Jump to content

Inukshuk

Members
  • Posts

    9
  • Joined

  • Last visited

Reputation

10 Good
  1. Thanks a lot BB. It works perfectly now. No idea what I was doing wrong applying the fix.
  2. No doubt that's the issue. I am running 19.4..and it 'sort of' works. Well no problem if you don't feel like endlessly updating your patcher for every revision. If we're fiddling with the experimental builds, that's the way it goes. Funny I've never seen this before in all the other versions I'd been running. Just lucky I guess. Come to think of it maybe I did once or twice and had troops just do one or two things differently then had it run OK. In this case, I moved troops slightly differently but it made no difference.
  3. Thanks for offering this BeornBlackclaw I tried fixing it myself but didn't succeed. It wouldn't find the process unless the game was actually loaded and running in another window and then I got a list of errors that was so long and so rapidly expanding that even if I spammed the mouse for 10 minutes of getting messages of "success", it seemed I was going backwards. I tried a few times and it was the same each time. I'm running the experimental version 4 with no mods and uploaded my savegame to your Mediafile box
  4. For better or worse, I'm sold on this FB Kickstarter. I've never found a game I liked as much as either XCOM 1 or JA2. While there have been noble attempts at XCOM along the way (and ultimately Xenonauts is the high point on the road IMO, though let's not forget the great, but short road of Silent Storm, threading between XCOM and JA), JA2 flourished into JA1.13, which is still utterly fantastic after all these years, while the original XCOM really has lost a fair bit of lustre due to only limited modding. Kudos to Scott Jones et al just the same. I've followed the ups and downs of the history of these two games for decades, and one of the best refuges I've found is the JA1.13 Bear's Pit modder community. The FB creators are all over the JA1.13 BP boards and are very convincingly of the same mindset as many of the JA1.13 community, as far as I can tell. They even are going out of their way to emphasize the importance of the offbeat (and politically-incorrect: just see a non indy designer try being non PC) character-based humour of the original. Bit Composer has sold the license to FC and the only control they have is that the franchise brand image is preserved by FC, which seems a shoe in. Beyond that, they can't mess with any of the game design. Self financing allows FC to do it their way, and their way is solidly turn based strategy. They are experienced in game design and in actually delivering final products. The JA:BIA guys (who were solidly in Bit Composer's grip) also tried to enlist the Ja1.13 community and while they got many to have bit of fun with the game, and some to make big efforts to mod it into something better despite pretty middling support for modding, they never came across as being as on board as FC. OTOH, FC is downright eager to gain the support of the JA1.13 modder...offering tools and involvement in the game all along, which is very different than the BIA approach was. They seem to be promising to integrate openness to modders throughout the game's development and to support modding afterward. And what those Bear's Pit modders are capable of has to be seen to be believed. If FC produces a game the way they want to, and seem to have the skill for, and if even a couple of the more dedicated JA 1.13 modders take an interest, my guess is we'll never see the end of creative modding and expansion. I've been disappointed many times before, and never more than while waiting to XCOM to be remade. I enjoyed the new XCOM a lot, but I still eagerly await Xenonauts. While Bit Composer claims it will 'eventually' make JA3, even in a best case scenario (a very optimistically best case, given that BIA was OK but a long way from as interesting as the new XCOM, IMO) we'll have a new flashy JA3 like the new XCOM and still miss the old JA experience, IMO, unless this game gets funded. If it doesn't, I can't see anyone more likely to get that old JA magic believing it would be worth giving it a try. This seems like a rare chance to get a new JA platform out there, and all the fantastic modding that will follow, for not much money (although I was happy to plunk down more)....or quite possibly miss the chance once and for all. 24 days left and they are >20% on their way, but it's by no means a sure thing they'll make the mark. If anyone has any doubts, they should definitely keep checking the KS site. The updates are revealing and interesting.
  5. I began having CTD problem when loading any save in game (even if no UFO's were down or around) soon after I began having this recruit issue. I worked around by starting a new game and setting up a base, and checking the new recruit list then reloading the old save in the old game and then getting a proper list of new recruitable soldiers (who were the same recruitables as those on the recruit list in the new game). At that time I began getting ghost soldiers on the Chinook. Two were listed as in training (and each was listed twice) but would actually pop up in the Tactical missions (one of each name only) but not in the soldier list (though they were green numbered circles in the Chinook base graphic and could not be taken off the ship). If I fast forwarded till the training was done, I could put them on or off the ship but they were always duplicated (that is the list showed two of the same name were on or off and if I changed the weapons of one of them, the other with the same name changed too.)
  6. I am having the same problem, running 12.1, a veteran non-iron man game. At first I noticed that I if I tried to load a saved gmae made on the tactical screen it reverted to the engaging combat dialog on the Geoscape (but I'm not sure if tactical saving is enabled or not at the moment). However, soon after I first noticed that, and about the time I shot down two or three UFO's to crash sites, any kind of reload from in game, on the Geoscape, would CTD. then If I restarted the game, the save that i tried to reload before will work fine. But If I try to reload ANY save game while the game is running, it will CTD again. This is even if there are no crash sites or UFO's on the screen. This may or may not be related, but several other bugs appeared about the same time and might be linked: I found that my soldiers heal completely between two combats if i don't return to base (reported elsewhere). Also, this CTD problem occurred very soon after I had the bug with no recruitable soldiers coming up, just a blank screen the second time I tried to recruit (also reported elsewhere). That one was worked around by starting a new game then reloading the old save in the old game and then getting a proper list of new recruitable soldiers (who were the same recruitables as those on the recruit list in the new game). At that time I began getting ghost soldiers on the Chinook. Two were listed as in training (and each was listed twice) but would actually pop up in the Tactical missions (one of each name only) but not in the soldier list (though they were green numbered circles in the Chinook base graphic and could not be taken off the ship). If I fast forwarded till the training was done, I could put them on or off the ship but they were always duplicated (that is the list showed two of the same name were on or off and if I changed the weapons of one of them, the other with the same name changed too.)
  7. Sometimes this happens if the troops left in the drop ship are standing in positions that block the vehicle's space. manually moving the men to clear the Hunter's usual spot then allows you to assign it to the ship. If this is what it occurring, what I do is a workaround, but IMO the game would assume you want to move the men, and do it for you if there is room for a vehicle and you decide to assign it.
  8. I am playing 8.41 and I certainly have this problem. However, I often get crashes when saving and/or loading just about any game. I have deleted all old save many times and that seems to make no difference. Typically I can save two or three times before reloading crashes the game and once that happens, I can't reload and of the previous saves either. Sometimes clearing out registry errors helps, sometimes not. If a save involved interceptors in the air on the way to a UFO, it increases the odds the save won't work but that's not always the case. Also true is that it is safer to try to save when the Chinook makes it back to base. many times (in 8.41) I'll finish a mission, try to save on the way home, and the game will crash. There's a save game entry created, but it is never reloadable and often seems to undermine the reloadability of previous saves.
  9. I like this idea of being able to disable reaction shots for some troopers. It really can be a problem with rocket launchers and in old XCOM, I often wished for this option. About the question of how best to use reserve action points: to save for a shot in the same turn versus in the aliens turn, a point worth considering is that using your reserve points to react to the aliens was in the past XCOMs the best way to build up your "reaction" stat in troopers
×
×
  • Create New...