riT-k0MA
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Posts posted by riT-k0MA
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Try triple-clicking on the buttons. Please let me know if it works.
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0x00
0x01
0x02
...
0x0F
0x10
0x11
etc.
Short, easy to remember, also useful for naming cities in Civ5.
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There's a similar bug where troops wearing Sentinel armour can fly straight up through the roof of a Chinook.
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Aliens are firing out of the complete section, through the missing section (mostly reaction fire). I'm not sure but I think that they are travelling out of it too.
Will report this as a bug when I get time.
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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?
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Nice. Thanks for testing. Sorry for the spoilers.
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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.
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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?
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This is only the second battleship I've assaulted and both have been like this. Will delete Tiles and verify integrity of game cache.
Thanks for the help.
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1) Are battleships supposed to look like this?
2) are aliens supposed to be able to fire out of the upper levels (reaction fire)?
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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.
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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.
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When burst-firing with fewer than three shots, three sets of damage calculations are performed.
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I can confirm bug #2. It's quite useful when training new soldiers. No surprises.
Teleport upstairs, take a shot, teleport downstairs. Rinse and repeat until all aliens are deceased.
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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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I've verified this on multiple missions.
Bug:
If a soldier's rifle has >0 rounds of ammunition, burst fire is possible. 1-2 rounds of ammunition is insufficient for 3-shot burst fire.
Expected behaviour:
If a soldier's rifle had >2 rounds of ammunition, burst fire is possible. 3 rounds of ammunition is the minimum required for 3-shot burst fire.
Alien teleporter abuse
in Xenonauts General Discussion
Posted
You don't need to move off of a teleporter to move between pads. Just move the soldier back to the other pad and it goes there without using up TU's.