Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341535 is a reply to message #341521]
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Sun, 28 June 2015 14:36
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Someone64 wrote on Thu, 25 June 2015 21:15Starting a new game seems to start me here: i.imgur.com/IsaH8vV.png (can't post links yet )
instead of the airplane which I'm supposed to spawn in. Attempting to move into the next sector (to the right) forces me to autoresolve (not even letting me go into tactical so I may just travel back from a different angle). Using latest experimental 1.13 from the ftp and latest experimental UC 1.13.
EDIT: God, I'm an idiot. The ini file had the wrong settings. Still, the forced auto-resolve thing still happens. Not entirely sure if this is a bug exclusive to this or if it's a bug at all.
I've seen it happen once in recent testing, but I think it was because I didn't let the game "start," or went back to the map view while mercs were still arriving. Once you have your initial team selected, just drop to tactical and let everyone arrive before hitting any more keys.
Looks like my adding crate graphics has broken save game compatibility, more correctly, my adding Graphics Libary P7 has. P5 already has over 1000 graphics, so I thought I would start spinning off new ammo into P7. This means no Experimental 3 for UC-1.13 until well after Experimentals for AFS and DL-1.13 are out. Going to get the map breaking stuff like 6.8mm SPC Belts out of the way now that I've lost save game compatibility.
[Updated on: Sun, 28 June 2015 14:37]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341545 is a reply to message #341535]
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Tue, 30 June 2015 07:38
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vestalt |
Messages:2
Registered:June 2015 |
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Can someone explain to me how to do this? Trying to play UC 1.13 and have been trying for a while but now have given up.
•Remember to set in XMLEditorInit.ini, the <Data_Directory> to: Data-UC113
Where can you change this at?
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341559 is a reply to message #341546]
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Wed, 01 July 2015 03:37
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vestalt |
Messages:2
Registered:June 2015 |
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Ok I had found that before but I still can't figure out how to get it to change. Sorry for being a pain and thanks for the reply.
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341667 is a reply to message #316064]
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Fri, 10 July 2015 14:40
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Sunburst |
Messages:2
Registered:July 2015 |
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Hello,
I have a really big problem. I bought some weapons and ammo from Bobby Rays and the shipment arrived. But I can not enter the Airport sector because the game crashes every time when I try.
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #341685 is a reply to message #316064]
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Sat, 11 July 2015 16:03
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Sunburst |
Messages:2
Registered:July 2015 |
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Seems to be an bug with the sector. Even without ordering something, the game crashes when I try to enter the sector. I have Tex in the sector and escorted the pilot there. I also took all itmes out of the sector but although it crashes
[Updated on: Sat, 11 July 2015 16:19] Report message to a moderator
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342122 is a reply to message #342110]
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Wed, 19 August 2015 16:45
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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Any chance for another experimental release in the near future? I'm mainly asking due to Flugente's drug system overhaul from June, which obviously breaks at least crepagen drugs.
Edit: Also, how about moving Conrad closer to Atremo, or assigning him to some other civilian group? Being in the same one with the P.I.N. goons is a bit problematic, you can't hire him unless you deliberately avoid triggering hostilities with P.I.N. and that's not very intuitive for any potential new players. I guess the same applies to the Quartermaster and his inventory, but eh, gotta draw the line somewhere.
[Updated on: Wed, 19 August 2015 22:36] Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342126 is a reply to message #342122]
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Wed, 19 August 2015 22:20
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SabinyAk |
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Messages:141
Registered:July 2015 Location: Mexico |
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someone knows about a problem with spies using 1.13 7953, and the latest AIMNAS?
because my game freezes when i have a disguised spy when enemies are near i guess, it just freezes, no error message, no nothing, i can't do nothing but open the task killer and close JA2.exe it doesn't unfreeze with time neither, i don't know if it's a problem with AIMNAS or with the 7953 release but even when i save quit and enter again before the freeze it stills freezing or loads the game when it's already freeze.
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342134 is a reply to message #342132]
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Thu, 20 August 2015 14:28
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SabinyAk |
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Messages:141
Registered:July 2015 Location: Mexico |
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i see, then i'll just downgrade it to that version and see if it fixes it until the new Xml Editor is ready, i would like to help but honestly i'm a newbie in coding and i'm still trying to learn about how to use strings *sigh*
thank you.
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342147 is a reply to message #342134]
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Fri, 21 August 2015 00:31
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Hazapuza wrote on Wed, 19 August 2015 08:45Any chance for another experimental release in the near future? I'm mainly asking due to Flugente's drug system overhaul from June, which obviously breaks at least crepagen drugs.
Edit: Also, how about moving Conrad closer to Atremo, or assigning him to some other civilian group? Being in the same one with the P.I.N. goons is a bit problematic, you can't hire him unless you deliberately avoid triggering hostilities with P.I.N. and that's not very intuitive for any potential new players. I guess the same applies to the Quartermaster and his inventory, but eh, gotta draw the line somewhere.
Yes, I am considering another Experimental for UC this weekend, but it will be save game breaking... not because of Flugente's overhaul, but because of the introduction of Graphics Libary P7 (see current experimental for AFS).
Conrad discussion follows under spoilers:
Toggle SpoilerMy plan was to have Conrad in the same bar as Bruce to give people a chance to recruit him before P.I.N. goes hostile. Other triggers for P.I.N. would be pursuing the "main" Urban Chaos quest to locate Blair (though a certain youtuber is proving this isn't strictly necessary), and stealing P.I.N. property. I suppose we could create a P.I.N. convoy map for Conrad to be riding shotgun with, though no promises...
I guess I need to rewrite the Quartermaster's text to be more sinister...
Shinobi wrote on Wed, 19 August 2015 14:20someone knows about a problem with spies using 1.13 7953, and the latest AIMNAS?
because my game freezes when i have a disguised spy when enemies are near i guess, it just freezes, no error message, no nothing, i can't do nothing but open the task killer and close JA2.exe it doesn't unfreeze with time neither, i don't know if it's a problem with AIMNAS or with the 7953 release but even when i save quit and enter again before the freeze it stills freezing or loads the game when it's already freeze.
wolf00 wrote on Thu, 20 August 2015 00:13shinobi: this is from aim mod topic- Due to lack of a recent XML Editor version that can handle the new item tags, Bigmaps mod is confined to the JA2 7883.exe until further notice
Thanks wolf00, I was about to see if I could move Shinobi's inquiry to AIMNAS' sub-forum. Best to continue any further discussions on that topic there.
[Updated on: Fri, 21 August 2015 00:32]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342151 is a reply to message #342147]
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Fri, 21 August 2015 02:46
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SabinyAk |
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Messages:141
Registered:July 2015 Location: Mexico |
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oh, sorry for asking that here, it's just that i wasn't sure if was a problem with AIMNAS or a 1.13 bug.
[Updated on: Fri, 21 August 2015 02:47]
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342189 is a reply to message #342151]
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Sun, 23 August 2015 19:30
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Progress on Save Game Breaking UC-1.13 v4.6x (Experimental 3) for SCI_Unstable_Revision_7974_on_GameDir_2270:
- Changes from Alrulco Folding Stock Full Experimetal 1 v4.6x 20150722
- Added 30 round 7.62x51mm magazines (no graphics and no guns use it, yet...)
- Changes to "M14-like" weapons dirt effects
- - M1 Carbine, M14, M21 Tactical, and variants Dirt Damage Chance = 20 was 10, Dirt Increase Factor = 90 was 30
- - M14, M21 Tactical, and variants, reduced coolness by 1
- - Ruger Mini-14 and variants, Dirt Damage Chance = 15 was 10, Dirt Increase Factor = 80 was 24
- - ACS HEZI SM-1, Dirt Damage Chance = 20 was 10, Dirt Increase Factor = 45 was 20 - Fixed FN SCAR-H SV and variants, range corrected to 670, was 550
- Fixed Desert Eagle all variants, overlapping NAS slots, Layout Class = 96, was 40
- Fixed .22WMR AR Uppers issue, missing dummy 0 round magazine
- Unable to replicate UBT Door issue, Atremo Station 1024x768 resolution
[Updated on: Sun, 23 August 2015 20:38]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342542 is a reply to message #342195]
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Fri, 25 September 2015 09:25
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johnson |
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Messages:59
Registered:September 2015 |
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Wil473 wrote on Tue, 25 August 2015 14:58
It is only an experimental so not going to double post to release: Urban Chaos-1.13 Full Experimetal 3 v4.6x 20150825
I tried both this with SCI_7974 and the 4.50 + 4.51 with the SCI you tested the patch with. In both occasions I followed the install instruction: Instal original gold, install SCI, copy extracted Data fp;der from UC and renamed Data-UC, install mod\Patch. No changes to the setting.
The game loads, I am able to browse the "net" (the new page is broken, showing its info and the mortuary cone on top of the other ) I create an IMP, save and un-pause. The game crash with assertion failed in lin 2998 in worlddef.cpp debugging save game failed.
What am I missing?
EDIT: NM, solved. I was missing some files from the original UC, I must have miss clicked while extracting the dozen or so zip files there.
[Updated on: Fri, 25 September 2015 20:12] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342569 is a reply to message #342563]
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Sun, 27 September 2015 08:02
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johnson |
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Messages:59
Registered:September 2015 |
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I don't know how it works in the background, but i its weird that I am unable to recognize a quest related character pointed to me by the townsfolk, but know every militia I encounter. (although when killed their name is show in the history log).
But mostly I want to know if I butched the quest and there was associated dialogue, as well as report the crush on Sheriff handcuffing because I seen him mentioned before some pages back. (Not sure if its relevant\helpful. Also I am using the Experimetal 3 v4.6x 20150825 above )
[Updated on: Sun, 27 September 2015 11:03] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342573 is a reply to message #342571]
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Sun, 27 September 2015 13:07
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johnson |
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Messages:59
Registered:September 2015 |
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silversurfer wrote on Sun, 27 September 2015 11:06If it's a named NPC with a profile you shouldn't be able to handcuff him at all. This was fixed in revision 7635 in November 2014 so this fix is included in the r7974 release Wil posted.
I am using will's test build 7974. And in a sense I wasn't able to handcuff the named NPC since the game crushed...
Also I might have encountered another prisoner related bug. I successfully captured two specialists and sent them to Atremo prision (A10), which has been garrisoned by 20 militia. A little later I noticed in strategic view 2 enemy there (on top of my militia) when I tried to enter the area, I need to recapture it (the two were mowed by the present militia in a couple of turns), and I found no one in the jail.
silversurfer wrote on Sun, 27 September 2015 11:06I have no idea how you managed to piss them off so they attack you on sight.
The relevant NPC's in Calisto: C13-"Lynn", D13-"Calisto D"
Well story wise it makes sense, you know that the cops are corrupt, and the air traffic controller tells you that they covered up the airplane crush. But its a little confusing because they are part of the civilian faction and attack on sight. And what the point of having named NPCs if they are just like any militia (Lynns inventory was nothing special, except a key but it didn't open anything and lock picking is faster)
As for Lynn I was under the impression that I need to take care of her in another way :/
P.S. For anyone who did play UC, where is the pilot?, one of the civilians in the factory mentioned he is north of something, but I can't recall what. (just the place in the line please, no spoilers) and the rest of the civilians spew the same lines just not this one.
[Updated on: Sun, 27 September 2015 13:10] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342620 is a reply to message #342573]
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Thu, 01 October 2015 20:22
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johnson |
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Messages:59
Registered:September 2015 |
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A little follow up, i have had 3 crushes in a row trying to detain anyone who isn't part of the militia faction. (the NPC I mentioned above and two "men in black" as they are known by the locals)
EA: Since prisoner interrogation options are based on militia ranks (admin troops... elites.. generals) it makes sense that it shouldn't work for other factions without those ranks, the problem that it does more than just don't work.
[Updated on: Fri, 02 October 2015 02:00] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342651 is a reply to message #342620]
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Sat, 03 October 2015 22:06
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johnson |
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Messages:59
Registered:September 2015 |
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A little feedback concerning issues\questions with my play-through over the last few days, or at least the bits and pieces that i can recall.
UC 1.13:
* Map: I13, Troy. There is a blue tile in the top right corner. (maybe a missing sprite?)
* laptop: The new metro site is broken.
* Factions: It seem that strategic screen only show military faction presence, which is extremely misleading e.g. in Troy training facility the CIA personnel outnumbered and outgunned the military by FAR, which comes as an unpleasant surprise.
* Factions: It has been mentioned that Gun runners will react poorly to un-invited guests during night time. Coincidently, one of their number was placed in Calisto airport, and attack me when I came to pick up a shipment from bobby ray. (the militia made a short work of him) -- Not sure if its intentional.
* Factions: It appears that some NPCs will become auto hostile due to their faction assignment, as far as I can tell this can't be avoided without prior knowledge aka cheating. If possible, additional info in civilian dialogue about Faction quirks would be greatly appreciated.
* Militia: Just to make sure, is there a strategic command facility in UC 1.13?
* Militia: iirc in Troy top right sector, where the greenhouses, you can't train militia but you can move it here from other sectors.
* Items: Does weapon cost correlate to RL cost or in-game balance, because I keep stumbling over guns that seem to offer less stats wise but cost more.. what am I missing?
* Items: How do you use the utility case?! the description says it suppose to reduce clutter in your vehicle but all I managed is mount it on rosebud..
* Items: The starting gear of my IMPs were placed in invalid locations iirc those were the special operator holsters placed in invalid slots. Although I did use old gear system (I wanted them to surprise me)
General:
* Radio seem to be always on and doesn't need to be ready. Thus you can operate the radio on your back between landing aimed shoots with no penalty. maybe a ready AP penalty is in order?
* Limited drop: It seem that dying enemies tend to behave like dead ones i.e. has nothing to steal.
* Spy: When uncovered the disguise is either go into hands slots or falls to the ground. Melee empty handed spy's will be "penalized" (cost of dropping at least one item of cloth to the ground) before they can act. thus holding something in the second hand slot is always advised for melee Spy.
* Prisoners: It might be nice if the list of possible prison locations include town names.
* Prisoners: Militia cap per sector can be bypassed through prisoner interrogation.
* Either its my rig or the game isn't very stable... saving often is a must due to random crushes. Also the game crushed when I try to capture non-militia combatants. And I can't free A10 prison after some quirk with the prisoners, the savegame became corrupt and I had to revert to earlier save.
p.s. Over the years I have played many mods, I don't know if its the new setting or something else but so far I am loving this mod.
[Updated on: Sat, 03 October 2015 22:21] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342656 is a reply to message #342652]
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Sun, 04 October 2015 11:26
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johnson |
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Messages:59
Registered:September 2015 |
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silversurfer wrote on Sat, 03 October 2015 22:52johnson wrote on Sat, 03 October 2015 21:06
* Limited drop: It seem that dying enemies tend to behave like dead ones i.e. has nothing to steal.
IIRC the "drop-able" status of each item is decided when the character is created. So it doesn't matter if he is at full health, dying or dead. You can never get items that have the "not drop-able" flag set.
"drop-able" or not, you have access to their full inventory when you steal from the living, and I believe that handheld guns can be also dropped if the soldier is hit strong enough (in shock?). As for my observation, I can't say if I just wasn't lucky or attentive enough, or if its a a case of correlation does not imply causation. All I know is that in my experience most enemies incapacitated using melee, had guns/armor/ammo/etc enough that I had to use several turns to strip them. But most enemies with "dying" status were usually target of opportunity who got riddled with bullets before hand(possibly has been in "shock"), and had not a stitch on them to steal...
p.s. with limited drops, the bigger and tougher the fight are the less opportunities you have to secure good gear. Here Spy's has been a huge help in identifying and capturing high value targets. And IMHO a spy is the most useful tactical tool we have. They can scout (before and during battle), allow to execute pre-engagement positioning (using 'del'), they allow to easily subdue high value targets, they provide backup (when your team is exposed and everyone decided to miss), and are god send in rooting out holdouts in dense urban setting.
[Updated on: Sun, 04 October 2015 17:24] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342666 is a reply to message #342656]
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Sun, 04 October 2015 16:37
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silversurfer |
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Messages:2793
Registered:May 2009 |
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johnson wrote on Sun, 04 October 2015 10:26
"drop-able" or not I have access to their full inventory when steal from the living, and I believe that handheld guns can be also dropped if the soldier is hit strong enough (in shock?). I can't say if I just wasn't lucky, wasn't attentive enough, or if its a a case of correlation does not imply causation. All I know that in my experience most enemies incapacitated using melee had guns, armor ammo etc enough so I had to use several turns to strip them. But most enemies with "dying" status were usually target of opportunity who got riddled with bullets, had not a stitch on them...
Ok, my memory must have failed me here. Stealing stuff from opponents is a different pair of shoes.
Speaking of incapacitating an opponent - using handcuffs on someone that has undroppable items in his hands could lead to bad side effects. I remember you reporting crashes when you tried to handcuff a faction member. Problem is that the hands of the opponent can't be freed if the "OBJECT_UNDROPPABLE" flag is set. Might be worth checking function "SOLDIERTYPE::EVENT_SoldierHandcuffPerson" in "Tactical\Soldier Control.cpp". The object(s) in hand(s) may not be dropped to the world but it/they should at least be deleted from the opponents inventory, shouldn't it?
[Updated on: Sun, 04 October 2015 16:38]
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342724 is a reply to message #342666]
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Thu, 08 October 2015 01:11
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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johnson wrote on Sun, 27 September 2015 05:07silversurfer wrote on Sun, 27 September 2015 11:06If it's a named NPC with a profile you shouldn't be able to handcuff him at all. This was fixed in revision 7635 in November 2014 so this fix is included in the r7974 release Wil posted.
I am using will's test build 7974. And in a sense I wasn't able to handcuff the named NPC since the game crushed...
Also I might have encountered another prisoner related bug. I successfully captured two specialists and sent them to Atremo prision (A10), which has been garrisoned by 20 militia. A little later I noticed in strategic view 2 enemy there (on top of my militia) when I tried to enter the area, I need to recapture it (the two were mowed by the present militia in a couple of turns), and I found no one in the jail.
silversurfer wrote on Sun, 27 September 2015 11:06I have no idea how you managed to piss them off so they attack you on sight.
The relevant NPC's in Calisto: C13-"Lynn", D13-"Calisto D"
Well story wise it makes sense, you know that the cops are corrupt, and the air traffic controller tells you that they covered up the airplane crush. But its a little confusing because they are part of the civilian faction and attack on sight. And what the point of having named NPCs if they are just like any militia (Lynns inventory was nothing special, except a key but it didn't open anything and lock picking is faster)
As for Lynn I was under the impression that I need to take care of her in another way :/
P.S. For anyone who did play UC, where is the pilot?, one of the civilians in the factory mentioned he is north of something, but I can't recall what. (just the place in the line please, no spoilers) and the rest of the civilians spew the same lines just not this one.
It was some time ago, but UC-1.13 has separated the hostile civilians that used the original JA2 "Hicks" faction into separate in-game factions. A consequence was that a few of them would not go hostile reliably as these factions were probably unused place-holders for the game. I've used the expanded number of NPC's that v1.13 allows to add some new ones that act as triggers to get a response out of them... and some of those are the ones you've run into. Lynn however is original Urban Chaos, and if I remember correctly hostile from the start.
Now I know what another v1.13 addition, the take prisoners feature does. In general, I believe that only enemy units should be taken prisoner though the last time I did anything with this feature was to add new cells to the XML(s).
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342740 is a reply to message #342724]
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Fri, 09 October 2015 21:02
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johnson |
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Messages:59
Registered:September 2015 |
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* I put my hands on a striker pants with a holster (iirc it was on the NPC in the casino), trying to detach the holster consistently cause a runtime error, using the inventory detach function worked but it doesn't looks like it should have been there in the first place.
* Some containers loose their content when unequipped, I don't recall that happening before.
* NADA items? I found some of those, iirc mostly in the subway regions.
Updated.
[Updated on: Sun, 11 October 2015 01:48] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342805 is a reply to message #342740]
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Tue, 13 October 2015 19:24
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johnson |
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Messages:59
Registered:September 2015 |
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Xml typo?
johnson wrote on Fri, 09 October 2015 20:02Some containers loose their content when unequipped, I don't recall that happening before.
Definitely a repeated bug, although I am not sure what is the cause, or whether its 1.13 or mod issue. When it happens, then any container in your character inventory that had items in it, when taken and placed in the sector inventory (will be marked with blue star) and then when re-equipped will loose all its items. Also right clicking on that container while its in the sector inventory will cause the game to crash, no on screen error just crush.
First time I noticed it was with the rocket pack that Rude dog (NPC from Artemo pub, B10?) came with, the one with the RPG.
[Updated on: Wed, 14 October 2015 20:47] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #342835 is a reply to message #342834]
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Wed, 14 October 2015 23:16
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johnson |
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Messages:59
Registered:September 2015 |
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I think the faction related stuff need some tweaking. I have read the FAQ section on possible triggers, and either its incomplete or there is some bug or issue with maps, so far the vast majority of my encounters turn into shoot them all carnival. The gun runners being the most common faction all around, are the biggest source of annoyance. Usually they start neutral, gather around and sometime later they turn into a hostile mob.
I have been looking and as far as I could see it doesn't appear that me\militia\enemy hitting anyone is the cause. I tried attacking with only mercs without militia. I tried to avoid using area effect weapons. No go. Also any chance that they are triggered by excessive violence ? (what cause many on your team to have negative opinion )
The only way I found to circumvent this is to either make a very swift strike (usually not possible) attack them first (and suffer the opinion hit), or use gamy tactic (i.e. attack with militia reinforcements and retreat mercs for auto resolve) and cheat (i.e. Ctrl+G, Alt+o once I notice any of them turn hostile).
[Updated on: Wed, 14 October 2015 23:17] Report message to a moderator
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