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Akrakorn1

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Everything posted by Akrakorn1

  1. If I see enemies outside (and sometimes even if I don't) I pop smoke grenades, which renders any reaction fire they may have useless and allows me to supress them in return via flashbangs, after which I follow up with shotguns or simply set up a kill for next turn depending on how far the enemies are. This strategy depends a bit on the dropship you are using; the chinook is perfect for this, since one smoke is wide enough to cover the entrance. I put heavies on the side entrances to suppress/kill any alien exposed or use even more smoke grenades if things look too grim. In general, I've seen that the combination of smoke grenades + destruction of any obstacles in your way is extremely effective in non-base maps.
  2. This is the first mission you get on a new game. There's also this weird "flickering" thing with the walls on the left which I have no idea what it is. Maybe two models spawned on the same place? user_day_5_alien_research_team_manual_save-1.json output.log
  3. Alright, I've managed to do it again and this time I'm posting the logs. Some details about this particular situation: The game's version is 24.4. The object in question was a cluster of trees, like in my original report. I used three demolition grenades from three different soldiers to destroy it. Upon loading the save, the trees' models are gone like they should. In the preview image you can see when loading a save, the models of the trees are actually still there. Hopefully this helps. output.log output.log_1.5561d72c90b38fbdb79560b484d00fca user_broken_the_trees-5.json
  4. This may be a case of me being dumb, but I cannot figure out how to detonate the C4. It says there should be an action button above the item's image, but I only see the buttons related to the sniper rifle, so I assume it's a bug of the button being missing. As a side note, I think it would be nice to be able to visually see the explosive radius of the C4 on the ground even though it says how many tiles it affects, both for convenience and because I'm not sure how it handles diagonal tiles.
  5. Cargo container on top of other cargo containers "float" if the containers below them are destroyed.
  6. What do the various difficulty levels (recruit, soldier, veteran, commander) actually change? I think it would be a good idea to show these changes in-game in the difficulty selection screen.
  7. Hm... I've reloaded the save and indeed, the models of the trees are not there. I did use the grenade launcher to destroy them.
  8. A weird one, my troops have spawned in the wrong position; some of them even outside, while there's a case where a few have spawned on the same tile. This mission was a crashed Destroyer UFO. I've posted both the in-game save and the pre-combat strategy save, and I was able to reproduce the bug. user_weird_spawn_bug-32.json auto_strategy_before_combat-40.json
  9. The green squares that mark which tiles will be affected by grenades don't seem to work on this "light concrete" tile. user_no_green_tiles-30.json
  10. I've destroyed some walls with the grenade launcher, and despite the game allowing me to walk and shoot through them, their model remains visible. It appears to happen only with the gameObjects with the bookshelfs attached, user_destroying_walls-19.json
  11. As the title says, the briefing seems to be lacking some text after "...allow us to expose the deeper" as it ends abruptly.
  12. I had a crash during a Terror Mission which unfortunately I have not been able to reproduce, but it happened when I moved one of my soldiers through smoke. I will post the logs after the crash and the save of the turn in which it happened, in case it can help. output.log auto_groundcombat_turn_4_start-76.json
  13. Was C4 moved to a research project to unlock? I don't see it in the armory anymore.
  14. I hope you don't mind, but I will echo/comment on some of your thoughts: Agree on patterned lines, I was confused by it too. Agree on demolition grenades being too effective for what they are - maybe its damage should be kept, but its radius reduced somewhat? I think when used against a building it should bring down the wall section it is at, not bring down the entire side of the house (the wall sounds are also not equalized with the rest of the sounds, resulting in an extremely loud 'wall was brought down' noise). Also agree on keeping C4s, but Chris has already agreed to that. Agree on HEVY grenadier, I wanted to use it as a smoke dispenser to cover the advance of my troops but since the grenades go WAY off course when missing, it's too unreliable to use, especially compared to just throwing grenades normally. I think you get some extra alloys for every civilian rescued in an abduction site. I've also experienced long loading times, with sometimes the game freezing and/or crashing if I'm alt tabbed while it happens.
  15. I'm not really sure if this is right place to report this sort of stuff, so I hope it's okay. I've named my base "Central Command" (very original I know) and it can't fit the space on the UI as the image shows.
  16. As the title says, the game crashes during the alien turn. I've attached logs and save, and at least on my computer I can reproduce the crash. auto_groundcombat_turn_1_end-47.json output.log
  17. I was using it to breach the alien UFO doors, for a couple of reasons: -UFO doors seemed to take at least 3 grenades to break, which is quite a lot and spends some of my TUs. -I wanted to trigger the C4 at the start of my turn so that I'd have full TUs.
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