ozsem Posted May 9, 2006 Report Share Posted May 9, 2006 (edited) This happens when the alien spots you or if you fire at them. what happens is when they shoot and it doesn't stop untill your man dies which isn't fair. Is there anyway to fix this plz? Edited May 10, 2006 by ozsem Link to comment Share on other sites More sharing options...
[NKF] Posted May 10, 2006 Report Share Posted May 10, 2006 (edited) Are you just having problems with the mechanics of reactions? Let me provide a brief explanation of how reactions work. Your actual Reaction level is based off two stats. TUs and Reactions. Basically Current Reactions = Reactions * Current TUs / Max TUs. As you can probably see, the higher TUs you have, the slower your reaction loss for each step you take. Reactions are used in two ways. Actively (defensive) and reactively (offensive). Active use of reactions is used during your turn. As you move a soldier about, the game checks this soldier's reaction level against all the aliens that are able to see the soldier. If the soldier's reaction level is greater than the aliens, you get to move freely. The moment your reaction level is less than the aliens, and if the aliens can shoot, they will use reaction fire. Offensive and Defensive Reaction positions are reversed when you end the turn and let the aliens move. So, the trick is to have scouts with high TUs and high reactions move slowly to conserve their reaction levels. Do not attack with them as this will eat away at their TUs dramatically. Instead, when they spot enemies, have soldiers that are beyond visual range attack the aliens - or have the scout take a few steps back before firing. - NKF edit: alternately, you can probably find some game editor that'll let you edit the base stats of aliens. If you can find one, set it so that ALL the aliens have reaction levels of 0. This eliminates enemy reactions completely and it means that the aliens will always fail a reaction check and possibly trigger a reaction shot from one of your units. This kind of ruins the game, actually. Edited May 10, 2006 by NKF Link to comment Share on other sites More sharing options...
ozsem Posted May 10, 2006 Author Report Share Posted May 10, 2006 Oh no no no no its not like that. What it is, when an aliens does a reaction its shoots infinity shoots all the time untill your man dies. depending which man the alien spotted. And the first bullet what comes out of the aliens gun is red not green. Link to comment Share on other sites More sharing options...
[dipstick] Posted May 12, 2006 Report Share Posted May 12, 2006 I think that I had a similar problem with UFO actually. Try the usual things, ie restarting games, clearing savegames, maybe reinstalling? Could simply be a corrupt file somewhere. If that does not work, try whistling for NKF again Link to comment Share on other sites More sharing options...
ozsem Posted May 12, 2006 Author Report Share Posted May 12, 2006 Yeah i tryed that loads of times. I think its something to do with the patch and not the game. Link to comment Share on other sites More sharing options...
[Blehm 98] Posted May 12, 2006 Report Share Posted May 12, 2006 I'm not positive but i'm rather certain that it is caused often by Xcomutil (had a guy with a hydrojet cannon fire HE rounds at a lobsterman until it dropped, must have been like 20 or 30 shots) so you might just have to live with it unless its recurring, then you'd have to restart Link to comment Share on other sites More sharing options...
dan2 Posted May 13, 2006 Report Share Posted May 13, 2006 The number of reaction shots depends on how many snap shots the soldier may fire with the APs it has.Sometimes the 'obdata.dat' file is modified to allow faster fire-rates for certain guns, 1% meaning the soldier uses no APs and reaction-shoots until the clip is empty.Using an unmodified 'obdata.dat' file might fix the problem Link to comment Share on other sites More sharing options...
[NKF] Posted May 13, 2006 Report Share Posted May 13, 2006 XComutil shouldn't do anything to obdata - unless you ask it for the enhanced weapons. Otherwise, as XComutil doesn't run during the game - only between - it shouldn't change how the game handles. I know TFTD can sometimes get brief corruption of some weapons while you're playing. For example, I once had a berserk soldier fire a hydro-jet cannon on a base defence mission (yes - on land, and for those that don't know, berserking or reaction fire is the only way to fire it on land), and each bullet blew away the outer shielding of the base. Now, a hydro-jet AP round is no where near powerful enough to do this! This doesn't always happen. Now, berserking with a weapon can indeed cause the weapon to be fired an unusually high number of times. See, what's happening is that the berserk unit is getting a full 255 TUs to use up. Though the unit gets 255 TUs, the unit still has the same max TU level. All weapon fire costs are based off the max TU level. Now, if you had a max of 60TUs, a weapon that normally fired at 45% or 27 TUs. This means you'd only get 2 shots per turn. But with 255 TUs, you'd get something like 9 shots when you go berserk. Ozsem: What patch are you using? - NKF Link to comment Share on other sites More sharing options...
[Blehm 98] Posted May 13, 2006 Report Share Posted May 13, 2006 yeah, i use enhanced weapons... I know that is true in most cases, but i just think that xcomutil can make you react until it is dead, because i know i shot more than 12 or 14 shots with that autocannon, and since when do berzerking soldiers reload Link to comment Share on other sites More sharing options...
ozsem Posted May 13, 2006 Author Report Share Posted May 13, 2006 XComutil shouldn't do anything to obdata - unless you ask it for the enhanced weapons. Otherwise, as XComutil doesn't run during the game - only between - it shouldn't change how the game handles. I know TFTD can sometimes get brief corruption of some weapons while you're playing. For example, I once had a berserk soldier fire a hydro-jet cannon on a base defence mission (yes - on land, and for those that don't know, berserking or reaction fire is the only way to fire it on land), and each bullet blew away the outer shielding of the base. Now, a hydro-jet AP round is no where near powerful enough to do this! This doesn't always happen. Now, berserking with a weapon can indeed cause the weapon to be fired an unusually high number of times. See, what's happening is that the berserk unit is getting a full 255 TUs to use up. Though the unit gets 255 TUs, the unit still has the same max TU level. All weapon fire costs are based off the max TU level. Now, if you had a max of 60TUs, a weapon that normally fired at 45% or 27 TUs. This means you'd only get 2 shots per turn. But with 255 TUs, you'd get something like 9 shots when you go berserk. Ozsem: What patch are you using? - NKF<{POST_SNAPBACK}> The lastest patch XCOM TFTD (ET-version 20 January 2005) Also when it runs out of sonic rifle bullets the alien shots red shots like the hydro weapons bullets. The last time it did it, it shot like 50 times then i turn the game off cause it was taking too long. Link to comment Share on other sites More sharing options...
[NKF] Posted May 13, 2006 Report Share Posted May 13, 2006 Ozsem - I believe that's a known problem with Max's ET patch. There's a thread on on the ET patch in one of these forums, so it might be prudent to look for it and ask about it there. It was a while back since I saw a similar question asked weird funny reaction fire, so it might be fixed by now. Blehm - As I said, XComutil doesn't run during the game, only between the Geoscape and Battlescape. It shouldn't control how your soldier is able to react while you're actually playing the game. If anything, either your soldier's received a heck of a lot of TUs, or your obdata's been corrupted (ingame - not the actual data file) and you've suddenly been given a weapon with 1% firing cost. I've seen a number of weird weapon effects in TFTD before as well without X-Comutil. The weapon just fired with no sound effects, and it blew away sections of wall (like the USO walls) effortlessly, and continuously. It reverted back to normal once my turn returned. - NKF Link to comment Share on other sites More sharing options...
[Blehm 98] Posted May 14, 2006 Report Share Posted May 14, 2006 Alright, i'm pretty sure what you've said is exactly what happened. I didn't see if it did extra damage to everything, as the lobsterman was in the middle of a field, so yeah Link to comment Share on other sites More sharing options...
ozsem Posted May 15, 2006 Author Report Share Posted May 15, 2006 Ozsem - I believe that's a known problem with Max's ET patch. There's a thread on on the ET patch in one of these forums, so it might be prudent to look for it and ask about it there. It was a while back since I saw a similar question asked weird funny reaction fire, so it might be fixed by now. - NKF<{POST_SNAPBACK}> Nope i've looked, there's no fix for it and i don't think that Max is active anymore I've posted on the patch topic but, i think i'll have no luck. Link to comment Share on other sites More sharing options...
Guest Guest Posted June 2, 2006 Report Share Posted June 2, 2006 Well im having the same trouble and it the lobsterman ran out of sonic bullets and fired that red stuff too... infact i left the game running while i cooked dinner and about 30 minutes later, he was still firing and couldnt hit my solder. teehee Link to comment Share on other sites More sharing options...
eksk77 Posted June 25, 2006 Report Share Posted June 25, 2006 Well im having the same trouble and it the lobsterman ran out of sonic bullets and fired that red stuff too... infact i left the game running while i cooked dinner and about 30 minutes later, he was still firing and couldnt hit my solder. teehee <{POST_SNAPBACK}> same here.. i'm on land mission and i've loaded the game loads of times.. sometimes.. the lobsterman does a reaction fire non stop and sometimes its my own units... guess i'll have to live with this bug huh.. Link to comment Share on other sites More sharing options...
Caboose Posted November 24, 2006 Report Share Posted November 24, 2006 Yeah that bug is really annyoing. Right now one of my soldiers is shooting what sounds like dart gun shots at a hallucinoid. He started off shooting normal shots, but I guess he ran out and is now shooting rubber, cause the hallucinoid don't wanna die. Well, the shots just don't do any damage I guess. Link to comment Share on other sites More sharing options...
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