Anssi
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Posts posted by Anssi
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I can reproduce the endless alien turn with the save game he provided, by just immediately pressing End Turn. I have no mods of any kind.
I'm on Steam experimental branch and the version is shown as "V1.5 Stable (09 Dec 2014)".
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Just a shot in the dark here, but is it possible to research fusion explosives before plasma explosives? If so, I guess this could happen then?
If that is the case, I guess it might make sense to make fusion explosives depend on plasma explosives or something (and do the same with other explosives as well)...
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When the Rifleman default equipment consist of non-unlimited items A, B, C, but there is no free C available when hiring a new recruit, you still lose A and B.
Example:
1. Rifleman default equipment: Jackal armor, Plasma rifle, Plasma pistol (random example)
2. Have 5 Jackal armor, 5 Plasma pistols, 0 Plasma rifles in store.
3. Recruit 5 new soldiers.
4. There was not enough equipment for new soldiers so they got the basic default load-out of Ballistic rifles instead (with no armor or pistol).
5. All your 5 jackal armors and 5 plasma pistols have now vanished regardless.
So far I have been able to always reproduce this, but a testcase save game is nevertheless attached. Rifleman default equipment is set to mag rifle + jackal armor, and there are 0 mag rifles and 4 jackal armors. If one recruits a new soldier, you lose 1 jackal armor.
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Still valid with 0.30.
Attached also a save file just in case (to reproduce, set rifleman default equipment to a mag rifle + jackal armor, make sure there are no free mag rifles, recruit a new soldier => 1x jackal armor will be lost when the soldier arrives but the new recruit only has basic armor).
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Best explained with an example:
1. Set Rifleman default equipment: Jackal armor, Plasma rifle, Plasma pistol (just for the case of this example).
2. Have 5 Jackal armor, 5 Plasma pistols, 0 Plasma rifles in store.
3. Recruit 5 new soldiers.
4. Wait for it...
5. There was not enough equipment for new soldiers so they got the basic default load-out of Ballistic rifles instead (with no armor or pistol).
6. All your 5 jackal armors and 5 plasma pistols have now vanished, congrats
I must have lost dozens of Wolf armors this way before I noticed they weren't actually destroyed in combat but just when recruiting...
I guess the code which adds the default equipment for a new recruit doesn't restore the already reduced store counts when it notices not everything is available and falls back to just using the basic load-out of 1 rifle + 1 magazine.
[V1.5 Stable Candidate 3 - GC] Endless alien turn
in Xenonauts Bug Reports / Troubleshooting
Posted
This also reminds me of a Community Edition bug report about getting massive amounts of TU by opening some doors (which could cause alien turn to get very long)... but I guess it could be entirely unrelated: http://www.goldhawkinteractive.com/forums/showthread.php/12232-0-30HF1-TU-Bug