Difference between revisions of "User talk:EsTeR"

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Hey, just looked at the Apocalypse Tactics page. I've never seen/noticed that railway building on Apoc at all.
 
I just checked it out on a map editor I've downloaded somewhere that shows all the buildings. You might find the editor useful, try running a search for XME, X-Com Map Editor. If you can't find it, i can send you the files.
 
  
[[User:Hobbes|Hobbes]] 16:54, 29 April 2007 (PDT)
 
 
Hey,
 
 
I got that Tacedit one and XME. It's interesting to go thru and find wierd things. (people tubes). The way I will get around the "Railway rarely spawns" problem is (now) just cut the other files out of the folder. (07 series files is the railway, 01 is the 9-spawner).
 
 
IF ONLY i could edit '''and save''' the default city maps...
 
 
=BUGS: a continuation=
 
 
----
 
= "New" Old Bugs =
 
 
I noticed that there is no "bugs" screen for TFTD, so it means that "Known Bugs" pages covers both games??
 
 
There are two bugs I'd like to have included:
 
 
==== BUG 1 ====
 
TFTD v2 (or v2.1) DOS. (not sure if bug is present in other versions)
 
 
Disappearing aliens when assaulting large USOs in TFTD. (shoot an alien and if you have lots of dead guys on the ground, then the corpse of the alien disappears in the 'death scream' animation). The main problem with this bug, besides loosing the $20,000 from the corpse fire-sale and loosing the points for killing at the end of a mission, is the MAJOR problem of ONLY stunning the alien, but having the intent to kill it (that is, knocked unconscious instead of death). Since aliens can wakeup from being man-handled , or when the smoke clears, that same alien will now be walking around the map invisible to your view unless one of your troops actually spots the now woken, invisible alien. EDIT: it still is invisible to the player, but not to the soldier who can 'see' it. I think this is connected to the 80-Item limit bug but is a major problem later on in the game when large ships and bases have to dealt with regularly. I havn't really noticed that using stun bomb would make an alien disappear. It most commonly happens when and alien is just killed (happens in the animation sequence) or from knock out (as mentioned earlier).
 
 
NOTE: another little thing for the Tactics page: KO'ed aliens (not purposely stunned) can wake up if disturbed. Many times a Lobsterman wakes up and attacks the trooper in the next turn becuase the alien was roused awake from movement.
 
NOTE2: if you were carrying the KO'ed alien in your agents hands, then you'll be able to see that an alien is loose because the icon disappears when the alien wakes up - even in the same turn (<-- CONFIRMED) even though the freshly awake alien is invisible to the agent who was just carrying it(NEEDS MORE TESTING!!). Another agent must spot the awake alien for you to know where it is . I think the "Alien Spotted" icon pops up from that trooper, but the game engine doesn't draw the actual alien it for the player until next turn.
 
NOTE3: the icon alss disappears from their inventory, but you must check it manually.
 
 
:No, aliens knocked unconscious due to weapons fire don't wake up due to your movement or fooling around with the body. See, weapons deal a small amount of stun (1/4 the damage roll) along with the damage. Usually the quantity of stun applied is just enough to render the alien unconscious. Now, I'm not exactly sure what happens with the stun when damage modifiers are really low like in the Lobstermans case, but if the game uses the damage roll value before the modifier is applied, there is more stun applied than normal. That additional chunk of stun knocks the unit out but it isn't an excessive amount. And since the alien recovers from stun at a rate of 1pt/turn, by the time you get to the body it is on the verge of waking up anyway. If this movement theory were true, aliens of any type would wake up when you got near them. In addition, the unitref offset for stun would decrease faster when units are nearby and this is not the case. --[[User:Zombie|Zombie]] 14:03, 3 October 2007 (PDT)
 
 
From my own observations, I did notice that many times when i carried the body, the very next turn an alien (any moveable ones) would suddenly wake up and attack my guy. It was almost garenteed to wake up as soon as i '''moved''' it. I done lots of testing earlier this year in-game about this. I left the alien on the ground KO'ed and didn't move it, but stood next to it (not over it). I played the turns thru (about 15 turns each time using about 40+ reloads) and noticed that the alien didn't wake up from its KO'ed state (caused from gun damage, not from stun attacks). I then reloaded the game and then the had a soldier pick up the KO'ed alien and move a few squares. I was almost garenteed that the alien would then wake up and attack with H2H. It wasn't just a one off thing, it made me so paranoid with Tentaculats that i'd specifically grenade the Ko'ed alien. I would not be at all surprised if this was a built in function of the first two games. The real only way to know is to get the source code. Until then observation in-game and inside gamefiles would have to suffice. AND The reason why I wrote "confirmed" it is due to the disappearing alien in the same turn that it wakes up.
 
 
:I just tested this in Enemy Unknown on a Floater. I set stun to 40 and health remained at 35 so therefore the alien should wake up in 5 turns. When one of my men stood near/on the body it always woke up in 5 turns. When my soldier held the body in his arms, it awoke in 5 turns as well. (I reloaded a bunch of times to be sure). Now, I didn't test if the alien would fare better in the backpack or not. I also didn't test against a HTH alien as this particular battleship didn't have any carry able HTH aliens. Will try to run those tests today sometime but I doubt the results are going to differ. --[[User:Zombie|Zombie]] 15:11, 3 October 2007 (PDT)
 
 
Ok. My post was centred around TFTD, since it was much more problematic than xcom1 and includes H2H combat. I hope you can prove me worng since it should increase everyones knowledge. i cannot test myself due to being on company computer (not allowed to install software)
 
 
:Just tested this with Mr. [[Tentaculat]] from TFTD. Indeed, it always wakes up in the specified amount of turns no matter if it is held or on the ground. Please note that I am using the CE version of the game if that makes any difference. --[[User:Zombie|Zombie]] 20:09, 3 October 2007 (PDT)
 
 
:: Ok thx. I don't think the differing versions would have anything to do with it. It must be just one of those weird things that happens over and over again just at the right time. Quite honestly I was mindboggled when I could get the alien to wake up (almost) on command by molesting it... er... that sounded wrong!
 
 
:::I can underwrite this. I never did throrough testing, and generally don't carry aliens often enough for it to be statistically significant, but it certainly feels as if they'd wake up twice in three cases when handling the body, while hardly any alien ever recovers when left alone. Now you assure me that this must be self-deception. Well, OK. But still... --[[User:Schnobs|Schnobs]]
 
 
===Let sleeping dogs lie===
 
WOW! [[User:Zombie|Zombie]] is right... and so am I. The alien will remain on the ground and not wake up if its stun damage (from a weapon hit) has NOT worn off yet, but the alien '''almost always''' wakes up on the next turn if these two points are met:
 
* 1) its stun damage counter has gone to zero. (from a weapon hit - haven't tested forced stuns), and
 
* 2) it gets picked up and carried/held by an agent, and the turn ends. (handheld or backpack - doesn't matter)
 
but (this part needs testing)
 
* 3) alien typically won't wake up if its gets thrown far (eg: +5 cells) on the ''same turn'' that it was picked up.
 
* 4) alien typically won't wake up if its gets thrown to a different map level.
 
but
 
* 5) alien usually wakes up on the next turn if thrown only one or two cells away from thrower.
 
 
So, alien usually won't wake up after stun is zero if the player has not touched it. Possibly to make the game flow smoother so that the player is not having to chase down errant injured aliens throughtout the map
 
 
I think I have found a '''sleep function''' for aliens that have been KO'ed, and not molested by agents. Whadda ya think? [[User:EsTeR|EsTeR]]
 
 
:I'll have a look. Would come in handy if you could easily revive all those stunned lobstermen. Not only do they clutter the Alien Containment, it would also be a nice opportunity to get off a few more reaction shots. Has an well armoured soldier ever taken damage from a lobsterman pincer attack? --[[User:Schnobs|Schnobs]]
 
:(few hours later) this can't be an accident. I've been landing next to prone Lobsters and only briefly fumbled them, only so I knew wether they're dead or merely stunned. Next turn they're up again, trying to pinch me. This was the DOS version of TFTD (or at any rate a version that runs in DOSBox). I don't know how you check the stun counter, so all I know is the beasts were stunned until I touched them. Oh, and it's unlikely but possible to take damage from a pincer attack. --[[User:Schnobs|Schnobs]]
 
 
::I disagree.  Many aliens will wake up in EU after being knocked out by stun damage.  Especially if you use the Stun Rod.  The alien will be entirely disarmed(unless it has Psi), but will wander around behind you.  In fact, Sectoids are the easiest to prove this with; knock out all their psions, then keep hitting 'end turn' until you start getting psi-attacked again.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:52, 7 October 2007 (PDT)
 
 
:::Hm. All I can do is to offer the savegame. It's only two lobstermen, though. Fast-forwarding a few turns, nothing happens. Back in time, then ending the turn standing on top of them, or holding them in hand (didn't try the backpack), they will wake up. Whatever stirred them must have been something I did, as otherwise they'd sleep through that turn and many following ones. I don't deny that aliens may get up on their own, been there seen that, but it's a rare event. Getting it twice in one combat (and always with someone standing on top of them) was why I had a closer look. --[[User:Schnobs|Schnobs]] 16:34, 7 October 2007 (PDT)
 
 
: I have the DOS ver of TFTD running thru windows98SE with a real soundcard. I do not use VDM sound because the card has legacy support (220,5,1), and I don't need DOS box. If anyone cannot get these usual results, then could it be from using a virtual machine within a virutal machine that is DOS box using virtual sound that is VDM using the win version of TFTD? I dunno... but those Tentaculats ''still'' make me paranoid! [[User:EsTeR|EsTeR]]
 
 
==== BUG 2 ====
 
 
Intercept a USO over land then follow it and it may (should) fly out towards to water. The aliens don't usually go straight into the drink so the "Unable to continue pursuit while airbourne" window comes when flying over water" "Return To Base" OR "Continue Pursuit" as the options. If you'd press the 'continue pursuit', it would just display the window again. The only way to continue pursuit was to click it maybe 10 or 20 times before the aliens submerged. This is nuts! Are there any work-arounds to this than just pressing the "return to base" button?
 
 
 
: This happens because the USO frequently just touches the coastline as it travels, hence why you keep getting the return/continue dialogue. It's intensely annoying, I agree. One solution you could try is to enter standoff range and minimise the window before the USO hits the coastline and wait until it returns to the water before resuming the interception. - [[User:NKF|NKF]]
 
:: Thx. I guess in the mad rush to cash in on the success of UFO, Mythos had to cut corners becuase of microprose nazis. An inclusion of a bit of code to stop the repeated popup would have helped immensely for something that occurs frequently. Just like the missing "Patrol at Current Location" button on normal intercept screen.
 
 
NOTE: since this page needs to be a smaller size, you can delete anything i've wrote once its been digested. [[User:EsTeR|EsTeR]]
 

Latest revision as of 01:40, 28 October 2022