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matzebrei85

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    Kulmbach, Germany
  1. If nothing else, this change means that some people (me included) will have to change their hiring and possibly equipment criteria. Me, I've made a habit to hire recruits with high TUs, while other stats are a secondary concern. Give the active folks the best armor I can and if they're overburdened with less than 50 TUs, take away grenades or medkit until they get above 50 or don't have more than their gun and 2 reloads (whichever happens first, the latter being common enough with rookies in Wolf Armour, ending up at 47-49 TU). That way they'll still be armoured enough to not be one-shotted (every time), and mobile enough to get stuff done in a timely manner. This way they can contribute right on the frontline, which tends to make for good training in most skills. With the change, the main hiring stat will have to be strength, with TUs being secondary and other skills tertiary. Depending on what kind of strength you can get from the rookies, downgrading the armour may have to happen more often, which means strength training gets nerfed and the veterans may have to take over the spotter roles while the rookies in the weak armour stay back a bit and take longer-range shots. And weak Assault Rookies are just gonna have to rely on not getting shot at (or be Shield Rookies instead ?) Gonna have to see how that turns out in a new game (the one I started last week has the TU-recruiting, was saved in the middle of a mission and seems to not agree with the last update). Of course, I have a habit of only using soldiers from 4 classes: Sniper, Heavy, Assault and Rifleman. Maybe this is a way to get more use out of the other classes (like Shield or Scout)?
  2. This doesn't even need researching of the Alenium warheads. Just research stun weapons, make a rocketeer layout with a stun rocket in the launcher. Returning from missions or even just equipping the default equipment again will replace the rocket in the launcher with a fragmentation rocket (or its upgrade). Edit: Similarly, I also had a battlescape bug in v1.09 where I'm very sure my rocketeer had a stun rocket loaded and fled, dropping the launcher (with the stun rocket). I had him pick it back up in the next turn and fire it several turns later, but the result was what you'd expect from the plasma rockets I had researched by that time. Can't reproduce it easily, however. It may only happen when the Xenonaut in question breaks and flees.
  3. Is the dropship currently refueling? You can't arrange the soldiers in it if its fuel level is under 100%
  4. I encountered the other Cruiser UFO again, so I could reproduce the bug (#2 in previous post). The tile in question is the one Cpl Annabi is standing on (red oval) He can see the bridge and 2 Aliens having set up shop there 2 turns later no soldier has a LoS on that tile any more and the floor texture changed Savegame is here, right after Cpl Annabi stepped on the tile. [ATTACH]5170[/ATTACH] Cruiser A LOS.zip Cruiser A LOS.zip
  5. Thanks for the info. I understand the considerations behind not changing it. And yes, I'll think of it as the dropship carrying some additional ammo when taking off.
  6. Actually, in the old X-Com, you could also get them from Battleships. In Xenonauts...
  7. Ouch, didn't know that could happen. Me, I killed a Sebillian and a Caesan leader before capturing the third guy. The first I didn't recognize and iced (by accident), the second decided to draw reaction fire - a plasma rifle burst from point blank range. The third... well... 4 dead, 3 wounded, but I got him.
  8. That explains the health side, but is the equipment refill between missions intended behavior? [V1.09] I just had a mission where my heavy weapons guy had to reload with one of his two spare ammo boxes. Going right to the next crashsite, without stopping at the base, he starts with two spares and a full weapon again. Same for everyone else who fired their weapons in the first. (Okay, everyone except the sniper and the heavy weapons guy could be explained away by them grabbing the ammo that belonged to their fallen comrade. Those two, however...did they stop at the nearest gun store prior to take-off or is the Charlie carrying additional ammo as well? ) Oh, and sorry for the necro, but I didn't want to make a new thread when there already is one
  9. Yes it does, postm00v. Speaking of dead officers: In my last game, I took extra care to stun the special-looking Sebillian in my first corvette assault (stun rockets and grenades are my weapons of choice there). I did a double take when I read the Mission Accomplished screen, though: It said 'Sebillian Officer.......destroyed'. At least I thought it did. It may have been this very issue and I stunned the wrong guy. Unfortunately, I didn't take a screenshot and just reloaded the previous autosave, because in taking that officer I lost my favorite sniper. I would have accepted the loss if I'd gotten that officer to the research division, but... (On the second try, I just ended up killing them all and going after the next one).
  10. There does indeed seem to be an issue with the LoF for aliens. Sgt. Doherty (the marked Xenonaut) just got shot by the marked Sebillian on the alien turn, both in the positions they are in now. The only difference between the time the shot occured and the time the screenshot was made is that the Sebillian slightly turned to its right and ducked. Ducked or not, the wall in front of Sgt Doherty should make a shot at him impossible or at least keep them from hitting him as long as it's there. EDIT: Loaded up that situation again, killed the Sebillian and moved one of my soldiers in its place. Sgt. Doherty and the ground under him can be targeted if he's standing right there or around the corner. In either situation the tile he isn't standing on can't be targeted, as expected. EDIT2: I'm less sure about this situation (LoF for Xenonauts this time): The soldier marked green can shoot the Sebillian (good odds, btw), the soldier marked red can't, having his LoF blocked by the railcar. Realistically, I'd expect them to either both have a LoF or neither of them (mostly the latter, actually).
  11. I can confirm that this bug is still in the game in 1.09. Just started a new game, sent the Charlie out and was able to remove and add soldiers. The positions of the soldiers inside the dropship can't be adjusted unless it's landed and fully fueled, however - which is another problem, as I like to readjust my team right after the dropship comes back from a mission, but making sure they're in the right places has to wait until refueling is finished.
  12. 1. In one of the cruiser layouts there is a spot in the port 'wing' where a soldier can see enemies outside the UFO. However, it's possible they can only see level 3 there, which reduces the frequency of this happening. Example: Cpl. Visser is inside the UFO... ...and can see this Harridan behind it. (She is the only unit capable of seeing this particular alien.) Savegame: [ATTACH]5149[/ATTACH] 2. I don't currently have screenshots or a savegame for it (will rectify that once I encounter it again), but in the other Cruiser layout, there is a tile - again in the port 'wing' (two tiles from the center of the door leading into the main body of the ship, IIRC) - where I encountered some odd behavior: - When it's not in the FoV of a Xenonaut, the floor texture is that of the floor beneath the UFO (or grass, not sure because I only encountered it twice, in grassy areas). When it is, it's the standard UFO floor. - When a Xenonaut is standing on it, he can see the entire upper floor. (I only encountered this once, because the Xenonaut pathed through that square when I didn't pay attention.) cruiser B LOS.zip cruiser B LOS.zip
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