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Messages - Quizer

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106
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.

107
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.

108
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.

109
Yeah, I know that. But I want my mouseovers, dammit! >_>

Well, I hope they catch that UI bug. Is that also what makes loading a game take so long? That also takes 10-15 seconds for me, which feels like more than it should be.

110
Problem is, you can get multiple wounds in the same place, and you can't tell how many there are just by looking at the red icon. Usually after I get shot, it takes two medikit applications to stop the bleeding, but not always. I want to be able to get that information when I need it.

111
I think crouching takes about the same time as shuffling forward the distance that would be one square (though having crouching / standing cost 2 TU each could also be justified).

Are there any plans to include prone position? Would be useful in long distance firefights - crouching doesn't really reduce the target area by that much as far as I can tell. It would be a huge liability if you're shot at from an elevated position, though.

112
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.

113
Feature Requests / Re: Base Improvements
« on: December 26, 2012, 07:45:56 pm »
I thought this was about base improvements outside of combat. I have two three suggestions for that:

 - Make it possible to upgrade buildings like radar to a more advanced version without taking down the old one first. I already had my base fully built, so I had to take down my radar, then wait 7 days for the advanced radar to built. Predictably, the funding nations weren't happy about my week long holiday from UFO hunting.

 - What the heck is up with those rocky squares when you build a new base? I strenuously object to their presence, and to their randomness. If they were there because the terrain I picked is unsuitable, I could kind of understand, but it appears to be utterly random. If they absolutely have to be there, put in a 'building' that lets me spend some time and money to get rid of them and get a buildable square.

 - On that same note, if I shell 100000c for a shiny new base somewhere, I really think I should be allowed to place the entrance myself. (Was the random placement done to prevent players making carbon copies of the same base over and over again?)

114
Feature Requests / Re: selling ufos from a yard
« on: December 26, 2012, 07:33:08 pm »
While you're doing that, you could also make it so that when your yard is full and you recover another UFO, you get the option to destroy / sell one in order to make room.

115
Okay, I switched out the mansion map file for the one from 2.4, and I still had the graphical glitches when I played the map again in 2.5dev. Whatever it is, it's not in the map, but in the graphical processing.

116
Damn, that is really, really inconvenient. I'm so used to opening those things with the mouse, retraining myself is going to be a major pain. Hope you can get those kinks worked out.

117
Discussion / Re: Game mechanics lookup?
« on: December 26, 2012, 07:23:01 pm »
Do we know exact figures for radar mechanics? As in, what the chance of detection per check is for the different radars (I have only seen regular and advanced, so far), and how frequent checks are while a UFO is with in the detection radius.

As for reaction fire, I've tried using less TU intensive shots for reaction fire when trying to ambush aliens, and have had much more success. And yeah, having a firing squad set up somewhere rather than just one guy definitely helps.

Still, I kinda miss the safety of combat I experienced in the old 2.4 release. Most maps in 2.5dev are a lot more close quarters (which I don't really feel is necessarily to the player's advantage), and the weapons aliens fielded at the beginning never outright killed one of your soldiers. Now, starting two months into the game in 2.5dev, I'm facing aliens with plasma blasters and so many TUs that they can do a full turn's walking, then do a full turn's firing, then walk some more, fire again, and still kill your soldier by RF'ing a plasma ball in his face on your turn when he so much as twitches. (Anyway, I don't really mind that Reaction Fire isn't all-powerful in the player's favor, but I'd still like to know exactly how it works so I can take advantage of it as I may.)

I like the wounds system, which is more in line with the old X-COM. Healing HP by the dozens felt kind of overpowered; I'm fine with healing only enough HP to make sure I don't immediately bleed out on the next turn while I stabilize my wounded comrade. I've never had occasion to use the other two medikit 'firing modes', though. How exactly do they work? Is stimulants solely for curing stun damage, or does it do something else as well?

By the way, is there a way to check how many fatal wounds an alien has? I'd like to be able to make sure a partially stunned, partially injured alien I want to capture doesn't bleed out without wasting excess medikit charges.

Are we going to get upgrades to radar towers in the future? The detection radius is so teeny-tiny, and there are other things like ufo yards you want to build, too. Getting two non-base buildings per base built (is that right?) feels a little stingy.

118
I guess I should. :)

Thanks for answering my questions!

119
It seems you need to research 'Alien Light Armor' after looting one of the alien armors.

Anyway, I don't agree with the design choice of making laser weapons dependable on armor drops in that way. Unless they've been changed significantly since 2.4 (read: made more effective), they are not powerful enough to warrant being mid-game items instead of early-game.

120
I see, thanks for explaining. :)

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