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NeutralGround

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Everything posted by NeutralGround

  1. There is a invisble barrier between the squares with the pink dots on them:
  2. In the battle previous to this, the hunter on screen: was destroyed. Come to mention it, it was shot so many times it disappeared from the map. Clearly, this picture shows the Hunter revived, back in the squad but with 0 HP. Like its undead or something. I continues the battle, functioning normally.
  3. Hopefully this capture will make it clear: I have a target on an alien inside the UFO. Wall was damaged during the crash? Also though, during the aliens previous turn i could see it moving around inside In this scenario, I shot at the alien at a chance of 22% with my first shot, and heard nothing but bullets on steel. The alien returned fire and the shot made it out of the UFO, but missed and hit the generator to the left of the operative taking the shot. All other shots from my operatives, although the bullet appeared to go directly towards the alien, hit the steel wall. Likewise, the alien fired off another round but hit the steel from his side.
  4. I seem to be getting this a lot when loading 'in-battle' saves: It doesnt always happen though. Ive had one manaul and one auto save in tacitcal maps and they will often present this image. If I then load another 'in-battle' save from the tactical map I am, more often than not met with a CTD.
  5. Oh and sorry for using shots that have the load menu screen in the background. I couldn't be bothered to set up another scenario. And please ignore the file HUNTERLOSC. It's irrelevant. Yes, but surely if you did move an operative into the area the area that it would ordinarily fill and then the player attempted to turn the Hunter, it would just show a RED movement path, telling the player it is impossible for the Hunter to turn it in that direction.
  6. While the LOS on this shot might be expected to be closed: In this instance: It could be said that the operative is merely using the edge of the Hunter as cover and 'in reality' should be able to keep clear LOS to the target despite it being beyond the front end of the Hunter. Also, once the Hunter dies it is then necessary to continue moving all soldiers out and around the Hunter in order to acquire a shot on the targets and thus exposing them to reaction fire. I'm sure all of this is already realised and I don't mean to keep pointing out the obvious, but this will impact heavily on the gamers choice to continue using Hunters should the be no remedy.
  7. I actually seen this issue from loads of angles and some a even more severe than what can be seen in my third capture above. This became obvious to me on a mission where there were 2 aliens just outside the rear doors of then Chinook. I moved Hunter just outside and dropped one alien, but missed the other, at which point the Hunter was out of AP. It was when i had to move my operatives out and around the hunter when I began to get confused as to why none them could get a shot on the alien, the next turn tried to move the Hunter out of the way, but it was shot down on the move. This left only 2 operatives with a shot on target, when by looking at the screen - at least 5 should have had a shot. I wish I had the screeenshots to show this. Sorry.
  8. I'm sure someone has worked this by now, however i checked the armour/sprite possibility but despite the suit of armour equipped it still crashes. What leads me to believe it is the Flamethrower is that I can equip a soldier with the Flamer ammunition and have the Chinook successfully enter the battle, but not the flamethrower itself.
  9. Again, my search was avid and i couldnt find anything on this. It seems the Hunter has some kind of 'aura' around it that blocks the operatives L.O.S. Look at this: To look at it, it looks like a reasonably clear L.O.S. and now ill move the hunter to one side: and the shot opens up, yet if i now move the target cursor to the square just adjacent and behind the alien: the L.O.S. closes again - although by looking at the screen it looks like a reasonably clear shot. This is easy to replicate. Apologies if this has already come up.
  10. Right. So when the UFO disappears and the interceptor continues fly after the it, this means the UFO has not gone back to outer space, but has just flown out of detection range? I ask because there are times when, after the UFO disappears the interceptor flying out to catch it will instantly RTB. I'm guessing in these instances, its because the interceptor pilot 'knows' that the UFO has returned to space and so chooses not to continue tracking it?
  11. In played the beta for about 3 days and was bored stiff by the end. I logged out 4 hours early by choice, while other players were writing.."OMG!!! Only 4 hours LEFT!!!!!" Look its personnel to me and I know that. Its not my kind of game. 3 days is about the same time i played WoW before i began to cry profusely from boredom. I agree with this. At least compared to Sith. I played Sith Assassin 'til Level 15 and by the end i was struggling not to fall asleep. However, watching some of the 'non-force chraracters' get around and blow stuff up with massive crowd control abilities, guns and bombs and what not - seemed heaps more fun than the grind that i found i was already putting myself through with the Sith Assassin. Obviously, I never got around to obtaining my spacecraft though(Level 17 right?), which may have lending something else to the game. The best thing someone like me can say about it is that the intro cinematics to the game, at the beginning, were pretty impressive.
  12. Yeah, surely that would require a massive overhaul of pathfinding and umpteen other sets of calculating that Im not experienced enough to speak of. That and real-time with a pause button - is still real-time. If the OP is saying that turn-by-turn should still exist but: then for those 'one-off' instances when operative A has alien X, alien Y and alien Z shooting at him inside the scope of the same screen, it might add an action dynamic - Alien X, Y and Z fire and their plasma bolts, they go flying but dont hit the mark, then during your turn agent A,B and C fire back at the same time creating a turn-based 'fire-fight' effect. However, consider the instance that operative A is being targeted by alien X and Y. Now alien X is say 5 sqaures away but alien Y is 20 squares away - off screen. How is that going to be displayed smoothly? It would certainly present: I agree with Sathra. This would be moving too far away from the original XCOM TBS formula. Real time with pause, like Frozen Synapse and UFO:Afterlight are great and they enhances the element of action, which can be cool, but my fondest memory of the older UFO series - and Ive mentioned it before in some other post - is that slow, aprehensive 'hidden movement' phase. There is something seriously eery, creepy and sometimes frightening about waiting through the 'HIDDEN MOVEMENT' phase and seeing aliens X,Y and Z quickly zip out of and back into the fog, taking pot shots at your squad and then eventually that Chrysallid that jumps out and turns half your squad into slime-leaking alien incubators.
  13. Good point. I would require bulks amounts of recon....Unless.....at some point into research GPS uplinks become available!!! Then you can scan certain areas of the geoscape for hidden/stealthed UFOs! But of course the GPS is in space and there's copious amounts of UFOs getting about up there, so that would mean you would need to get research and construct some kind of GIANT ORBITAL DEFENSE PLATFORM!!!! Once they are built, ......meh. Maybe in Xenonauts 2. I tend to remember this happening in Enemy Unknown a few times especially during the terrorise missions from the large UFOs. Also towards the end - the influx of new UFO's into the atmosphere was so rapid it was impossible to track and destroy them all and the alerts setting offevery time one of them entered the geoscape was just overwheming. I still think - although I cant come up with any ideas right this second - the UFO detection features of XCOM were underdone. I mean, known the game was old, but i still think there is a load that could be done in that area.
  14. If it goes back into space, then there would be no point tracking its last known position. If however, there are other reasons why a pinged UFO my dissappear, like for example i always thought it strange a UFO could be picked by radar, when it had landed. Radar cannot ping any instance or object at too low an altitude - certainly not ground level. So there if a UFO chooses to land it should dissappear from radar. In this case, it would be neccessary to send an interceptor or SUPER-FAST SPY DRONE(nudge, nudge) to ping the UFO again visually.
  15. Comedy Gold. There is a 'small' matter(just ask most mainland Australians) of the unfortunate exclusion of Tasmania from the Australian Continent: Also, as as the other state capitals of Australia are present the other missing one is Darwin, Northern Territory. Its mostly desert out there, however it does contain on of Australias largest Airforce bases, so could be considered thematically important to the Xenonauts Geoscape - unlike tasmania, but I guess its only fair they are included too.
  16. Ive read the whole suggestions forum and i cant seem to find anything on this, although to me it seemed reasonably obvious. Scenario: UFO is flying around on the edge of a base's radar range. You send a single F-17 to intercept. He tails for a bit, but soon bingos fuel and has to RTB. You send a second interceptor out but half way en route, the UFO disappears. First there is no way of telling whether the UFO has just flown out of range of radar or whether it has gone back to outer space. So you want to send the interceptor to its 'LAST KNOWN POSITION' to attempt to ping it visually. In XCOM, as soon as the UFO disappeared the 'UFO LOST' window would appear and options would appear: move to last known postion Patrol return to base ..or something to that effect. Either way selecting any of these options reduces the time scale to 5 secs - to prevent wasting precious seconds letting the offending UFO escape further away. Also, having the window appear, stops the interceptor from immediately returning to base - or essentially flying roughly in opposite direction to the last known position of the UFO - which is devastating to your ability to end up catching it again. Yes?
  17. Awesome. I highly agree. Im glad there is a later-game address to this. I pray this feature around the realm of having x amount of soliders 'move out' from the transport, then as more areas of the map are sited and explored, perhaps you may then drop in 'airbourne' - packing rapid-fire plasma blasters, anti-matter det-packs and light sabres to clean the mess up. Dreaming a bit now..... Im sure whatever is to be revealed will not disappoint.
  18. Hi Im Dave from Sydney, Australia. Ive only just discovered the introductions section on the forums. Its not because its hard to find, its because I havent looked very hard. I wasnt very active at xenonauts.com, but i hope to be a bit more local here, now I've a bit more time. UFO: Enemy Unknown was the first pc game I ever played. My oldest memory is finally being able to successfully extract a zip file of the game that I managed to pull off a beaten up 3.5 disk. back in like, '91. TBS's have been with my fave format ever since. Im a full time Bar manager who studies Kung Fu and who watche a lot of theatre. Good work on Xenonauts so far lads. I will always remember the day I typed in "games like XCOM" into google and something worthwhile finally appeared....
  19. P.s. I guess giving you the respect you deserve should include spelling your name properly. My apologies Sathra.
  20. Oh and i was told that the windows diagnostics were of use so here they are: Problem signature: Problem Event Name: BEX Application Name: Xenonauts.exe Application Version: 0.0.0.0 Application Timestamp: 4ecacea2 Fault Module Name: Xenonauts.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 4ecacea2 Exception Offset: 002e4c51 Exception Code: c0000417 Exception Data: 00000000 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 3081 Additional Information 1: 696c Additional Information 2: 696c1ad944b6a0733910c93a38e1d20e Additional Information 3: ad44 Additional Information 4: ad4444e93c850626efcb7847092d86aa
  21. Howdy, I was sending a chinook to a crash site for a mission. There was a corvette class UFO already flying around. The UFO intercepted my chinook(awesome, by the way) and a message appeared to say that the UFO had shot down my chinook. When I pressed OK it crashed to desktop.
  22. Thanks for that Sartha and yeah sorry for the poor format of that post. Ill make sure to post separate threads for bugs and gameplay issues in the correect areas of the forum. Cheers.
  23. Hello, Firstly, Im sorry if the list of bugs and gameplay issues i have here is long and contains items that have already been covered. There are a few here though so i hope you can just breeze over the any already-established faults. Also, i really didnt want to clog the forum by posting one fault at a time. I split types items into those i found from the geoscape and those i found on the tactical map and also some gameplay issues. There arent, though, as many in that tactical map due to issue with loading saves into tactical missions. GEOSCAPE: *When i attempted to overwite a save game the window reads "#####" which can easily be interpreted to mean "do you want to overwrite - although im sure wherever there is ##### you are already aware. *On one occasion, there was no briefing screen in between accepting a ground mission on the geo and when the first phase is about to begin in the ground mission. i.e. it went straight from geo to the ground missions 'first turn' screen *The "green square" base-layout animations were missing at a time. Sorry, I have been trying to replicate this but I cant seem to: *When i have the interception menu is open and then i load a new game, when the new game is loaded the interception menu is still open displayng inaccurate info about interceptors for the newly loaded game. *QUESTION: When an interceptor catches an UFO what does the ##### option mean? *When i returned from the first tactical mission of the game, the personnel screen failed to show the updated results. Specifically, the 'missions completed" value was still 0. Also the hunter was heavily damaged in the battle, but its health was 100% back at base. Is there auto repair for vehicles or is that a bug? *Occasionally when loading a game or alt-tabbing from xenonauts to Desktop, the top four tabs - bases, research, workshop and xenopedia - lose their function. That is, normally mousing over would have the tab highlight a lighter grey colour, but in this instance no lighter grey colour is seen and only the 'tick' sound is heard, but the relatives screens arent entered into. You can still enter the base and therefore the other screens by clicking the base symbol on the geoscape itself, but that is a long way around. I noted despite this, the bottom two tabs - intercept and build bases - funciton as normal. NOTE: This is a frequent occurence. Now, I have to start a new game and then load my save from there to have the top tabs functioning. Loading ANY old save from the start menu or loading them from each other, leaves the upper main tabs on the geoscape non-functioning. Also it might be worth noticing that the cursor changes in the geoscape on the uppermost part, back to the white 'windows' mouse pointer. *As well as the fact that loading a save inside a ground mission results in a CTD, if a save is made from geoscape whilst the geoscape has a crash-landed UFO anywhere - when that game is loaded the result is also a CTD. *Running in windowed mode doesnt run the game in windowed mode. TACTICAL: *If I open the option menu and save the game, I cannot immediately then reopen the options menu. Once I end turn, i can reopen the menu. *Scrolling down the screen with a mouse was mostly unresponsive, yet seemed to work using arrow keys. I dont whether thats an aspect ratio issue, a problem with my mouse(although scrolling up left and right is fine) or a bug. *Also i presume its well known that these buttons: are not functioning. *This last one was a fairly major glitch although near impossible to replicate. When in a ground mission i was testing the issue with the options menu not reopening after saving. I saved, couldnt open the menu. Ended the turn. Opened the menu. THEN i attempted to load a game. I clicked on the game i wanted to load and it simply closed the menu and left me with my current game. I opened options again and attempted to load another game with the same result. I decided then, to quit the game from the options menu and i was met with this: The LOAD GAME and GAME OPTIONS tabs werent functioning, however the EXIT GAME tab did exactly that. GAMEPLAY ISSUES: *When a interceptor is currently tailing a UFO it is really tough target the UFO with a new interceptor without clicking on the interceptor that is tailing it - without zooming. If you zoom in, the animations of tailing interceptor and ufo separate making it easier, although I found zooming in every time tiresome......Yeah, there might be some laziness involved here, although consider all those playing this on a laptop using a touchpad *this next issue can having critical result when you consider the above issue at the same time. When a UFO is detected at the very top of the screen, often its animation can fly underneath either the Build bases tab or the interceptor tab. You can only scroll so far up and and can zooming in prooves difficult in this situation because once again,depending on the flight path of the UFO these tabs can get in the way. Now if you consider this happening in combination with the issue above, i can become almost impossible to target the ufo with a second interceptor. *If a UFO was detected roughly centre screen and when my interceptor caught it over the coast of any landmass on the geoscape, when the engage,tail etc window would appear over the top of the interceptor and the ufo and I would be unable to scroll. At this point i cant see there position and i dont want to shoot it down if its over the sea. now tailing it for second longer just to see where it is might be a work around, but sometimes that can mean the loss of the ufo. *The last issue i have is kind of a personal one. If I remember back to the geoscape of XCOM, im fairly sure they missed it out too. Look im from Sydney Australia so i dont mind that much and every tasmanian is used to being forgotten about all the way down the bottom of Australia, but you might for the sake of the tasmanian XENONAUT Loyalists want to inlcude their state and capital too(maybe also Northern Territory their capital Darwin also): One final thing are the details of any CTD scenario something you guys can use? --------------------------------------------------------- I know that a lot of people cant stand other people posting BS on forums, when they could have downsized their post by reading the rest of the forum, but having combed the rest of the forums reasonably well, I included here what thought already hadnt been. So I apologise if those concerned are aware of most(if not all) of the things i have brought up here and reading this has been a total waste of have half an hour. I do hope though that there is something here that is of some help to...well, someone. I also want to apologise if in any case i haven't been clear or if the info regarding what i was doing prior to the bug wasn't made clear. And finally for the fact that i haven't made clear in a lot of cases exactly how to replicate a lot of the issues i have raised One thing i will say though is that i was impressed by the sound in the game. It is similar genre, but by no means the same as the sound in UFO: Base Defense. And I find the vibe remains. I remember that at times the sound effects, ambience and the music itself would often make tactical missions "creepy". Often, to have you dudes positioned right - then hitting end turn meant the eerie silence during the 'hidden movement' overlay......then all of sudden a flash of a sectoid jumping out of and quickly back into the fog of war before your rookies can get a shot off ---- Then another flash and BLAM one of 'em lets off a blaster bomb and half your squad hits the floor --- These moments can be quite downright scary(and then frustrating ) and I hope they can be recreated in Xenonauts(frustration and all). This game is looking great so far and, already, is worth every dollar I paid.
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