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PaladinFury

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Everything posted by PaladinFury

  1. That's weird, it still breaks for me.. I'll try a reinstall and get back to you in a bit :edit: Reinstall fixed it, Alenium Explosives researched!
  2. Every time I finish researching Alenium Explosives it opens up the Xenopedia page for it, but then when I try to click Close nothing happens. Doesn't react to enter, esc or any other key I tried, either. The only way our of it is alt-f4 and reload. :edit: Stopped researching Alenium Warheads, it got stuck on Sebillian Analysis next. What the.. ? O_O :edit2: Alien Interrogation and Stun Weapons research finished, could close the xenopedia screen just fine. :edit3: Researched a lot of laser tech as well, so far only the Alenium Warheads and Sebillian Analysis Xenopedia pages cannot be closed. :edit4: Reinstall helped, seems to be working now
  3. Same issue here, workaround doesn't work at all and the one time the clock didn't get stuck (first play since I patched it up) my game got CTD on the first ground combat before even loading in.
  4. Now suddenly I feel guilty for blowing up all those aliens.. Oh well! To Chris: I'd love to see oil rigs, jungle and perhaps desert (or pyramids in a desert or a jungle, we all know who built those!).. Shame I have no clue how to help with the artwork or I'd offer myself as free labor
  5. I've got one reason to do it.. Oil rigs are awesome! Seriously though, as long as we can assume the aliens plan to use the planet AFTER humanity is gone one would assume they'd want to stop humans from destroying it themselves.. Thus disabling oil production, fishing fleets... (There is a fishing fleet event isn't there?) They're not murderous aliens out for world destruction - they're just next level eco activists! Here to rid this beautiful planet of its worst pests
  6. Unfortunately a land based refinery is just that, a refinery. I did also mention adding that, too, in the long run.. However I do think that for those of us who do get bored of repeating the same tilesets over and over again oil rigs would be a fresh breath of air. Top that off with all the strategic elements it adds and I just don't think land-based refineries can compete, especially when we already have an industrial area. Can't remember if there's an "oil refinery strafed" event, but I do remember there being an "oil rig strafed" one Plus come on, oil rigs. What's there not to like?
  7. They also don't know what'll happen if they break it entirely. Heck, for all we know they might actually NOT want to destroy the planet - just us puny humans As a saying goes: Don't crap where you eat!
  8. The thread about naval missions made me think.. Modern naval forces could do precision strikes too, but even if the game wasn't set in the cold war era combining the two would be a huge hassle. However - Oil rig missions would be really awesome! (thanks to aliencrush for the basic idea) We already have those small "Oil Rig strafed" notices anyway, why not make it a part of the game? It would be the same type of mission as the regular ones, just a different terrain and different gains. I also assume the largest UFOs couldn't fit themselves on an oil rig, that could be another factor. Obviously you'd get a large bonus for defending it without losing civilian workers or destroying equipment, however destroying equipment or losing civ workers would make an equally big dent in your mission reward. It's also a fitting idea otherwise - Jets need fuel too! It would also be a huge change from the usual maps and areas and since most oil rigs are within rather small areas not smack in the middle of the ocean it would be both easy-ish to get to and another strategical decision when placing your bases. "Do I go for the population centre or do I secure our oil/fuel income?" Besides, if I was an alien getting shot down by stone-age jets I'd be so upset I'd blow up any oil sources I could find just out of spite Heck, you could add oil refinery missions too eventually.. We have infinite fuel as is and it should be that way too, but refueling costs money doesn't it? It should, anyway After the aliens get mean, what's stopping us from researching "naval defense batteries" or something along those line to be automatically placed on all oil rigs? This could reduce the chance of aliens going for oil and reduce the amount of aliens that arrive there alive - also giving a small chance of the alien ship crash-landing on the oil rig The opportunities are endless! Also would be nice to know how easily this could be added to the game or if it's ridiculously hard.. I assume it'd be mainly adding another map with or without an UFO in it and adding another target to the UFO attack list and some effects in the budget and refueling costs, am I wrong? TL;DR: -Oil rig missions would be awesome and new and cool -Oil refinery missions could be a long-term goal for development -These could both influence your income and the cost and/or speed of refueling -The addition of oil is logical -It adds to the game without taking anything away -New aspects added to the strategic side of the game (base placement, priorities) Ideas? Credit of the "Oil rigs?" idea goes to Aliencrush, I just refined it and made it into a thread and told you why it would be amazing.
  9. I just don't want those pesky UFOs getting away.. And it'd be nice to have bigger UFOs (motherships mayhaps?) that need a couple of squadrons flying in tandem to take down
  10. So it's been implemented already? Also would it be an impossible idea to increase the air combat zone a bit? It is quite cramped at the moment What about larger squadrons of planes? These are all in the "polish" list I think, but it'd still be nice to know
  11. Ahhh, good to know! Does afterburner usage affect fuel consumption? I use it a bit too much on the F17s *blush*
  12. I don't mind the odd flight patterns as much as the fuel consumption in air combat.. Using the half their fuel to get to the target and 25% of it in air combat is rather annoying They seem to be consuming fuel at the same rate (fuel per pixel, if you will) as they do on the map screen. Zero fuel consumption in air combat and I'll be a happy xenophobe p.s. Xenophobia as in fear of the xenos, not fear of anyone different from me.
  13. Well, they're UFOs on the radar (technically..) but AFOs when I shoot them down? It's a bit complicated, though
  14. I'm pretty sure 80% of my air combats and chases end with my jets running out of fuel and having to leave prematurely. Any chance of having a larger tank for the jets? It's quite awful, especially with the habit of zigzagging UFOs have. Possible solution that wouldn't break the game: Stop jets from using up fuel in air combat. They use it at the same rate as they do on the world map and I bet the air combat map is smaller.. It's not a game-breaker but it is very annoying! Edit: Five air combats in a row my jets have run out of fuel. I've got 3x F17 2x MIG at base1, 2x F17 at base2 and 1x F17 at base3.. No matter where I spot the UFO none of my planes will reach it before running out of fuel Planning to get four full wings of F17 F17 MIG eventually. Edit2: Six. Edit3: Seven, with one successful air combat in between..
  15. Hmm.. It is hard to imagine a red shirt not making its owner both an ensign and very susceptible to horrible death
  16. Only if I send the jets out, Chinook blowing up doesn't CTD for me. Edit: Trying to get to UFO Fighter (They're not really UFOs anymore though, are they? ..) stage, but it's proving to be the most rage-inducing, hate-filled, curse-spewing playthrough of all time Start combat -> walk one square out of the chinook -> BLASTZAPKAPOW -> half my guys dead. This has happened twice now along with one combat where three aliens hid in the UFO cockpit and one where my RPG guy missed a 90% shot and hit two teammates in stead. I've literally lost more soldiers on this single run than all the previous ones combined and I haven't even seen a Fighter or Corvette yet Edit2: Finally! First AFO Fighter down (using 2xF17 and MIG) with the latest build, no crash to desktop. I thought that the term "UFO" is a bit old and am going to call all mine AFOs from now on. 's short for "Annoying Flying Object" since they're not really that unknown anymore
  17. It's on an "old" save.. I'm not at home at the moment, but I'll start a fresh game and report back when I get there!
  18. This is still around in 8.6. Air combat works fine with any other ship type (at least scouts and 'vettes), but destroying a fighter crashes my game when returning to base. I've tried it with one F17, two F17s, two F17s and a Mig, a solo Mig, two Migs, an F17 and a mig.. No difference. I've also tried NOT shooting it down, either by losing/retreating air combat or letting it run amok. If I don't intercept it destroys my transport, but if I enter air combat against it I CTD I also tried sending the interceptors but turning them around mid-flight, in which case the game did not crash. Hope this helps, the game is unplayable for me atm
  19. The game seems to crash every time I end a certain ground combat succesfully. First time around I was playing without having loaded a savegame previously and won the mission with one alien escaping. The game crashed to desktop. Second time around I played flawlessly (only injuring a couple of my guys) and clicked OK at the scoreboard.. And crashed to desktop. I'm on win7 64bit, other technical info can be provided when needed I'm also 95% certain I can replicate the crash from the same save, but don't know if it'll happen in other battles since *cough* I haven't been able to play any other battles.. This being my first UFO downed in this campaign. Couldn't find this in the master bug list or by a quick browsing of the forum, hope it's either new or at least properly written! :edit: Third time, flawless victory, all wounds patched up, no casualties. I thought having wounds might cause it, but.. Apparently not
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