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jimbobfury

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Posts posted by jimbobfury

  1. I've just had the first CTD during a ground combat mission since 9.5 was rolled out.

    I was in the quick terror mission and the game froze on a Cyberdisc during the alien turn. The crash was accompanied by a weird sound loop bug, which wasn't a sound effect I recognised, but it was just repeating in a loop and the rest of the game was frozen.

    I'd not had this in 9.5 but to be fair, I'd not really been on the quick mission much in that version, so I can't say for sure if it's something that's just been introduced in the latest release.

  2. Hey all, bit of a weird bug here which I wondered if anybody else had experienced.

    I've got a second base set up in North America and recruited a batch of fresh soldiers and purchased a chinook, so I could respond to crash sites which were out of my European team's range.

    However, each time I've sent them to a site (three times now) the game has crashed when the once I clicked on the initate ground combat button. This surprised me as since 9.5, I've not had a single crash, and my primary squad made up of the soldiers you begin with have completed at least a dozen missions.

    So, I'm not sure what could be causing this really. If it makes any difference, the secondary team had undergone training before I sent them out on their first mission.

  3. Fair enough Chris. I know there's plenty of balancing to be done, so I'm sure it will all fit together nicely in the final game.

    And Gauddlike, I meant in the combat screen more than anything, as I was having endless cases of intercepting a heavy fighter only to start too far away to catch it. Seeing as they always retreat in the current build it wasn't much fun. I actually didn't realise they were bugged (I'm sure I've seen this mentioned somewhere) so maybe once they fight back this won't be an issue.

  4. Same here, Hellstormer. Not once have my guys performed a reaction fire shot.

    In this latest build I've even upped the new 'reaction modifier' stat that each weapon has, and they still just sit there like idiots as an alien runs 4 paces in front of them.

    I'd really like to get it working, as reaction fire ambushes were always a big part of my strategy in UFO: EU.

  5. Do people think suppression could maybe work differently depending on whether the unit was in cover or not? The way I see it, if a target is in the open, there's not as much incentive to suppress him, as you've got a straigh, high accuracy shot on him, so you'd be better inflicting the damage. Also, from the target's poing of view, if you took a burst of fire while in the open, chances are your first instinct would be to run to cover (unless you want to account for the shock of taking fire, but I think that's a whole other topic!)

    So how about;

    Units in the open who take suppressive fire - No AP penalty, to allow them to run to cover. But they receive an accuracy penalty, so should they choose to stand their ground and return fire, they're doing so inaccurately.

    Units in cover who take suppressive fire - AP penalty, to represent the fact that they're hunkering down behind their protection and also a slight accuracy penalty.

    This means that, from a tactical point of view, if you have a target in high cover who you can't shoot outright, you can lay suppression on them, and then flank them with other units to get a clear shot around their cover. The flankers could still take fire (so the enjoyable element of risk isn't removed completey) but the fire directed at them would be panicked and innaccurate.

    All of this would happen after the build up system Chris describes, by the way, and wouldn't be instantaneous. Just wanted to clarify that.

  6. After having an unsuccessful hour's worth of chasing stupidly nippy fighters and heavy fighters with my interceptors, I wondered about the possibility of adding a research for Alenium Engines, in order to keep the standard interceptors competitive until we can start building craft based on Alien design. Something that adds a 15 - 20% buff to their cruising speed would do the trick, I think.

    Alternatively, I guess increasing the range on the alenium missiles could fill the same role?

    Either way, I just feel like they need something, as they can't (in my experience) be directly replaced with Migs, when you have fighter squadrons cropping up all over the place.

  7. This latest build is fantastic, I've been playing most of the morning so far and I've not had a single crash. The only thing I'd say it might be worth doing for the next build is looking at either the Alien Invasion ticker or the capabilities of the interceptors. I'm in early August now and have two fully functioning bases with soldiers kitted out in Wolf armour ready to rock, but I've not had a crash site in ages because all I'm getting is alien fighters, fighter squadrons, heavy fighters and the occasional bomber. I'm getting about 6 UFOs at a time, and they're all too fast or don't leave crash sites. I just wouldn't want anybody to try the game and think that they had endless hours of fruitless interceptions to look forward to.

    Other than that; amazing! Actually managing items between my bases, research and manufacture fully up and running and having to think about supplies etc is great.

    Oh, one more thing. Could we get the 'm' = $1,000,000 turned off now, please? I want to actually start having to think about finances, but then I forget when I'm renaming my guys and end up with $11,000,000! :)

  8. Hello,

    I sent a trooper onto the roof of the brown brick building in the centre of the map to get an angle on a Caesan who was giving my squad trouble. When he got to the roof edge, he took a reaction fire shot, so it seemed he was visible to the alien. However, the tiles in his field of vision remained greyed out, and the alien on the ground level remained hidden to him.

    In a few turns I'd gotten a second soldier to lay eyes on the alien in question, and switched to the guy on the roof to lob a grenade down onto his head. Unfortunately, this crashed the game straight back to desktop.

  9. No problem. You need to look in the weapon_gc file, in your Xenonauts Assets directory. The alien weapons are a fair way down, so keep scrolling and you'll find them. The damage is listed there and you can just change the value and then save the file. (make a backup if you want to be double safe)

    Hope that helps!

  10. Great news! Fingers crossed that's the norm rather than the exception then, the terror mission was amazing fun in 9.4 but I didn't get to complete it once.

    Now, if only I wasn't at work...can't wait to get stuck in. I'm hoping I might be able to get the Warsaw Pact weapons modded in too. If I wanted to share that, would it just be a case of uploading the modded xml file to the forums?

  11. Chris seemed to have the AI fix in hand ready for the next release, so hopefully the issue will be sorted without having to disable the civvies.

    It'll be great when the AI gets developed further, that's when the tactical combat will really come to life. Hopefully now that the game's getting closer to a public release the AI will start to see some love...

  12. Double thumbs up then!

    Just on the topic of weapons; I've been modding the files a little, testing out various balance ideas and I just wondered two things, if you're able to shed any light on them please, Chris?

    First up; is there any way to modify the damage a certain shot type does? I was thinking of adding a damage bonus to the most accurate/AP expensive shot option for the assault rifle, for example, to represent the trooper taking his time to aim for the head or something along those lines.

    Secondly; Is there a way to give some sort of penalty based on a shot being taken at close range with the precision rifle? I've been tweaking the sniper as it seems too similar in use to the assault rifle at the moment. I really want it to be a weapon that you'd only be able to use effectively once you'd made it to a good position, for long range shots. If a sniper equipped trooper turns a corner and discovers an alien, I'd want his precision rifle to be at a real drawback at such close range.

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