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nickd

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Posts posted by nickd

  1. I've just come back to Xenonauts after a bit of a break after playing a lot of V19, and on the first UFO I shot down on a Military Base map in north Africa and I'm getting the endless hidden movement screen after the third turn. I've tried reloading the GC and it seems to keep happening.

    I can load the autosave I've linked to on Mediafire, click end turn 3 times without moving someone and on the third time it'll just stick.

    http://www.mediafire.com/download/zaaoxdyamw9699d/Autosave3.sav

  2. Breaching a Scout at the start of the game I had two assault troopers with pistols and shields. I've loaded and run them in to the scout over and over and I haven't had the shield stop a single reaction fire round yet.

    Do shields only have a percentage chance to stop a round? Does this percentage decrease close up? I was frequently getting hit with all 3 rounds from a burst without a single one stopped by the shield.

  3. A bit torrent sync folder of the whole of the unpacked binary tree of Xenonauts could be shared between us and we'd only have to pull the differences each time there was a new release. Plus it'd auto-magically share the download bandwidth between us. And if Chris did it he could also just share the read-only key so people couldn't mess with it. Installing would just be pointing the sync folder at an existing directory.

    He mused whilst watching his download go at 180 Kb/s

  4. Were all of the soldiers firing at enemies covered by the same type of smoke?

    Most smoke (for example from a smoke grenade) has an accuracy reduction of 20 while from a frag the smoke only has a reduction of 15.

    All types share the LOS reduction of 3.

    They were all standing side by side in a line next to each other with the target standing in the open directly in front of them, I threw multiple smoke grenades (by reloading) both on the target and in-front of the target to get averages. The number of squares of smoke between shooter and target might have had a small affect but it might have just been where the grenades were landing. As I was targeting a fellow soldier it might have been screwing the calculations but I also had a save triggering reaction fire and walked out 10 times with smoke and 10 times without and the hit ratio was more or less identical.

    .

    Oh and the sniper rifle was unaffected even when un-aimed so it's not just base accuracy being very high, it's definitely not applying to sniper rifles.

  5. To add to the list of issues. Something seems wrong with how smoke's ability to reduce accurace is being calculated. It doesn't appear to affect long range weapons much at all so snipers hardly take much of a hit. For example a person standing 19 squares away in the open appears to have identical 95% before / after. LMGs take a much larger decrease of approximately 2/3 and finally rifles take a huge hit from 60% ish to 8%. Obviously shooter accuracy is going to play a part but it was 66/63/63 for the sniper, rifle and LMG respectively and all three were standing.

    This also explains why popping smoke has 0% chance to protect you from super accurate heavy plasma fire in open maps. Interestingly the time it does have a effect on accuracy (although not on the sniper rifle) is if you are actually standing in the smoke so presently you're probably better off smoking aliens then shooting them with sniper weapons than you are using it to cover your own troops advances.

    I haven't got plasma weapons to test with yet but I suspect that the smoke accuracy penalty is affected by weapon range.

  6. I've just tried to play the new V17.5. I started a brand new game and after playing for a few minutes in the very first ground mission the game crashed when a sniper bullet crossed through a burning tile.

    I attempted to reload the game from the auto-save and it immediately crashed and any attempt to load the save causes an immediate CTD.

    I also had a manual save from later in the mission and this too causes a crash to desktop.

  7. I am using the latest version of xenonauts on desura.

    I have a save game where on a transfer of a hunter from my original base to a new base which has never had a hunter causes a crash to desktop. I can make the save available if needed.

    Interestingly the crash is related to the speed time is running at, if I use fastest it always crashes but on a 5 second interval the delivery is successful.

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