[Blehm 98] Posted June 10, 2004 Report Share Posted June 10, 2004 Everyone post your bugs here, so we can help Scott with his project. Bug #1Stacking-i once had 12 sonic pulsars stuck in one spot on my backpack Bug#2I have experience this one all the time. It is usually a gas cannon that is either with the bottom in the belt and the top in the backpack, or it is on the belt with the bottom on the ground(i don't have any screen shots because this is the wrong computer. Link to comment Share on other sites More sharing options...
j'ordos Posted June 10, 2004 Report Share Posted June 10, 2004 if you use the option to reveal the entire map (battlescape) and there's a small scout (xcom1) present, the small scout tiles become corrupted. Link to comment Share on other sites More sharing options...
SupSuper Posted June 10, 2004 Report Share Posted June 10, 2004 there's a bug with the "save equipment" option that stores the equipment each of your soldiers is assigned.if, for example, you remove some of the soldiers from the craft and then go on a mission, the first soldier will get all the extra equipment which the removed soldiers were supposed to have, stuck on the corner of his backpack and put all over one another. also, if you forget to remove all of the "extra equipment" and then try to remove it during the game, you get stuck in the game if the soldier doesn't have enough TUs to remove the equipment, since you can't put it back where it was (on top of the others). Link to comment Share on other sites More sharing options...
[Blehm 98] Posted June 11, 2004 Author Report Share Posted June 11, 2004 Thenceforth the stacked equipment bug. It is really annoying when i cannot find what is weighing my soldier down, and then i realise that there are 20 sonic pulsars in my backpack Link to comment Share on other sites More sharing options...
stjones Posted June 16, 2004 Report Share Posted June 16, 2004 there's a bug with the "save equipment" option that stores the equipment each of your soldiers is assigned.if, for example, you remove some of the soldiers from the craft and then go on a mission, the first soldier will get all the extra equipment which the removed soldiers were supposed to have, stuck on the corner of his backpack and put all over one another. also, if you forget to remove all of the "extra equipment" and then try to remove it during the game, you get stuck in the game if the soldier doesn't have enough TUs to remove the equipment, since you can't put it back where it was (on top of the others).This is NOT a bug. I did it intentionally. Please note the following excerpt from the XcomUtil documentation: WARNING: You should not place too many extra weapons on board your ships. Unlike the default equip algorithm used by the game, XcomUtil must give all ranged weapons to soldiers or the game will abort. To avoid this, all weapons are placed in the right hand. If more weapons are available, they will be placed in empty left hands. If there are still more weapons, they will all be stacked together, hanging out of the bottom of the backpack of one soldier. I chose this placement because it just looks wrong and should catch your attention. During the equip phase, you should drop all of these on the ground to avoid causing the game to hang if you pick up an overstacked object that you do not have enough time units to drop. This is a very rare case, but you should be aware that it exists. Link to comment Share on other sites More sharing options...
stjones Posted June 16, 2004 Report Share Posted June 16, 2004 if you use the option to reveal the entire map (battlescape) and there's a small scout (xcom1) present, the small scout tiles become corrupted.Sorry, I haven't seen that one. Possibly it is the result of my eliminating the Small Scout in special cases of Hybrid terrain. It could also be just a problem with XP. I was all ready to release version 9.5 on June 10th, the day I was eligible to retire from my job, but problems running on XP made me postpone it. As soon as I resolve the regression, XcomUtil 9.5 wil be available for download. Version 9.5 will feature another alternate starting base, more powerful High Explosives, a bug fix for the EQL command, and improvements to RunXcom.bat. The High Explosive is now powerful enough to blow a hole in the side of a UFO. I never thought the original one was powerful enough to be worth buying. Now, you should even be able to open a hole to let your tanks inside. Link to comment Share on other sites More sharing options...
Hobbes Posted June 16, 2004 Report Share Posted June 16, 2004 (edited) This probably shouldn't belong here but I have a suggestion for version 9.50. Could XCSetup have an option to automatically increase the number of aliens on missions that include terror units? Usually on those missions (Terror Site, Terror Ship, Alien Base, X-COM Base, Battleship) the unit/object limit is close to the maximum value but there's still room for further alien units. That would increase the difficulty of those missions by having more aliens to fight. And another variant could be on Snakemen missions to only increase the number of Chryssalids, but upwards to 25 or 30. Since they don't use weapons they occupy less space on the object table and having 30 Chryssalids on a battlefield can really be a nightmare, even if you have Blaster Launchers/Psi-Amps. This probably could be expanded to Mutons since the Celatids/Silacoids are also small terrorists. All of this can be done exiting the game and using XComUtil.exe but it would be simplest if it was done automatically Edited June 16, 2004 by Hobbes Link to comment Share on other sites More sharing options...
stjones Posted June 16, 2004 Report Share Posted June 16, 2004 This probably shouldn't belong here but I have a suggestion for version 9.50. Could XCSetup have an option to automatically increase the number of aliens on missions that include terror units? Usually on those missions (Terror Site, Terror Ship, Alien Base, X-COM Base, Battleship) the unit/object limit is close to the maximum value but there's still room for further alien units. That would increase the difficulty of those missions by having more aliens to fight. And another variant could be on Snakemen missions to only increase the number of Chryssalids, but upwards to 25 or 30. Since they don't use weapons they occupy less space on the object table and having 30 Chryssalids on a battlefield can really be a nightmare, even if you have Blaster Launchers/Psi-Amps. This probably could be expanded to Mutons since the Celatids/Silacoids are also small terrorists. All of this can be done exiting the game and using XComUtil.exe but it would be simplest if it was done automaticallyThis is a very reasonable request. I like the idea of adding the terrorist units to avoid the weapon limitations. Unfortunately, I don't know how to do it. I have not figured out how the game decides how many aliens or even which aliens will be added to the battle. I think it is randomly determined by TACTICAL.EXE after XcomUtil has a chance to change things. Therefore, as you have already noticed, it can be done by saving the game just after starting combat, running XcomUtil, then reloading the game. Link to comment Share on other sites More sharing options...
Hobbes Posted June 18, 2004 Report Share Posted June 18, 2004 That's a pity, although I've been discovering that when you play against 25+ aliens most simply start panicking after they start taking heavy casualties. It happens even with Chryssalids and at that point they became target practice since they don't pick up their weapons. It helps if you increase their rank but I wouldn't advise going against 24 Ethereal Commanders because it's insane! Link to comment Share on other sites More sharing options...
[Blehm 98] Posted July 9, 2004 Author Report Share Posted July 9, 2004 no its not!!!! Link to comment Share on other sites More sharing options...
[Blehm 98] Posted July 29, 2004 Author Report Share Posted July 29, 2004 okay, scott. I was playing TFTD today, i discovered that on the cruise ship mission i was on, i came to the equip screen during the transition, from part one to part two. i say tons of clips on the ground. Later on, i noticed that none of my snic weapons had clips! I still managed to survive by using grenades and a gauss rifle to steal from the aliens, but that really sucked! Link to comment Share on other sites More sharing options...
stjones Posted July 29, 2004 Report Share Posted July 29, 2004 okay, scott. I was playing TFTD today, i discovered that on the cruise ship mission i was on, i came to the equip screen during the transition, from part one to part two. i say tons of clips on the ground. Later on, i noticed that none of my snic weapons had clips! I still managed to survive by using grenades and a gauss rifle to steal from the aliens, but that really sucked!It is possible that I caused this the last time I worked on the autoequip algorithm, but that was in version 9.4, almost 11 months ago. I'm surprised no one has seen this before. I'll look at it this weekend, while I am looking at the new Research Tree. Link to comment Share on other sites More sharing options...
[Blehm 98] Posted July 30, 2004 Author Report Share Posted July 30, 2004 okay, i got the 9,6 beta now, and i only have 1 question. How do i run XcomUtilTe? My java won't run it. It acts like it will load it, but then it doesn't Link to comment Share on other sites More sharing options...
stjones Posted July 30, 2004 Report Share Posted July 30, 2004 okay, i got the 9,6 beta now, and i only have 1 question. How do i run XcomUtilTe? My java won't run it. It acts like it will load it, but then it doesn't There should be sufficient documentation in XcomUtil.txt, along with examples in XcuSetup.bat. If you are having trouble because the program is packaged as a JAR file, you can actually use unzip to extract the files and just run it with the command: java XcomUtTE instead of java -jar XcomUtTE.jar I liked the JAR approach, because it is more compact, but I can leave it as separate files if this is a problem. Link to comment Share on other sites More sharing options...
Guest General Snoopy Posted August 2, 2004 Report Share Posted August 2, 2004 I am not sure if this is a bug OR if it is working as desired. My game was identified as version 1.0 windows by the xcomutil. My troopers who in the battlescape die from a fatal wound are in fact not dead, but are WIA with a lot of sick-bay time. Is this working as desired? This change reduces the need for medikits. Link to comment Share on other sites More sharing options...
stjones Posted August 2, 2004 Report Share Posted August 2, 2004 I am not sure if this is a bug OR if it is working as desired. My game was identified as version 1.0 windows by the xcomutil. My troopers who in the battlescape die from a fatal wound are in fact not dead, but are WIA with a lot of sick-bay time. Is this working as desired? This change reduces the need for medikits.No, that sounds like a bug. I only meant to recover MIAs. I'll look into it the next time I open up the code, which might not be until the weekend, since it isn't a serious bug. Link to comment Share on other sites More sharing options...
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