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Showing content with the highest reputation on 03/25/2019 in all areas

  1. Technically Antimatter weapons are your go to andron killers. Not only do the weapons have generally better stats, the ammo also completely ignores any kind of armour. Which also makes them great against any other alien, except shields and reapers - YES, you are supposed to get access to antimatter weapons at one point in the campaign. Whether or not you make it there is up to your skill. 1) Instead of bigger ammo clips for weapons, you have antimatter weapons and 2) decreasing the andron count is exactly what i have in mind. I plan to especially reduce multi stage enemies, so instead of 8 Terror Androns you might only see 2, but the difference of 6 androns is getting put into regular, single stage ones.
    1 point
  2. The Andron raw number count does in no way reflect the pain of their terror missions. I just did a phase 4 terror craft mission (shot down, so some units should have "died" in the crash), and the after action report said 163 killed (the final one cut the mission short as the Robodog Ghost spawned, which is a know bug). - 8 Terror Elite, each of which had to be taken down 5 times. - 2 Robosadists, both of which had to be taken down 4 times (including the "corpse" destruction). - 4 Andron bosses morphing into Robodog Ghosts, which had to be taken down 3 times each (including the dog). - A bazillion Roboreapers, most of which had to be taken down 3 times (some where terror troops originally). A small number did not start with a force field. - 1 "Normal" Andron boss that only had to have its forcefield destroyed and then the unit itself. - The remainder were normal Androns, Robodogs of various kinds, and 9 or 11 Drones. Can you imagine any way in which you could even haul the amount of ammo required to take them down (I made a very heavy use of an exploit to even have a chance to make it, on top of save scumming to be able to take them out at the rate they surged forward)? Edit: Not only terror missions. As I'm no longer desperate for resources, I bomb downed Andron craft because of the pain to slog through all the terror units and the Roboreapers (plus optional sadist).
    1 point
  3. Good News! Managed to reproduce it perfectly. The key idea was: If Im convinced that movement is not interrupted by alien sight, why not leave aliens out of it completely? No frame perfect inputs involved either, can do the click as slowly as I want. I only do not know where the randomness comes from if Shift+Click alien rather than Shift+Ctrl+click is used. One prerequisite is probably that the soldier needs to be able to fire at the target before moving, which is not always the case, maybe there are some others I am not aware of. These are the reproduction steps that make the game crash every time: Start a new game, place initial base fast forward until there appears a ground mission and start it - there will typically be no aliens in sight (if there are, you can start over, but it will still work most of the time) select any soldier prepare a movement command (just one step out of heli is enough) with one left click (screenshot 1) hold Ctrl+Shift on a forward tile that is already in sight (Screenshot 2) click left - soldier does the move (screenshot 3) let go Ctrl+Shift hold Ctrl left click Attached: output.zip The other crash error message with grenades can be reproduced the same way, slightly modified steps: Start a new game, place initial base fast forward until there appears a ground mission and start it - there will typically be no aliens in sight (if there are, you can start over, but it will still work most of the time) select any soldier left click grenade slot press and let go Ctrl, so you still have the grenade selected but are out of the forced throw mode prepare a movement command (just one step out of heli is enough) with one left click hold Ctrl+Shift on a forward tile that is already in sight click left - soldier does the move let go Ctrl+Shift hold Ctrl left Click Attached: output_nade.zip Screenshot 1: Screenshot 2: Screenshot 3:
    1 point
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