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XCOMUFO & Xenocide

Reaction Frenzy Fire


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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 by ozsem
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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 by NKF
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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.
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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 :D

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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

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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

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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

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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

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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

 

 

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.

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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

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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
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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

 

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.

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  • 3 weeks later...
Guest Guest
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 LOL
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  • 4 weeks later...
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  LOL

 

 

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.. OMG

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  • 4 months later...
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. :P Well, the shots just don't do any damage I guess.
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