Jump to content

Chris

Administrators
  • Posts

    10,935
  • Joined

  • Last visited

  • Days Won

    496

Everything posted by Chris

  1. We've got a fix for the first bit on the way. We're still struggling with the second. What UFO type was it, and could you tell us what tileset the crashes were happening on too?
  2. Ah. I suspect I know what the issue is then. Does the game run fine if you go into the directory and delete it? Just delete it and load it up without going through Steam. Or it could just be something weird with Steam...
  3. Alturys - gah, that inventory crash is a bug we can reproduce. We'll try to get that fixed ASAP then.
  4. Sadly Aaron and I are both using Windows 7 64-bit, so it doesn't help as much as you might imagine
  5. Still can't reproduce that crash at all and nor can Aaron. If either of you have fast connections, please could you delete the whole game from the Steam folders and redownload it? Also make sure you are starting a new game rather than loading an old one. If someone does that it will at least confirm it's definitely a bug in the code, rather than in Steam. FGART, I saw the game was working on one of your other PCs in a previous thread, right? Also, if you post up your screen resolutions where you are getting the crash, that'd help too. It's quite often resolution dependent if some people are getting it and others not.
  6. Hopefully this candidate will fix the issues with the previous one. If it does so, then I'll roll it out to the Stable branch over the weekend.
  7. Again, you are playing on the Experimental branch. There are big warning signs all over the posts explaining that it is probably not stable. A stable candidate build is still an experimental build, it only becomes a Stable build when we name is V20 Stable and upload it to the Stable branch on Steam. If you're desperate to play the game, you can revert to V19 Stable any time you like. In the meantime, give us time to fix the issues...it's been less than 24 hours since the build came out, a number of which we've been asleep for.
  8. Yeah, you can win the OG by doing a single UFO mission if you're able to get lucky on the monthly funding rolls so your game lasts long enough for you to find a landed battleship. That gives you the research you need for Cydonia, and presumably also the psionic research that makes the game incredibly easy. In Xenonauts I reckon you need to do at least half a dozen missions to win the game. You're still better off doing every combat mission that becomes available, but you just don't have to do it. The airstrike option legitimises the player saying "Meh...I don't want to do another Light Scout mission, I've already done four of them today", even if the rewards are not as great as doing the full mission. The auto-resolve still needs some more work to balance properly, but the idea is that it'll be as effective as an average player is at air combat so you can skip the air combat if you want. The balance will probably improve dramatically over the next month or two simply because I'm playing and balancing the game a lot more lately and I can't be bothered with the air combat any more (whereas Aaron plays all his manually).
  9. The Stable candidate is still an experimental build, it's just a possible Stable build. You'll often find us reaching SC3 or 4 before it becomes the final Stable build. We'll put out SC2 later today.
  10. It's simply because the player has the choice to either do the ground mission (for higher risk / reward) or to take the easy cash from the airstrike instead. There's no situation where it would be beneficial to do neither, and there's no skill in clicking on UFOs to airstrike them, so there's no issue with having the airstrike action applied automatically when the sites are about to time out. If you don't like the idea of the player getting money from the airstrike because you consider it to be no work then that's fine, but that's a separate argument to the one being put forwards in this thread.
  11. Yeah. The save games are broken in the current build, so this bug is a side-effect of this then (along with invisible UFOs and a bunch of other issues). Just means that fixing the save issues should fix this too...which is nice.
  12. We do have a specific sub-forum for bug reports you should check, really. There's a problem a with the save games in the new Experimental build we released today.
  13. This is for every ground combat mission? The save / load just plain isn't working in this build it seems. So if you create a new game you can get a crash? If so, please can you try some different resolutions out? Different aspect ratios and both small and big ones (play in a window). It might be something to do with the loading screen not displaying correctly on larger screens.
  14. OK, so there are three major issues I can reproduce and confirm on my machine so far. The most important is that save games are misbehaving: 1) If you create / load a game, then go back to the main menu screen and create another game, the new game is screwed up. Your starting base is set up as if it was a newly-built secondary base and crash sites etc do not appear correctly on the map. 2) ALL save games loaded in the system will crash if you try to load a ground combat, and will also contain invisible UFOs and various other issues. 3) If you hire new soldiers at the start of the game, while they are en-route to the base you are unable to click the Unassigned category on the Soldier Equip screen. If you are getting crashes in games where you have not loaded the game and have just booted the game up, then those are further issues. However I imagine the save game problems explain most of the CTDs reported in this thread.
  15. I'm not getting this at all (at least with the new hires) in Stable Candidate 1. Keyser, is this in a new game?
  16. It's a bit difficult to answer a thread when it contains three potentially different bugs. All of you, please confirm you've done the following and are still experiencing the issues: 1) Right click > validate files on Steam. 2) Start a new game. 3) Restart Xenonauts entirely when you create a new game or load a new game. It seems no UFOs or base buildings appear if you don't do this, so I think this is causing Calmingstorm's issues at least.
  17. We have a bug in the game where it works fine when you start / load a game for the first time, but if you return to the main menu screen and start a new game then your base will be empty (and maybe no UFOs appear). Is that likely to cause the issue you're having? If so, just restart the game each time you create a new game as a workaround until we can get the bug fixed.
  18. Yeah. New versions almost always break existing save games, unfortunately, as there's usually changes made to the save / load code whenever a new feature goes into the game. You'll need to start a new game, not really much we can do about that I'm afraid.
  19. Glad you like it - we spent quite a lot of time on them. The Praetor will have one, but it'll be an interrogation image rather than a standard analysis image. Out of interest, how are they different to how you imagined them to be?
  20. I will be adding new loading tips overnight. Also, let us know how the 25% reduction in UFOs plays out in the next 12-24 hours if you get a chance. Providing there are no major bugs this version will likely become V20 Stable unless the balance has been screwed over. Still a few things to do in January before release, but we are indeed getting closer! EDIT: OK, so there are three major issues I can reproduce and confirm on my machine so far. The most important is that save games are misbehaving: 1) If you create / load a game, then go back to the main menu screen and create another game, the new game is screwed up. Your starting base is set up as if it was a newly-built secondary base and crash sites etc do not appear correctly on the map. 2) ALL save games loaded in the system will crash if you try to load a ground combat, and will also contain invisible UFOs and various other issues. 3) If you hire new soldiers at the start of the game, while they are en-route to the base you are unable to click the Unassigned category on the Soldier Equip screen. If you are getting crashes in games where you have not loaded the game and have just booted the game up, then those are further issues. However I imagine the save game problems explain most of the CTDs reported in this thread.
  21. Mooton - As Aaron mentions above, Jackal armour gives 35 protection and Wolf gives 65 protection, and a noncom has 60 HP and an elite has 200 HP. They both have the same armour value so it's only 300% of the original figure, not 500% of it. A human plasma weapon does just over twice as much much damage as a ballistic weapon so even if you don't have MAG weapons when you're fighting Elite enemies they've only increased in toughness by 50% relatively. That's not to say your argument doesn't have merit, but every shot does between 50-150% of normal damage. You may just be being unlucky with the RNG. I'd take a look at the stats of the various items if you think it's more than that as it might help us focus in on what the specific issues are. It's a possibility that the weapons are not strong enough compared to the aliens. Maybe the aliens just need to go down faster in all parts of the game?
  22. Bit cheap to be able to open it, see the aliens on the other side, then just shut the door again (to avoid reaction fire) though
×
×
  • Create New...