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Hammarberg

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  1. Hammarberg

    UFO Extender

    Weirdly enough, I've tried to make you a savegame on which the crashing happens, but lo and behold, the latest alien base runs have worked just fine. I did have one of the random crashes on a Snakeman terror site but it only happened once and didn't repeat. Its more a nuisance than a real problem unless it happens like with that muton base.
  2. Hammarberg

    UFO Extender

    The alien base crash has definitely something to do with panic/berzerk routine... The crash is USUALLY almost identical to the HWP berzerk bug. Alien berzerks or panics and on the next instant the game crashes with access violation or what's it called. But its not always that obvious, there's also some crashing which doesn't indicate any sort of pattern. The message always says that UFO crashed trying to access something, probably trying to look for something in the game files which doesn't exist? Luckily the problem doesn't always occur, yesterday I played a Sectoid base, it randomly crashed only once and it was quite long game, over fifty turns or so. The earllier Muton base crashed on nearly every turn. I would say it crashed 95% of the time. With the latest patcher, these are the only crashes I have experienced so far. All other missions and geoscape work like a charm.
  3. Hammarberg

    UFO Extender

    If I only wouldn't had overwritten it already. I'll send you the savegame if it happens again. I have had it happen maybe three times in last few years that alien base bugs out so bad I need to hack my way out of it. Its very random, usually it might crash once and that's it and some times it just keeps crashing no matter what. I'm fairly certain it has something to do with aliens panicing or going berzerk, that seems to nearly always correlate with the crashing. Lets see if the problem resides. Btw, floater bases seem to crash the least and muton bases cause it more often.
  4. Hammarberg

    UFO Extender

    Sorry for the confusion. I'm not talking about base defense, I'm talking about ALIEN base raid. Oh yea, its most probably a clone in that case... I wonder how many times they're able to duplicate. I did notice that after several turns, celatids are swarming around the place.
  5. Hammarberg

    UFO Extender

    Ok, that base raid was UNPLAYABLE beacuse of the constant crashing.... I had to use X-com Hack to win it. Something was definitely corrupted with it. I used the hack to initiate "kill aliens" command. It worked but there was one Celatid it didn't kill for some reason. Shooting the Celatid caused the same thing that made the game crash all time but that was the last alien and the battle ended before the crash. The crashing seems to be related to certain spot on the map or aliens going panic or berzerk. I have had this same problem with vanilla and with the extender, it happened also few years ago with an older version, I faintly remember having to hack my game to avoid the crashing back then also.
  6. Hammarberg

    UFO Extender

    Is manufacturing for profit made completely impossible in the extender? Laser weapons are out of question as they now need elerium as material and there usually isn't too much of that stuff lying around. The next best thing seems to be motion scanners in the early game and perhaps fusion ball launchers later? But does the latter also need elerium as material? Also I see that the sale prices of many alien items has been drastically dropped. Its not necessarily bad as in vanilla, swimming in piles of money was rather easy to do... Making it bit harder to get so much money makes the game progress slower and add bit more challenge. What I do not like about this is that it seems that we're now much more dependent on the funding nations, or maybe not as selling surplus alien artifacts is still very profitable. EDIT: Does the extender cause random crashing on alien base raids? I think this problem has been there since the day one but lately I've got way too many crashes during aliens base raids than I'm comfortable with. I just restarted a muton base to generate it again, I'm not sure what is causing the crashing. Its always the same "x-com crashed trying to access yaddayaddayadda.." There's three things that occur almost every time the crash happens, one of my soldiers goes on to certain spot on the map, an alien opens a door or an alien panics or goes berzerk. Those happen most of the time but not always. And some base raids never crash. Its completely random and rarely happens on normal ufo ground assaults and crash site recoveries also. Any ideas on what's causing this and how could it be fixed? (I really don't like my savegmaes going corrupted.)
  7. Hammarberg

    UFO Extender

    The Ufo Extenders battle difficulty is quite insane btw. The enhanced alien AI thing seems to be doing its trick, Reapers are much more aggressive than they used to be. And I think the armor rating of 2x2 aliens has been drastically changed? Reaper takes two HWP rockets in the face before going down and Cyberdisk drops after several large rockets or high explosive packs.... Terror sites are royal pain in the ass. Securing the LZ is VERY difficult if there's any terror units nearby. The problem is that there's no way of making it even on a terror site if you dust off, I think the 1000 point penalty even after going in and having to evac is bit too harsh. I think it would be more fair if the 1k penalty would apply to ignoring the terror site, getting in and having to evac shouldn't be that bad IF you've wasted enough aliens. I dunno, its just very very hard punishment for failure. Specially if you loose the whole squad and skyranger too. I guess it will get easier once I get laser weapons. I have been playing kind of slow research game but its starting to get so difficult that I think I have to pick up the pace. The neat thing is that this added difficulty of tough terror units has made me re-think my tactics... I use a lot of high explosives and rockets to clear paths and pre-emptively strike possible ambushes, that I've been doing for ages. Now I have had to take another approach as I need every single explosivepack to hit a target. Another problem is cyberdisk's crazy high reactions. Getting close enough to assault that darned thing with SEVERAL explosives and rockets is not easy. Having no laser or plasma weapons or armor yet makes things even harder... Oh and no psionics either, Sectoid Leader opened up Mind shield instead of psionics. Its a real challenge go against those terror units with nothing but starting weaponry. I hate cyberdisks with a burning passion now.
  8. Hammarberg

    UFO Extender

    Does anyone have any means of reaching him? If nothing else, Tycho should come over to release the source code. There's always a good chance that some person with skills and time could step in and help out.
  9. Hammarberg

    UFO Extender

    I noticed it too that lot of things are bunched up to be either on or off, no choice to choose specifically.... I think this side was better few years back when ALL of the modifications could be customized. If I had to complain about something, its the difficulty changes which are "forced" if you choose higher difficulty. Although I think it can be circumvented partially by playing on low difficulty but changing the interception and combat difficulties, that of course doesn't do the whole thing, appearance of stronger races, amount of aliens and overall activity is still dictated by the low difficulty setting. Having the difficulty changes as separate lines like everything else would be awesome. For example the thing about Hyperwave decoder, apparently now starting from Experienced, the decoder just decodes, it doesn't detect. That means that the basedesigns must reflect this change and need to be planned differently, not bad really, but there's no way of playing Superhuman game with 100% detection with just the decoder like in vanilla. I don't think the difficulty mods are bad at all, they're totally awesome, I would just like to have a choice which ones to pick. I think the big thing about the Ufo Extender is the ability to customize things, that adds a lot of replay value, challenge and fun to the game, having some modifications "forced" on certain difficulty etc. goes against the freedom of choice this mod gives.
  10. Hammarberg

    UFO Extender

    So cool! The aliens do indeed attack with smaller ships first. I had sectoids just attack my base on February 16th, using a medium ship and the group consisted of sectoids only, no terror units and definitely less than on usual base defense mission. I guess its going to only get worse with time..I only took two casualties and was able to capture three aliens, including the Leader. I wonder how the extender modifies the psionics research. This is exactly why I love this mod so much, I play the same old game but there's new things behind every corner. I'm afraid I must start a new game at some point, I'm playing on experienced and so far its been a cakewalk. I guess I shouldn't say so, there's so much randomness involved, one strike of bad luck might doom any mission. Damn I love this game. Btw, I had been away from playing for almost two years until I got back into it just recently. Enough time to make it all feel fresh again and the mods just kick it onto another level.
  11. If this will be worked out somehow, its one of THE coolest mods ever. I'm all for it if it can be done.... A kingdom for the XCOM source code! Or Tycho who could perhaps incorporate this into the Extender.... Nobody seems to know where he's at, I hope he'll stop by soon and at the very least, releases the source for the Extender, there's always people able and willing to get onto this sort of projects if just given the tools.
  12. Hammarberg

    UFO Extender

    I'm testing the patcher you uploaded... So far so good, no random crashing, building stacking works also and it seems to be stable. I also noticed that Roswell incidents also work. On my previous play with the bugged patcher, they never showed up in two months of game time, I guess that's not outside of the probability... Thanks. I guess I'll be switching back to the latest one then. EDIT: By the way, I was reading through the difficulty setting readme and it states that from Experienced and on, Hyperwave Decoder only gives decoded information. Does this mean it does not improve detection percentage or range at all? Meaning that to have 100% detection, you need five large radars? I guess it does balance things out, the alien activity stats will become more useful. (That doesn't bother me, I'm staring at the stats screen constantly anyway.) I'm just thinking how to manage that, I guess the bases need to be even more specialized or sacrifice defenses for detection for example? Then I have another question which is bit offtopic, the mindshield makes the base almost invisible for the aliens, what is the chance that they will find the base regardless? Am I right that there is a slight chance for detection even when the mindshield is active and the base is not found by that particular group of aliens before?
  13. Hammarberg

    UFO Extender

    I think the new features are good enough to justify fixing the latest pathcer if possible.... Damn Tycho should get back on to this or at least release the source so somebody else can. Btw, I also experienced random crashes and not so random ones. The most typical one happened while entering battlescape. I had to save the game before Skyranger reaches the site, then exit the game, reload and it would work. Same thing happened if I tried to load a game while in battlescape. Then there was also completely random crashes when looking at ufopedia and what not.
  14. Hammarberg

    UFO Extender

    Yes, 1.32.8a works perfectly... So its quite clear the problem is with the extender. I hope it can be fixed, some of the features of the latest versions are awesome.
  15. Hammarberg

    UFO Extender

    The problem is that aliens I was capturing did NOT show up in the alien containment no matter what I did. I repeated it few times on different missions and the aliens just didn't show. They were not even visible in X-com Hack so the game just wasn't spawning them at all. Anyway, I'm testing it out with an older version. I'll let you guys know if it works.
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