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Messages - Quizer

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46
Are the updated map files not included in the installer for the nightly builds? I downloaded a fresh installer with all files for the 13/01/19 version, which I'm playing now, and in which this bug happened again.

47
Cool, thanks. I'll probably post most of my bug reports that were summarily ignored there later today or tomorrow.

48
The game suddenly crashed to the geosphere while the enemy turn was going on. A few soldiers were killed and Gilliam panicked, then was killed. I guess the game didn't know what to do with the grenade he was holding in his off-hand, for whatever reason.

Here is the relevant bit of the ufoconsole log:

Code: [Select]
2013/01/21 13:18:47 Quizer has taken control over team 1.
2013/01/21 13:20:11 [STATS] Quizer (Ewan) kills alien (Akrokk Tt Treknk) with Aimed Shot of sniper_ammo (entnum: 55)
2013/01/21 13:20:32 Soldier entered the rescue zone.
2013/01/21 13:20:32 Soldier left the rescue zone.
2013/01/21 13:21:33 Soldier left the rescue zone.
2013/01/21 13:21:54 Soldier left the rescue zone.
2013/01/21 13:22:00 Team 1 ended round
2013/01/21 13:22:00 Team 7's round started!
2013/01/21 13:22:00 [STATS] Mnookk Kkr Kraukk is bleeding (damage: 9)
2013/01/21 13:22:00 [STATS]  (Mnookk Kkr Kraukk) was killed (entnum: 54)
2013/01/21 13:22:01 [STATS] alien (Rniuk Kr Zrrosk) kills Quizer (Forde) with Ball of plasblaster_ammo (entnum: 59)
2013/01/21 13:22:07 Gilliam panics!
2013/01/21 13:22:07 [STATS] Gilliam is bleeding (damage: 8)
2013/01/21 13:22:07 [STATS] Gilliam panics (entnum 61).
2013/01/21 13:22:07 [STATS] alien (Kraerak Sk Trevuk) kills Quizer (Gilliam) with Snap Shot of plasrifle_ammo (entnum: 61)
2013/01/21 13:22:07 ********************
2013/01/21 13:22:07 ERROR: InvAdd failed - could not add 1 item(s) of fraggrenade to container 2
2013/01/21 13:22:07 ********************
2013/01/21 13:22:07 Shutdown server: Server crashed

I doubt this can be easily reproduced, but here's the savegame with the mission where this happened anyway.

49
I guess. Is there a guide somewhere that explains how the whole thing works?

50
Tactics / Re: Where/why/how many bases do you build?
« on: January 21, 2013, 12:18:53 pm »
I think each unit of fuel is one antimatter. Not sure though. By the time I got Dragons I found it pretty easy to keep them supplied, but I run a pretty heavy production line. Was around 40 workers when I built my first dragon, now at 80 (Nov 1).

I see. Then I guess I probably won't have too much trouble if I keep dismantling those harvesters. Can you transfer antimatter from base to base once you have antimatter storage in multiple bases?

Personally, stilettos. They're better fighters early on and I usually can't take advantage of a Saracen's long distance coverage anyway. By the time they get to the other side of the planet, the UFO I saw will be gone. If you use interceptors to patrol, though, then it's probably the best craft because it can stay in the air longer.
Unfortunately, patrolling works for UFOs in the air only, at least for now, so it's of limited use. I've been using Stilettos so far because they can carry more weapons. As far as air-to-air combat in this game is concerned, the best policy seems to be "do unto others before they do unto you"...


Thanks for answering my questions!

51
Nope, this is still here as of 2.5_dev_13/01/19.

52
I suspected that. I added that information so you wouldn't have to traipse through the entire file trying to find the problem in the likely case that my tampering is the cause.

Now would you kindly explain where the problem is, and how I can fix it? I came here asking for help, not to have you display your smug superiority and denigrate me as a cheater.

EDIT: Nevermind, found it. Thanks for nothing.

53
Feature Requests / Re: "In Use" column in buy/sell and production screens
« on: January 21, 2013, 09:39:59 am »
That'd be more useful than the way it is currently, but it would still be nice to be able to see both.

54
I have to make an account to do anything there, which I'd rather avoid unless I have to...

55
BUMP: This bug is still present as of 2.5_dev_13/01/19 (originally reported for 2.5_dev_12/12/30).

56
Tactics / Re: Where/why/how many bases do you build?
« on: January 21, 2013, 06:13:06 am »
First base I build in midwest Turkey, which gets me all of Europe (except Iceland, Svalbard and the part of Greenland that belongs to Europe), damn near all of the Middle East, and parts of Russia and Africa as well. That lets me keep four of eight sponsors happy right off the bat. This base gets 2 workshops, 4 labs and 2 interceptors to begin with. Later on, I may take down some of the labs for more interceptors, since two interceptors have trouble bringing down harvesters.

The second base is in northern Thailand, getting me almost all of Asia (except Japan, unfortunately) and part of Oceania, including India. This base gets no research, but 4 workshops (maybe 5, but 4 would be neater as far as use of living quarters is concerned).

I plan for all of my bases to have garrisons and interceptors. I don't plan to use SAM bases much (unless I later find out I need to) and I don't plan to spend any base slots on base defense weapons. Having soldiers in every base spreads the precious EXP rather thin, though, so maybe I'll limit myself to 16-24 soldiers total which I hire to whichever base I currently need them at. But I'm pretty far from having to worry about that - it's only May and I just got the second base's radar operational.

For all of you who like to play around with base layouts, check out my Easy Radar Rangefinding mod in the mods section. It makes trying out base locations a lot more convenient. I used it to work out the layout in the attached screenshot, which I plan to use. It's designed to maximize detection coverage on all the landmasses, not just population hotspots. I may still shift the order of base building around, and I'll probably move the russia base a little more northeast if I build it that late, to get less redundant landmass and cover more ocean instead. Hmm... maybe I should also drop a radar tower on Hawaii... that's bound to be in the Cities list, right? ;D

(About Dragons: How difficult are they to keep fed? Does each unit of fuel they have in their status screen require one unit of antimatter?)
(About starting aircraft: which do you prefer, Stilettos or Saracens, and why?)
(About aircraft parameters: Is the 'damage' parameter in the script files the hitpoint value? Does the 'range' parameter determine weapon range? I thought the weapon alone determines the range...)

57
See attached savegame. In the South Asia base, I'm unable to take down any base buildings. No matter which one I right-click, it says it's the only connection to other buildings and I can't take it down.

I edited this base in the savefile, changing the location of the entrance. Could that have something to do with it?

58
Bugs in stable version (2.5) / Re: Exciting New Bug
« on: January 21, 2013, 04:58:34 am »
If you edit the first post, it should let you change the topic title. Interesting bug report, btw. ;D

59
At the moment, the colors for the funding graph in the statistics screen seem to be random. I think they should be the same colors that are used for the nation border view in the geosphere. Consistency and all that.

I'm pretty sure I've seen parameters for the geosphere colors in the .ufo files somewhere, but are the graph colors there, too? I'd rather the latter be changed.

60
Feature Requests / Re: Grenade launcher, its ammo and article
« on: January 21, 2013, 03:50:14 am »
Quote from: Grenade Launcher UFOpaedia entry
For PHALANX use, we have given this grenade launcher the classification HPGL.

Maybe it should say 'designation' rather than 'classification'? But the information is in there, unless your complaint was about the acronym not being explained.

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