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Oldsmobile

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Posts posted by Oldsmobile

  1. 6 hours ago, Solver said:

    What about carrying out wounded soldiers (or captured aliens / items) though? A somewhat uncommon but very cool situation is if you carry a fallen comrade back to the dropship, I've used that in the Cleaner Intelligence Hub to successfully rescue a downed soldier. I hope that system doesn't go away.

    Ha!  I used to do that in the Classic X-Com games (UFO Def and TFTD).  I'd put a bleeding or stunned comrade in the backpack and ferry him to a safe place.  Or haul an alien.  Kinda hilarious if you think about it.  "Look guys - I have a stunned Tentaculate in my backpack!"  Sometimes, they'd wake up and appear next to the soldier - Awkward...

  2. 23 hours ago, CaptainSPrice said:

    Chris i feel like what you should when you finish the game in terms of balancing/maps/gameplay is adding CO-OP for 2 players. Because this game has a potential to play on CO-OP, and could add huge playerbase to this game, because a lot of games for example XCOM 1/2 , Old XCOM and Phoenix Point lack CO-OP mode. This could increase game popularity in the future. All you need to do is add simple buttons for decision making between 2 players on geoscope (for example i want hire 15 enginners), other player press accept button to agree on player decision, and the same for other player, and in combat where i control 4 soldiers and other player another 4 soldiers. Think about it Chris.

    I've fantasized about multiplayer for XCOM and Xenonauts too.  The problem, i think, is that each human player will take too long.  Or the inactive player will become impatient, regardless of how quickly the active player plays.  Maybe if a time limit is imposed for each player, then it will work.  Hmm... It would be interesting to impose a time limit on the human player even in a single-player setting.  (I'm sure all this have been discussed before . . . What hasn't?  :D )

  3. The bug is applicable to any flying unit, not just Buzzard. I reported it here: http://www.goldhawkinteractive.com/forums/showthread.php/12673-Flying-movement-into-solid-structures-and-a-Reaper-bug?p=144604&viewfull=1#post144604

    I think the fix is capping the structures, but being that the player can easily avoid the situation by not purposely flying into those spots, perhaps it's better to leave it be.

  4. I confess to having exploited this bug (?). It's useful when I want to target a specific tile with a rocket launcher.

    Question is - Do the aliens do the same? :D

    Edit: Sorry - I am playing the vanilla version 1.55, but it has similar behavior.

  5. -The aliens are cute when they vault over fences - Just like a human! Caesans do it gracefully with their svelte bodies, but those Sebilians will never qualify for the rhythmic gymnastic squad.

    -I don't mind that the aliens are cloned or whatever because they were brought up with good manners and use doors instead of tearing a hole through sheet rock. Sure, Sebilians seldom ever knock before barging through the door, but that's just a Seb being a Seb. At least they're nice enough to not shoot through a flimsy wall at a Xenonaut's heat signature. (Androns, however, need to be re-programmed because, unlike their biological buddies, they seem unable to "grasp" the concept of a door knob.)

    -All alien weapons are straight-line, requiring LOS. Did the Praetors leave their putrid gasses back home? No guided projectiles? No walking mines? The High Praeter should check T'leth.craigslist.org: "Deep Ones eager to vomit innards in a parabolic trajectory for a bucket of chum. Strictly platonic on first mission. After that, who knows?"

    -There is no "i" in team, but apparently, there is plenty of "i" in aliens. Seeking individual glory, an alien will challenge my brave Xenonauts one-at-a-time. Wraiths are especially guilty of this, probably because their oversized lobes are susceptible to deep space transmissions of Rambo: First Blood. Pro-Tip from the Zergs: Overwhelming numbers!

    In short, I wish the aliens were more alien. I wish they were less polite. I wish alien drones could fly and have 360 degree field of vision and firing arc. I wish Harridans could use their weapons while flying.

    But, ultimately, my wish for a true X-Com successor did come true in Xenonauts, and for that, I am happy!

  6. Wouldn't it be logical for the player to get cameras on the base, like after the first 20 turns of a terror mission? I realize you don't want to make it too easy, but it's pretty illogical that somehow I have eyes everywhere in peoples houses and offices after 20 turns, but not in my own friggin base? At least give some flavor text "the aliens have haxed your cameras, you'll have to do it the old-fashioned way!"

    You can say the same thing about alien bases and UFOs. Shouldn't the aliens be able to see everything within? I don't know if it is possible or not, or if it will make the game too hard, but:

    Someone should mod the game so that the aliens know all Xenonaut positions!

  7. I think you are right. I believe if the soldier isn't wounded it's no longer possible to spend action points using the med kit on them. It is a bug.

    When you say wounded, you mean any loss of health points, or do you mean a critical wound where there's a loss of 5 health per turn?

    I have, on desperate occasions, stunned a Xenonaut to save him from alien attack, and then later revive him to continue fighting in the same battle.

    Edit: Thank you, StellarRat, for your reply below.

  8. We actually meant to remove this from the game for release - that's why it's not mentioned anywhere.

    Has melee been changed in V1.5 Stable 4? Prior to 1.5, melee inflicted damage with every attempt. This was quite satisfying when I surround the last stubborn alien with a few Xenonauts and bashed it to bits. (Hiss all you want, lizard boy, you ain't regenerating ANY flesh this time HAHAHAHAHAH!) However, with V1.5, melee often does no damage at all. I estimate that perhaps one out of six or seven attempts causes damage.

  9. Thanks Chris. Here's an example of flying soldiers inside a mesa. Both shield-wielding troops are in the mesa. They flew in through the top, Santa Claus-style. Unlike what I previously reported, these soldiers are stuck inside now. I think going to the first level caused them to get stuck. If they had remained on a higher level within the mesa, then they can still exit.

    Within_Mesa.jpg

    Within_Mesa.jpg

    Within_Mesa.jpg.88d21dbc2f9f7f209be86f03

  10. I have found many LOS issues still exist. My Xenonauts have been shot through rocks, walls, and even one dumpster. The rocks and dumpsters were direct shots literally through said objects. The walls, however, have been at angles, but the angles suggest that the shot should not have been able to hit the soldier since the alien was approximately two to three spaces away but unable to be seen while being fired upon. Are there any fixes for LOS in the upcoming stable 1.5?

    Thanks in advance,

    Eric

    I am experiencing one obvious LOS issue. During a base defence mission, the aliens immediately killed one Xenonaut during the very first round! The Xenonaut was located just outside the Command Center, at the sandbag wall. Later in the same mission, I noticed visible aliens repeatedly shooting toward same spot, even though there were walls. I doubt it was because they wanted to destroy the briefing room blackboard that was in the way. (Caesan: "Oooo look, vital human intelligence equipment, BLOW IT UP!") More likely, they were aiming for the Xenonauts behind those walls.

  11. I'm playing Version 1.5, stable 09Dec2014, on Veteran difficulty.

    Here are a couple of bugs related to Buzzard and Sentinel soldiers

    1) On the desert maps with the big multilevel rocks, you can fly your soldier INTO the rock. From within the rock, your soldier can see through the rock wall and be able to spot aliens. Although the soldier inside the rock can see the aliens (red alien icon), he cannot shoot them (0% hit chance). However, the alien is able to shoot the soldier through the rock "wall." (Luckily, your soldier is able to fly out of the rock, unlike the next bug . . . )

    2) The Carrier. I know many people have complained about the hidden Harridans. If you use your flying soldier, you can fly up to the carrier's fourth level and see the ledges that the Harridans use. I don't have a problem with this as it is conceivable for a Harridan to use this as a strong defensive position. Here's the problem: Your flying soldier can fly into the hull wall of the carrier and get stuck inside the hull wall. You end up with the same issues as in (1) - Your soldier can see the aliens in the carrier bridge, but cannot shoot them. However, the bridge aliens can shoot your soldier, who will die because he's stuck in there. ;) (Note: The hull wall is approximately 2 to 3 tiles wide. In order to get stuck in the hull wall, your flying soldier needs to move onto the tiles that are immediately adjacent to the "legitimate" UFO interior tiles.)

    Phantom Reaper bug:

    I experienced one instance in which a Reaper became invisible after being shot by reaction fire. I can tell the Reaper is there because there was a shadow on that tile, and the cursor became red when I mouse over that tile. However, my soldiers don't "see" the phantom Reaper and the Reaper itself doesn't move or try to attack adjacent soldiers. There is no Reaper corpse. Firing weapons or grenades on that tile does not kill the Reaper. When I killed all the other aliens, the mission ended successfully, so I'm guessing that the Reaper was killed by the reaction fire before becoming a ghost.

    Sorry for the lengthy post, and hopefully these are not re-posted bugs. I'll check my saved games and see if I provide some screen shots.

    Also - Sorry for incorrect title format. I tried to fix it in advanced edit, but the edited title doesn't show on the sub-forum page.

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