Please read the Forum Rules before posting.
![]() ![]() |
20th February 2005, 12:01pm
Post
#1
|
|
|
Squaddie ![]() Group: Members Posts: 28 Joined: January 2003 Member No.: 428 |
On terror missions, if I take down a Cyberdisc and a couple of civilians get killed in the resulting explosion, who gets the blame?
Is it classed as an alien kill or an X-COM kill? |
|
|
|
20th February 2005, 4:20pm
Post
#2
|
|
|
Lieutenant ![]() ![]() ![]() ![]() Group: Members Posts: 169 Joined: January 2004 Member No.: 794 |
probably yours as it took place during your turn.
|
|
|
|
20th February 2005, 6:42pm
Post
#3
|
|
|
Datsun 620: The ultimate driving machine. BEEP! BEEP! ![]() ![]() ![]() ![]() Group: Members Posts: 700 Joined: May 2003 From: A small hick town in South Carolina Member No.: 575 |
Your's.
P.S. - Ever tried taking one down with a snapshot? They tend not to blow if the kill shot is snap. -------------------- "Guns aren't toys. They're for family protection, hunting dangerous or delicious animals, and keeping the King of England out of your face."
-- Krusty the Clown, "The Simpsons" |
|
|
|
20th February 2005, 8:42pm
Post
#4
|
|
![]() Bridge troll ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 1,057 Joined: October 2003 From: Wales Member No.: 1,341 |
It doesn't matter because when the aliens kill civilians you get the blame because you failed in your duty to protect them.
|
|
|
|
20th February 2005, 9:46pm
Post
#5
|
|
![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,862 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
I'm pretty sure that X-COM gets the blame if your soldiers caused the explosion. I recall NKF mentioning something that if the Sectoids take out their own Cyberdisc via bad shooting, any civilians killed from that explosion don't get counted towards either side (it's a wash-out). Let's just wait for NKF to stop in. He's around here somewhere.
-------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
|
|
|
20th February 2005, 9:57pm
Post
#6
|
|
![]() Lieutenant ![]() ![]() ![]() ![]() Group: Site Staff Posts: 670 Joined: February 2004 Member No.: 2,067 |
If I'm not mistaken, civis you kill gets you a higher penalty rather than if they were killed by the aliens. Don't know who gets the blame in that situation tho.
-------------------- There's always some dirt to dig out
|
|
|
|
20th February 2005, 11:18pm
Post
#7
|
|
![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,862 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
If X-COM soldiers kill a civilian, that's -50 points against your mission score. You are to blame.
If the aliens kill a civilian, it's -30 points against your total mission score. Guess what? You still are to blame cause the civilian wasn't saved. -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
|
|
|
21st February 2005, 4:53am
Post
#8
|
|
![]() Rowboat ![]() ![]() ![]() ![]() ![]() Group: Site Staff Posts: 2,726 Joined: September 2002 From: Outer Space Member No.: 813 |
Ooh, I seem to recall mentioning something about this ages ago, but I can't remember any of that now. NKF hates that.
Hmm, this calls for a really bad shooting scenario. A couple of civilians, one 'declawed' cyberdisc near the brink of death and one sectoid with really bad aim. - NKF -------------------- Current Avatar Source: A custom GM-Striker. The 'British' counterpart to the 'German' Zaku in Ich trage eine Wanne für einen Hut. I still have no idea if that's been mistranslated.
|
|
|
|
21st February 2005, 5:54am
Post
#9
|
|
![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,862 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
Do I hear another test game in the making? Ooooh, ooooh, me, me! *Zombie raises his hand* Let us know when you set it up!
-------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
|
|
|
22nd February 2005, 1:21am
Post
#10
|
|
![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,999 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
BTW, if you stun a Cyberdisc, it won't get back up, and will count as a dead unit at the end of the game. It won't explode.
I actually used my hexeditor to take psionic control of a Cyberdisc (as the amps didn't seem to work). An alien hit it with a stun bomb, at whihc point I was told the unit was unconcious. I emptied a medkit of stimulants into it, and waited a whole bunch of turns, but it never got up again. (The unit was alive during the game, or else I wouldn't have been able to use the medkit). -------------------- |
|
|
|
22nd February 2005, 9:48am
Post
#11
|
|
![]() Rowboat ![]() ![]() ![]() ![]() ![]() Group: Site Staff Posts: 2,726 Joined: September 2002 From: Outer Space Member No.: 813 |
I'm wondering if stun damage has anything to do with safely taking down cyberdiscs?
I've set up the scenario I wanted, however, I've hit a rather odd snag. A few rather odd ones, actually. - The sectoid refuses to attack with anything but reaction shots. This won't do - see next point. - The cyberdiscs don't seem to want to detonate from any of the sectoid's attacks. Not even mine, blast it! (I'm using pistols) I even swapped the sectoid's weapon from laser pistols to laser rifles and back to the heavy plasma to no avail. They just refuse to blow up. - When I attack on my own round, I can't blow up the cyberdisc. But with reaction shots, they blow up just nicely. I get the feeling I must've done something wrong while editing the file. I killed off the other sectoids with spontaneous 100 point critical wounds, and then reset the last sectoid's morale back to 100. Fiddling with the rank doesn't do anything. I wonder if there's any AI controlling flags anywhere in unitref.dat or unitpos.dat that are not set properly? I'm sure someone's mentioned that aliens have settings for patrolling and attacking. Isn't this perplexing? When you're playing a serious game, they blow up on the slightest touch. But when you want to actually get them to blow up, they refuse to do it. Sod's law or whatever. - NKF P. S: Is it just me, or do sectoid soldiers have pitifully low accuracy? I think this one had somewhere around 24 or so accuracy. Unbeknowest to me, but beknowest to the computer, this might have been a beginner campaign - or perhap I just forgot that I'd edited it. -------------------- Current Avatar Source: A custom GM-Striker. The 'British' counterpart to the 'German' Zaku in Ich trage eine Wanne für einen Hut. I still have no idea if that's been mistranslated.
|
|
|
|
22nd February 2005, 11:11pm
Post
#12
|
|
![]() Resident Muton ![]() ![]() ![]() ![]() Group: Fan Fiction Posts: 271 Joined: December 2004 From: Gold Coast, Australia Member No.: 261 |
QUOTE(NKF @ Feb 22 2005, 07:48 PM) P. S: Is it just me, or do sectoid soldiers have pitifully low accuracy? I think this one had somewhere around 24 or so accuracy. Unbeknowest to me, but beknowest to the computer, this might have been a beginner campaign - or perhap I just forgot that I'd edited it. Sectoid soldiers on 'Beginner' have a firing accuracy of 26... |
|
|
|
23rd February 2005, 3:48am
Post
#13
|
|
![]() Rowboat ![]() ![]() ![]() ![]() ![]() Group: Site Staff Posts: 2,726 Joined: September 2002 From: Outer Space Member No.: 813 |
And still people complain about how lethal sectoids can be on beginner.
Curious, all my other games I've made are on superhuman. Why is this on beginner I wonder? But no matter. Maybe I'll try the good old cut and paste and see if that has any effect. - NKF -------------------- Current Avatar Source: A custom GM-Striker. The 'British' counterpart to the 'German' Zaku in Ich trage eine Wanne für einen Hut. I still have no idea if that's been mistranslated.
|
|
|
|
23rd February 2005, 5:20am
Post
#14
|
|
![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,862 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
QUOTE(Bomb Bloke @ Feb 21 2005, 07:21 PM) BTW, if you stun a Cyberdisc, it won't get back up, and will count as a dead unit at the end of the game. It won't explode. I actually used my hexeditor to take psionic control of a Cyberdisc (as the amps didn't seem to work). An alien hit it with a stun bomb, at whihc point I was told the unit was unconcious. I emptied a medkit of stimulants into it, and waited a whole bunch of turns, but it never got up again. (The unit was alive during the game, or else I wouldn't have been able to use the medkit). A while back I was mucking around with Stun Rods on a Sectoid terror mission. Since my troops had Psi, I took control of the Cyberdisc and surrounded it with my guys carrying Stun Rods. Next round, my troops stunned it. Took about 2-3 pokes, but it was really effective cause no explosion. Just so everyone knows, you cannot revive any 2x2 aliens with the Medi-Kit. I stunned a Reaper once and tried reviving it with 4 guys carrying 5 Medi-Kits apiece. 20 medkits * 10 stimulant injections per kit = 200 stim shots. Nothing doing. Now I waited 100 rounds to see if it would revive on it's own. No luck. Once a 2x2 alien goes down, it won't get back up again! The reason that you cannot successfully capture a live Cyberdisc by stunning it is because your Scientists use a jackhammer to open the thing up. Geez guys, take it easy around that alien. It's very sensitive to shock and.... BOOM! Too late! -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
|
|
|
25th February 2005, 8:16am
Post
#15
|
|
![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,999 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
I got a theory on what makes Cyberdiscs blow. It's half formed, but here goes.
The units don't blow up. They die, and either drop two corpses, or a single corpse. That is, item(s). THESE blow up. That is, when they die, a grenade object of some sort gets placed on the map. This might explain why stunned discs don't blow; they don't drop the normal item type. Where the randomness comes in, I dunno. Check obpos.dat and see if there's something in there? -------------------- |
|
|
|
25th February 2005, 9:40am
Post
#16
|
|
![]() Catching the next pimpmobile outta here! ![]() ![]() ![]() ![]() ![]() Group: Chief Editor Posts: 1,790 Joined: August 2003 From: UK Member No.: 417 |
QUOTE They die, and either drop two corpses, or a single corpse. That is, item(s). THESE blow up. I doubt it works like that, reason being, when you kill a Cyberdisc that's hovering, say, up on level 3, the corpse drops to the ground down on level one but the explosion happens up on level 3. Kill a Cyberdisc in the air, that's where the explosion happens, AFTER the corpse drops. That's why you don't get a corpse if the cyberdisc blows up on ground level. The corpse hits the deck, THEN you get an explosion where the Cyberdisc was. -------------------- Whooooo wants some WANG!?
|
|
|
|
25th February 2005, 9:43am
Post
#17
|
|
![]() Rowboat ![]() ![]() ![]() ![]() ![]() Group: Site Staff Posts: 2,726 Joined: September 2002 From: Outer Space Member No.: 813 |
I'm not sure Bomb Bloke. First of all, the detonation is instantaneous, so there'd be no instance in the game where the explosive item is stored in memory for more than a moment nor will it be in the data files once the game is saved (kind of like proximity mines). So it probably won't be stored in obpos. But that's not to say it's not a good idea to have a look.
(curses, a few minutes too late... I guess it's more of an immediate weapon effect. Safely taking the cyberdiscs down is probably just a sequence error (or maybe the game is built to allow a greater chance of safely taking down a cyberdisc with certain actions/damage types. I know autoshots almost always blow them up them when used for the killing blow, while snapshots seem to frequently, but not always, skip the explosion) - NKF -------------------- Current Avatar Source: A custom GM-Striker. The 'British' counterpart to the 'German' Zaku in Ich trage eine Wanne für einen Hut. I still have no idea if that's been mistranslated.
|
|
|
|
25th February 2005, 9:46am
Post
#18
|
|
![]() Catching the next pimpmobile outta here! ![]() ![]() ![]() ![]() ![]() Group: Chief Editor Posts: 1,790 Joined: August 2003 From: UK Member No.: 417 |
Good idea though, BB.
-------------------- Whooooo wants some WANG!?
|
|
|
|
1st March 2005, 3:19am
Post
#19
|
|
![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,999 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
Heh, never hurts to guess, I guess.
Still, there needs to be some explantion why NKF managed to create a 'difused' Cyberdisc (even if it did blow up via reaction fire). -------------------- |
|
|
|
![]() ![]() |
Similar Topics
| Topic Title | Replies | Topic Starter | Views | Last Action | ||
|---|---|---|---|---|---|---|
![]() |
14 | X-TAN | 267 | 18th June 2003, 7:45pm Last post by: The Demi-Godly One |
||
![]() |