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bovi

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  1. TacticalDragon answered precisely that. Get them in the mod section of this forum.
  2. As it turned out, a couple months later, with better gear than lasers, I was able to take down that base, and captured the praetor as part of it. I found it easier to do so in an alien base than in a battleship actually. He had less troops guarding him in the control room of the base (4 elite sebillians) than in any battleship I've been to, and more 100% cover closer to him, more easily allowing many guys to charge in and pummel him with stun batons.
  3. Using the GOG 1.09 exe. After the latest update of BitDefender, when running the game it considered it "potentially malicious" and automatically deleted the executable. This draconian measure against something it didn't even positively identify as a threat has put me off BitDefender quite a bit. I'm going to redownload and reinstall the game to get it back, but you may want to contact BitDefender to get them to stop flagging (and deleting) the executable, so others hopefully won't have to jump through the same hoop.
  4. You can also get a praetor in alien bases I think. At least, once when I tried a base assault, I got dread there. The raid was a miserable defeat, so I couldn't really check if there really was one present.
  5. It is certainly a good decision to wait, never release into a vacation.
  6. Electroshock grenades can be useful against zombies occasionally. While it takes a couple to take them down, the reaper inside will explode and die rather than spawn from the zombie. If the original reaper is standing next to a zombie it just made, you can take both of them down at the same time by piling the shocks on them. I don't know if it's the stun or the "explosive" part of the shock grenade that is keeping the reaper from spawning though, so maybe other grenades or stun weapons will have the same effect. Or it could be a unique property of the shock grenade.
  7. Are you running an ironman game by any chance? I saw another thread where actions in the ground combat caused autosaving, and that slowed down the responsiveness considerably.
  8. I am assaulting a Carrier ship. I walk into a teleporter to get to the third level, where there are several android enemies, then step off it to get a better line of fire at an enemy. Firing does not trigger a reaction, so I attempt to retreat back into the teleporter. The android I was shooting at got reaction fire on my soldier then, at the point when he steps onto the pad. As luck would have it, the shot missed, but the game no longer responds to any command (I tried mouseclicks, escape key, number keys, arrow keys). The animations of ship components continued though, and the game successfully closed when I pressed Alt-F4. If it makes any difference, another soldier had died on that teleporter earlier that turn, (that was then the destination pad for the teleportation, rather than the departure pad). I was unable to save the game once it became unresponsive, so I cannot provide any closer savegame than the one here I'm afraid. It's from the same mission at least, but I haven't started breaching the UFO by then. [ATTACH]5919[/ATTACH] insane.sav insane.sav
  9. On my way to attack a downed cruiser, there was a two-story building between the dropship and the UFO. This particular building has a hallway in its middle of its lower story leading to stairs, and then hallways in the upper story on either side going back and ending up in the same room. While advancing outside the building I saw (through the window) that a wraith had teleported up to one of those upper hallways (the "northeast" one, if it matters). My plan was to keep the enemy occupied with a guy outside covered with smoke and moving my other guys into the hallway in the lower story, wanting to regenerate TUs before running up the stairs and starting to suppress it. The wraith somehow saw and shot two of my men through the wall down to the lower level. There was no visibility or line of fire to the enemy from the hallway below. When I had people get up the stairs, the wall worked as normal blocking sight and line of fire. Apologies if this is already a known issue, and also apologies for not providing a savegame for illustration and debugging, I can imagine it's hard to fix it using only a text description of the problem. If I encounter the same thing again I'll try to provide a savegame. In UFOs spanning more than one story, there is also occasionally a visibility bug causing a soldier to see the entire interior of another level, typically revealing the bridge or whatever you call the final room in the UFO, including enemy units in there. In these cases, unlike the building I wrote about, it is thankfully impossible to shoot through its walls/floor though. I'm running 1.09 from GOG, no mods (holding off on those until I beat insane).
  10. I can perhaps shed a bit of light on this. I'm typically bringing a big load of various grenades and ammunition and spending turn 1 on dropping them off in the dropship, so I've also encountered this discrepancy pretty often. The reason I do this is to have reserves if I run out of anything during the mission, I'm never again picking up alien weapons to fire at tiny hit rate because I run out of ammo. Grenades will normally cost 4 TUs to drop to the ground from the backpack, but as soon as you drop any grenade of a type from the belt, dropping others of that kind from the backpack in the same turn is free. I *think* that any TU costs incurred from dropping from the backpack will be refunded if you drop any grenade of the same type from the belt as well. I have not noticed a similar bug for dropping ammunition, but I normally keep a smaller stash of that than grenades, so it fits in either only the belt or only the backpack, so it could be working the same way still. ----------- As an aside, I don't see why it takes 12 TUs to draw any weapon from the backpack, but only 4 TUs to put it back in. Presumably the time would be spent getting the backpack off and accessing it, and that would be pretty much the same for both operations. I'd even argue it might take longer to stuff a sniper rifle into the backpack than to pull it out, considering that to make room it takes a bit of time jostling around the 8 grenades which are already in there, without accidentally knocking off any pins...
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