and trying to shoot something, and the aiming line turned red in mid-air for seemingly no reason.

20
When my base gets attacked and I have to do a base defense mission, for some reason the game counts two attacks. The event log shows two attack notifications (see screenshot), and in statistics it says my base has been attacked 8 times, even though I've only played 4 base defense missions.

21
Feature Requests / More intel-gathering items for the battlescape
« on: December 31, 2012, 03:57:12 pm »
I'd like to have more items available that let you gather intel on the battlefield - spend TUs / turns to find out where the aliens are in order to avoid risk. I think it's fine that reaction fire is no guarantee of avoiding casualties, but I feel the player should be able to do more to locate aliens even outside the current line of sight. I hate clearing a big harvester mission map and then losing a soldier going into the UFO to get the last alien hiding out in there.

Proximity mines might be useful, too.

22
Both the research proposal and the research results for the Alien Electronic Warfare Suite don't spawn a mail in the mail client, even though it appears the UFOpaedia pages for them are completely written.

No idea if this is fixed in one of the newer nightly builds, but I thought I'd mention it, just in case. I don't have a save game at a point shortly before unlocking the research, but I could upload one that can produce and equip Alien ECM and should have the mails in the mailclient, but doesn't, if you request.

23
Discussion / Funding Nation mood whiplash
« on: December 29, 2012, 12:50:06 am »
Check out this screenshot; I've marked all mood changes for United America in the past few days of play.

The lowest one is a change from Pleased to Happy, after doing a mission. No problems here, as long as I understand it right that this is a step up.

The next one is a change from Happy back to Pleased at 00:01 the next day. Again, not a problem, since I assume this is natural decay and that mission earlier can't have gotten it all that far above the boundary between the two states.

The next one is an announcement two days later that happiness has changed back to Pleased. Now I'm a bit confused, since I thought it already was at that level - why does the game feel the need to tell me what I already know?

Then, 14 minutes (!) later, happiness drops from Pleased to Content. Okay, what the heck? Why did it drop more than a whole happiness level in just over two days of in-game time? It's not like I skipped a terror mission or anything - there weren't any missions that I was aware of since the first mood change in this log. I only have a tiny radar tower in North America, so I guess I could have missed a few UFOs flying around, but that's all.

After doing the next mission, it went back up, so at least it seems it didn't continue to drop at that rate. But I'd still like to know, what gives? Is there a random element to mood decay and I just got unlucky? If someone understands what happened here, please explain it to me.

24
After firing a shot from the grenade launcher, my soldier is stuck in animation. I believe it's her shooting animation - she keeps moving her arms while the gun hovers in front of her face. When moving the soldier, she stops and does her regular breathing exercises again.

I have observed this on two occasions now. They don't do this on every shot; there may be other factors that need to be present for this glitch to occur. Some coincidental things that may or may not be related:

 - My soldier got shot (including fatal wounds) before firing.
 - It was an impact shot, not timed. (My other soldier with a grenade launcher did not get stuck in their firing animation after firing timed grenades)
 - The soldier was standing, not kneeling.
 - It may only happen to a soldier with a specific appearance (see screenshot).
 - It may happen only to female soldiers.

I was able to reproduce the glitch with the same soldier it first happened to, but was unable to test firing impact grenades with my other soldier during the same mission. I will attempt some further testing on this.

25
When starting this map, the game immediately crashes back to the geoscape upon clicking the start button. Savefile with mission present on geoscape attached. See the relevant section from ufoconsole.log below.


Code: [Select]
2012/12/28 01:44:40 -------------------------------------
2012/12/28 01:44:40 Connecting to localhost...
2012/12/28 01:44:40 Used inventory slots client Quizer spawn: 0
2012/12/28 01:44:40 ==== ShutdownGame ====
2012/12/28 01:44:40 Used inventory slots in game on shutdown: 0
2012/12/28 01:44:40 ==== InitGame ====
2012/12/28 01:44:40 Spawned ai player for team 0 with entnum 103 (a c)
2012/12/28 01:44:40 Spawned ai player for team 0 with entnum 104 (a c)
2012/12/28 01:44:40 Spawned ai player for team 0 with entnum 105 (a c)
2012/12/28 01:44:40 Spawned ai player for team 0 with entnum 106 (a c)
2012/12/28 01:44:40 Spawned ai player for team 0 with entnum 107 (a c)
2012/12/28 01:44:40 Spawned ai player for team 0 with entnum 108 (b c)
2012/12/28 01:44:40 Not enough spawn points for team 0
2012/12/28 01:44:40 Created AI player (team 0)
2012/12/28 01:44:40 Spawned ai player for team 7 with entnum 109 (Mkeek Ok Orokk)
2012/12/28 01:44:40 Spawned ai player for team 7 with entnum 110 (Zmuknesk K Krokk)
2012/12/28 01:44:40 Spawned ai player for team 7 with entnum 111 (Wzszh Vso Zhozf)
2012/12/28 01:44:40 Spawned ai player for team 7 with entnum 112 (Zssfh Vso Zhozf)
2012/12/28 01:44:40 Spawned ai player for team 7 with entnum 113 (Ebnuzuk Mt Trekluk)
2012/12/28 01:44:40 Spawned ai player for team 7 with entnum 114 (Ktrukk Pt Mrlkuk)
2012/12/28 01:44:40 Created AI player (team 7)
2012/12/28 01:44:40 Used inventory slots after ai spawn: 0
2012/12/28 01:44:40 connection attempt from loopback connection
2012/12/28 01:44:53 load material file: 'materials/office.mat'
2012/12/28 01:44:55 World model: 21771 triangles
2012/12/28 01:44:57 Starting the game...
2012/12/28 01:44:57 Quizer has joined team 1
2012/12/28 01:44:57 Music: battlescape track changed from Crystan-Geosphere02 to AlexFightmare.
2012/12/28 01:45:03 Used inventory slots: 0
2012/12/28 01:45:03 Music: battlescape track changed from AlexFightmare to PsymongR2.
2012/12/28 01:45:03 Soldier entered the rescue zone.
2012/12/28 01:45:04 Soldier entered the rescue zone.
2012/12/28 01:45:04 Soldier entered the rescue zone.
2012/12/28 01:45:04 Soldier entered the rescue zone.
2012/12/28 01:45:04 Soldier entered the rescue zone.
2012/12/28 01:45:04 Soldier entered the rescue zone.
2012/12/28 01:45:04 number | entnum | type | inuse | invis | pnum | team | size |  HP | state | level | model/ptl
#    0 | #    0 |   19 |     1 |    16 |    0 |    0 |    1 |   0 |     0 |   255 | 2012/12/28 01:45:04 no mdl
#    1 | #    0 |   19 |     1 |    16 |    0 |    0 |    1 |   0 |     0 |     0 | 2012/12/28 01:45:04 no mdl
#    2 | #   20 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *259
#    3 | #   21 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *260
#    4 | #   22 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *261
#    5 | #   23 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *262
#    6 | #   24 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *263
#    7 | #   25 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *264
#    8 | #   26 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *265
#    9 | #   27 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/28 01:45:04 *266
#   10 | #   28 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/28 01:45:04 *267
#   11 | #   29 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/28 01:45:04 *268
#   12 | #   30 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *269
#   13 | #   31 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *270
#   14 | #   32 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *271
#   15 | #   33 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *272
#   16 | #   34 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *273
#   17 | #   35 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *274
#   18 | #   36 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/28 01:45:04 *275
#   19 | #   37 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/28 01:45:04 *276
#   20 | #   38 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *277
#   21 | #   39 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *278
#   22 | #   40 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *279
#   23 | #   41 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *280
#   24 | #   42 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *281
#   25 | #   43 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *282
#   26 | #   44 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *283
#   27 | #   45 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *284
#   28 | #   46 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *285
#   29 | #   47 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *286
#   30 | #   48 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *287
#   31 | #   49 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *288
#   32 | #   50 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *289
#   33 | #   51 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *290
#   34 | #   52 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/28 01:45:04 *291
#   35 | #   53 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *292
#   36 | #   54 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *293
#   37 | #   55 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *294
#   38 | #   56 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *295
#   39 | #   57 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *296
#   40 | #   58 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *297
#   41 | #   59 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *298
#   42 | #   60 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *299
#   43 | #   61 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *300
#   44 | #   62 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *301
#   45 | #   63 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *302
#   46 | #   64 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *303
#   47 | #   65 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *304
#   48 | #   66 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *305
#   49 | #   67 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *306
#   50 | #   68 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *307
#   51 | #   69 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *308
#   52 | #   70 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *309
#   53 | #   71 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *310
#   54 | #   72 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *311
#   55 | #   73 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *312
#   56 | #   74 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *313
#   57 | #   75 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *314
#   58 | #   76 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *315
#   59 | #   77 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *316
#   60 | #   78 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/28 01:45:04 *317
#   61 | #   82 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/28 01:45:04 *318
#   62 | #   93 |   10 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   254 | 2012/12/28 01:45:04 *319
2012/12/28 01:45:04 ********************
2012/12/28 01:45:04 ERROR: LE_NotFoundError: Could not get LE with entnum 118 (src/client/battlescape/events/event/actor/e_event_actorclientaction.cpp:48)

2012/12/28 01:45:04 ********************
2012/12/28 01:45:04 Shutdown server: Server crashed.

26
Make it possible to click the fire mode selection for one weapon (the big crosshair button), then click the same button for the other equipped weapon and have it open the fire mode selection for that weapon. Clicking the button for the same weapon again should close fire mode selection. At the moment, you have to press Escape to get out of the first weapon's selection mode. I'd like to be able to change my mind without having to hit something on the keyboard.

27
In the Laboratory map, in the building close to where the dropship lands, there is a small room under the stairwell which doesn't open to the player's view even at the lowest terrain level. See the attached screenshot.

28
I think there should be a 1 TU cost reduction for picking up things from the ground when already crouching, since you are that much closer to it already. I don't think it would have much impact on the game, but it's one of those 'the devs think of everything' ideas and it just makes sense to me.

29
Out of curiosity, I built the items 'Chaingun' and 'Autocannon Module', costing 0 credits. I quickly realized the UGVs (HWP-equivalent?) aren't implemented yet and the items cannot be used. But since the items don't show up anywhere in the sell screen, they are impossible to get rid of and now permanently take up valuable storage space in my base.

Maybe these items could be reclassified to show up under "Other" or something, until UGVs are implemented for real?

30
Discussion / Game mechanics lookup?
« on: December 26, 2012, 01:37:56 am »
I'd like to know how several things in the game work in detail. Is it possible to look this information up somewhere? (Version 2.5dev)

 - How does radar detection work? Is it chance-based or 100% once it enters the detection area? What are the inner and outer circles? Is one radar enough or is it beneficial to have several? Should you have one of each, or only one of the best type available?
   With the basic radar you get at the beginning, whenever I detect a UFO, it is usually at the border of the inner circle. But once I built an advanced radar, I started getting detections only further inside the inner boundary. And then I got a "landed UFO" site within my detection area without ever seeing the corresponding UFO.
   
 - How does reaction fire work? On the whole, it doesn't seem as reliable / effective as I'd like it to be. I've seen a thread about people arguing over how strong reaction fire makes "camping" as a strategy too powerful, but they never actually came out and said how it works. If you reserve TUs for reaction fire, can it trigger once only, or several times?
   Also, does it work the same way for humans and aliens? I've noticed that on a turn after an alien walks very close to you, you can often evade reaction fire by walking around it and shooting it from the side / behind.

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