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riT-k0MA

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Posts posted by riT-k0MA

  1. Played a little more last night. As soon as I lose LOS of the UFO then regain it, I get a full UFO again. As soon as someone gains LOS inside the UFO, I get the "Inside view". If I end the turn while not being inside the UFO, but having LOS inside the UFO, I get the botched view the next turn. Stepping inside the UFO resets it to "Inside view".

    Should I report this as a bug?

  2. It looks whole until I cross the midline (I've always stumbled across it's right-hand side). After that it seems to lose it's upper-left half and aliens can shoot out of it.

    Edit: It is possible that my troops have LOS through the door as they're flying over.

  3. It's still happening. I deleted my assets folder, verified cache integrity, and even reloaded from before the ground mission.

    Attached are two save files from two different missions, and a geoscape save. The crashed battleship is Crash Site 112 in Africa.

    [ATTACH]5325[/ATTACH]

    [ATTACH]5326[/ATTACH]

    [ATTACH]5327[/ATTACH]

    Is this happening to anyone else if they load the saves?

    Battle1.sav

    Battle2.sav

    Mission Start.sav

    Battle1.sav

    Battle2.sav

    Mission Start.sav

  4. We're lucky that the aliens do not use explosive satchels and rocket launchers. I remember in Jagged Alliance2 the enemy just loved to pepper you with LAW's, mortars and rocket rifles. Ouch.

    I assume, then, that you never played Terror From The Deep?

    Long story short, due to a bug UFO was always on 'easiest' difficulty and TFTD was was always on 'Insane' difficulty.

    Two steps out of the sub (landing craft) without first deploying 'smoke' would guarantee two HE torpedoes coming your way the next alien turn. I always learned to keep my soldiers in pairs and keep them two squares apart from each other. Fan them out in such a way that the neighbouring pairs could support each other without becoming torpedo fodder.

  5. How about a tranquillizer rifle?

    80 TU to shoot, only mode is Aimed Shot.

    X turn 1: Shoot alien.

    A turn 1: No effect.

    X turn 2: Try not to kill alien.

    A turn 2: "Suppressed".

    X turn 3: Try not to kill alien.

    A turn 3: knocked out.

    Bigger aliens take longer to be knocked out Each additional dart reduces knock-out time. Good luck bringing down a reaper.

    An anti-material rifle would be useful, too.

    High damage, Aimed-shot only, 85TU to shoot.

  6. One final one, when you have a mind controlled unit. I threw emp grenades at him to knock him out, then used a medkit on him to revive him, all in the same turn. Next turn he got back up, but a duplicate of his corpse was still underneath him. Normal view shows him as if still stunned, while an inventory view shows an exploded human NPC.

    Not game breaking, but still weird to have a dead exploded clone body like that.

    (If I may use this opportunity to sneak in a suggestion, how about having a zap or two with the stun rod helping a troop break out of the mind control early?)

    I've also noticed that if I stun a mind-controlled soldier, and another soldier steps onto the tile, all one sees is an "exploded human NPC".

    I have not tested whether or not the soldier is revived upon completing the mission.

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