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Technical Support and Bugs / Re: plot won't advance after crash & load
« Last post by MongooseCalledFred on October 18, 2017, 11:38:40 AM »
Was the alien with the Commando prestige class an Engineer->Mechanic? That's normal. I have no idea why it crashed. However, I can help with getting the game going again. In the Gameplay section of the Options menu, enable Dev Mode. Back in the game, press the ` key. (Right below escape.) Type

ActivateQuest("act3_framework")

into the console that pops down. Press enter, then escape. You should now have the graveyards and mothership again. (You might want to disable Dev Mode now.) If this doesn't work for you, I'll keep looking. :)
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Technical Support and Bugs / plot won't advance after crash & load
« Last post by click on October 17, 2017, 10:57:23 PM »
I was playing my first playthrough (ironman) over the weekend.  I had just experienced the event (near the end of the game?) where 4 new green locations appeared on the map (Atlas and 3 others with the same name which started with E) and I had to race some chruul to these things to fetch artifacts.

I sent my main fleet to the northeast location and a fleet of 2 of the freshly gifted alien ships plus a human to the northwest location.  When they were perhaps half way to their destinations, I decided it might be a good idea to level up the aliens before any fighting commenced.

When leveling up one of the aliens, which was not of the tactical class, I noticed that the icons for the prestige tree looked like the commando icons (same color and paw print).  I thought this was strange so I clicked one of them.  At this point the game started to draw its window even more incorrectly (glitches, various rectangles on top of things) so I right clicked to get out of the level up interface.  This caused the game to crash.

Today I tried to continue my game.  It seems to be in a strange state.  The chruul that were attacking halcyon and heading to the precursor locations are all gone.  The 4 locations are also gone.  There are no missions available.  I can move the halcyon 6 fleet "h6" anywhere on the map and destroy anything in a single turn.  Is there something I can do to force the plot to advance?  Is there a way I can trigger the attack on halcyon 6 and the appearance of the 4 locations with the precursor artifacts?
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Halcyon 6 Discussion / Re: Halcyon 6 coming to iOS?
« Last post by MongooseCalledFred on October 10, 2017, 09:55:24 AM »
https://twitter.com/Halcyon6Game/status/917747422218121216

Are the starmap zoom and ship grid-not-list features coming to the existing versions, too? Or are they just necessary for small touchscreens?

EDIT: Starmap zoom confirmed to be fancy camera work for the trailer, not an in-game feature.
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Technical Support and Bugs / Re: Kistler's Ague Bug(s?)
« Last post by MDI_softcookie on September 28, 2017, 10:00:32 AM »
As of v 1.4.1.0.

Kistler's Ague can list as a negative value of remaining uses in the readying for battle menu where you can reselect powers and observe the enemy fleet. This value pertains to how many times you have used it, as if it were a per mission and not per battle power. It functions properly in battle, however.

The possibly not a bug : Kistler's Ague can cause existing status effects to be cured on enemies if they resist the doubled version, since it consumes the existing ones for this to occur.

Other Possibly Not a Bug : The Engines Down x2 Status Effect applies a flat -35 Speed, as opposed to the -25% speed that regular Engines Down applies. A DRASTIC difference, that.

Hi there, these sound like bugs to me (especially the engines down status effects). We have had some minor hiccups with using absolute values and percentages beforehand so this may be another skill that we need to amend. I'll log these issues in and will reply here again if an error report or save file is required.
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Technical Support and Bugs / Re: Kistler's Ague Bug(s?)
« Last post by MongooseCalledFred on September 21, 2017, 12:25:53 PM »
I'm betting the first problem has something to do with a difference in the consumable code section. Matter reconstruction, cauterize hull, and all other limited-use science powers use:
Code: [Select]
is_consumable = true
consumable_count = 1
The number is greater for the non-epic powers.
Kistler's Ague uses:
Code: [Select]
limited_use = true
use_count = 1
has_volley = false
can_be_disrupted = false
is_consumable               =   false
consumable_count            =   0
Starbase Commander healing powers use the limited_use and use_count lines. This implies that Kistler's Ague should be usable once per battle. I have no clue why the stored number is off. (And when I say should, I mean code wise, not developer plan wise.)

As to the second part: which enemies have resisted the effects, and which effects did they resist?

Third part: based on my experience with absolutes and percents getting confused, that's probably a bug.
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Technical Support and Bugs / Kistler's Ague Bug(s?)
« Last post by evilkittenofdoom on September 20, 2017, 08:48:56 PM »
As of v 1.4.1.0.

Kistler's Ague can list as a negative value of remaining uses in the readying for battle menu where you can reselect powers and observe the enemy fleet. This value pertains to how many times you have used it, as if it were a per mission and not per battle power. It functions properly in battle, however.

The possibly not a bug : Kistler's Ague can cause existing status effects to be cured on enemies if they resist the doubled version, since it consumes the existing ones for this to occur.

Other Possibly Not a Bug : The Engines Down x2 Status Effect applies a flat -35 Speed, as opposed to the -25% speed that regular Engines Down applies. A DRASTIC difference, that.
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Ten Forward / Re: [POSSIBLE SPOILERS] Lore of the Rings, Erm, Halcyons
« Last post by MongooseCalledFred on September 18, 2017, 04:07:05 PM »
I like what you have here! Just a thought- if I opened up a fan fiction submission contest for our future DLC, would you be interested in officially submitting these to our community?
I would be interested! ;D I don't know what all that would entail, but I'd certainly like to find out.
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Halcyon 6 Discussion / Re: Halcyon 6 coming to iOS?
« Last post by MongooseCalledFred on September 18, 2017, 04:04:05 PM »
Somehow, Facebook seems to be the one source I don't keep tabs on, although I have checked it once or twice before.
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Ten Forward / Re: [POSSIBLE SPOILERS] Lore of the Rings, Erm, Halcyons
« Last post by MDI_softcookie on September 18, 2017, 02:57:16 PM »
I like what you have here! Just a thought- if I opened up a fan fiction submission contest for our future DLC, would you be interested in officially submitting these to our community?
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Halcyon 6 Discussion / Re: Halcyon 6 coming to iOS?
« Last post by MDI_softcookie on September 18, 2017, 01:27:52 PM »
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