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Steelpoint

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Steelpoint last won the day on February 19 2020

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  1. Have not gotten that far yet but I'm hoping to now. Assuming I can dodge new updates and real life.
  2. I'm performing the first 'cleaner' mission of a campaign, when I end my turn (around turn 5) the screen shows the 'enemy movement', as normally, before it abruptly freezes for a few moments, then CTDs. No visible error message is produced when this occurred. The cleaners made usage of their guns and grenades with no issues in the turns prior. When the crash occurred I did not witness any hostile activity to indicate my soldiers were being attacked, but there were still civilians around. When I selected to start the mission on the Geoscape, a brief 'red text error' message popped up in the lower-left corner when the mission was loading. This only appeared for less than a second and disappeared when the tactical battle loaded. I've attached the two output logs since they both seem similar and I'd rather not miss anything, and the save files for before the combat started on the geoscape, the start of my 1st turn on the battlescape, and the latest auto-save before the crash occurred. When I reloaded my save a second time, the crash did not occur. auto_strategy_before_combat-1.json auto_groundcombat_turn_5_end-10.json output.log output.log_1.aac4d1f036d2582bf08658ebbf093835 user_ms1-2.json
  3. I've already noticed a major improvement in performance, I've only suffered a single crash after completing two missions, whereas in the last patch I never got through a mission without a crash. The new lore text is excellent as well.
  4. Maybe one esoteric solution is to have a separate 'tutorial campaign introduction'. Your designated as the 'second' in command of the Xenonauts and you go through each major aspect of the game one at a time until such point where you take over the organization after your superior dies. So you start off and are told to select where your HQ is going to be, you then get a run through of each major aspect of the Geoscape command, which caps off with you having to take commander of some local national guard air units to try to intercept some UFO/rogue cleaner aircraft, which then introduces you to air combat. Your first Cleaner mission is then announced, at a UN summit/ambushed convoy/etc, you go there and discover the Cleaners have assassinated the Xenonauts commander, you play through a semi-structured ground battle after which you are given full command and the game continues.
  5. Is it normal for a Terror Carrier/Ship to carry both a Terror and Assault operator on the same crash site? I just finished my campaigns first Terror Carrier assault and I was able to capture these two. ----- Also, I removed the 'workshop support' mod from the modlist, and started my new NG+2 campaign and I was able to unlock the Wolf armour, so I'd wager that was the reason it was MIA originally.
  6. If I throw a grenade far away it should at least land somewhere near to where I threw it, even if it goes way off course. The worse thing in any game that has a throwing mechanic is when your guy fumbles terrible and tosses the grenade at his feet somehow. I can accept people being terrible throws under pressure (I'm sure someone will post a video of someone accidently tossing a grenade, live or otherwise, too close to themselves) but in theory our soldiers are some of the ""best"" soldiers on Earth and they should have a good enough throwing arm. If I toss a grenade 8 tiles away, assuming my character has the strength to make that throw, the grenade should land somewhere near to that throw, even if it deviates three or so tiles to the side away from it, the only circumstance where a grenade should end up landing very close to the thrower is if the person throwing is doing so when there's some object in their way that could catch the grenade, a person, tank or object.
  7. Just some minor feedback on terror missions. I think these missions are in a good place balance wise (by NG+2 standards), I was barely able to win my first Andron terror mission via some good fortune and the loss of a few soldiers (I was able to occupy a building to the south east of the landing zone and hold em off from there and I barely got mk1 laser weapons out before the mission started). My main issue is that I dislike the removal of the '20 turn free vision' feature, where after 20 turns you get full vision of the map. I feel removing that is akin to removing having full vision of an Alien base when you occupy the command centre. It really helps in clearing out the last remnants of the Aliens and speeds up the last leg of a long mission. If the feature is too open to abuse then I'd be fine extending the min timer to 30 turns, or maybe even setting it that you only get the free vision when less than X enemies remain plus 20 turns have passed.
  8. OG Xcom does the same concept where each transport ship has a limit on the amount of vehicles (HWPs) it can carry. You might want to be wary on having a max limit of MARS's during base defence missions, if there's no cap then there's nothing stopping the player tossing sixteen or more MARS's at each base and steamrolling the aliens. You could also take the X-Division route and make it that you get only one vehicle slot for a transport, but that slot does not decrease the amount of Human soldiers you can take.
  9. I think the game kinda answered my question in that the Chief Scientist does state in one of the weapon reports that its up to the player to determine if the weapons of a specific class are actually viable against the Aliens, he's only giving us options on the weapons he can make and we have to pick the right ones. ---- On a separate note. I got tried of trying to keep track of the Aliens I've captured and not, so I decided to make a spreadsheet to better keep track. I'll link a copy of it to share for anyone else who wants it to help keep track, it has categories for Ceasans and Sebillians for all four phases. https://docs.google.com/spreadsheets/d/1e3FD_S84vprEYlspu4zUlzi6Ax_0Ii-oNsHdT3c-eBE/edit?usp=sharing
  10. I suppose I'll take this as an opportunity to start a new game on a higher difficulty, NG+1 or NG+2, since I've found myself doing very well mid way through Phase 2. I'll remove the workshop mod and see if it makes a difference, I'll try around with GC Editor and see if I can blitz through and see if I can get Wolf with that workshop mod removed. --- Speaking about the game, is there any practicality in taking Ballistic guns over Energy guns? Outside of ballistic Shotguns/Carbines and maybe one Ballistic Minigun, I've found the Energy Guns (Up to Phase 2 at least) far more versatile and effective, especially when it comes to Sebillians and more so Androns who are more resistant to ballistics than energy.
  11. The latest version, I was originally using 1.00.10 before updating to 1.00.11. However I updated the game only a short time ago, long after I should've unlocked the Wolf armour.
  12. That is pretty much my earliest save game as it stands. I've kinda slowed down playing the mod since I don't want to get too far ahead without Wolf armour and the other armours you get from it, I'm already just shy of February 1980 with only Predator armour to show for it.
  13. I have both Andron and Andron Guard disassembly. Even if Wolf is not as good, I checked the research and noticed a some of later game armours require the Wolf to have been researched as a pre-requisite. EDIT: Here's my latest geoscape save game if anyone is curious to check the issue: XD-3.sav
  14. Well, failing finding a solution, is there a way to "cheat" the game and unlock the armour? Even if the tech requires Engineers instead of Technicians, I still would've satisfied that criteria as I've interrogated Ceasen and Sebillian Engineers, and the fact I've unlocked Predator armour I think shows I've exceeded the requirements.
  15. I think I've found a bug. The game has not unlocked Wolf armour despite that I think I have the pre-reqs for it. I've actually got to the point where I've just unlocked Predator armour. I checked the mods 'research' and found that it states that to unlock the Wolf you need to have done... Alien Alloy Fabrication Ceasen Technician Interrogation Sebillian Technician Interrogation Andron Disassembly I've checked my Xenopedia and I can confirm I've researched all four of these. For what it is worth I'm currently midway through January 1980, I was assuming I needed more research to unlock the Wolf but the fact I just unlocked the Predator caused me to check the files to see what is going on. Maybe I've missed something, but I still think it should be brought up.
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