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BadgerAttackSquad

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  1. If you're looking for videos of Xenos shooting through things from the fog, you should check out ClosetYeti's first LP video: I tried to grab it right before the hidden movement section. (Yes I know it's being worked on for another patch, just saw the video recently and thought I'd drop the link in case Chris was still looking for vids on this)
  2. Sorry it's a little confusing. It's not about the direct AP cost comparison, it's about a turn+AP cost. I have a habit of turning my soldiers sometimes in order to reveal a little more of the map. Most of the above paragraphs are me trying things until I actually figure out that AP costs for turning towards the target are part of the AP listed when I hover my cursor. I was getting confused because I would have my guy turn to check something, but when I checked the AP needed to shoot the enemy I had been originally looking at, the AP cost was higher. I didn't immediately realize that it was higher though, I had just noticed that sometimes when I hovered over an enemy the AP required to shoot was higher than my reserve. I thought it was summed up pretty succinctly in the TLDR, though perhaps I should have said "I make STUPID mistakes when turning if I have AP reserved." and saved you the trouble of wondering about it. Truthfully I probably should have just not posted that at all (As it was mainly a stream of consciousness...but it was helping me figure things out so I just kept writing.) and put up a new suggestion asking for an option to make turns require a confirmation click and a display of their AP cost. I'm sure the post wasn't very helpful to anyone else, but it sure helped ME figure out I was being stupid.
  3. I feel like everything I report has already been reported >.> I DO try to look through the previous reports though. This one I reported b/c Chris suggested it. I apologize for not checking to see if someone else had reported it first.
  4. Okay so I did some tests and figured it out (and why you said it was tricky) I think the problem on my end was stemming from the AP values for shooting at my allies was low enough after a turn that it thought I'd still have AP to shoot (Though the enemies may be farther away) It would be nice if the reserved shots didn't count friendlies as possible targets, but i can see why you'd leave that in. The other problem I was having with it deals with the fact that the edge of that map may be shot at. The edge of the map being a valid target seems a little odd to me and appears to be what had caused my initial problem. (Had an alien hidden in a corner of the map and was positioning a soldier so that he watched the entrance of the alley the alien was in. When I tried to adjust his angle by turning him a little, he no longer had the AP to fire at the alien if it moved towards him.) Shooting at the edge of battlescape would have been close enough for a shot after the turn so the turn was allowed, but...I can't imagine ever wanting to do that. It has just occurred to me that perhaps the battlescape edge has an accuracy value so that anyone setting up reaction fire knows they will be able to shoot to the edge of the map. After further testing it seems to be until the edge of view range, though this includes the edge of map. The problem then being that if a Xenonaut is near the edge of the map he will be able to turn when turning will allow him to hit nothing but empty space. (Imagine a squaddie in an alley where one wall is the edge of the map and the other is a building. If he tries to do a complete turnaround he will be able to finish most of it...but only because the game believes he has a shot he is able to take...at the edge of map next to him. If he finishes his turn but no longer has enough AP to shoot to the end of the alleyway then he's out of luck when an alien steps up and tries to shoot him from there.) TLDR: I make mistakes when turning if I have AP reserved. Way to possibly help me with this: if you make turning require confirmation (Double right click) the first right click could display somewhere the amount of AP needed to turn in that direction. Then I could decide whether or not I had enough AP for the turn.
  5. Select a max distance path through a closed door. Double Click The soldier will open the door as they continue through, but will stop one square short of the last green square. The AP prediction doesn't seem to be taking the door open action into account.
  6. Number 2 is in reference to when I right click and end up with too few AP to fire. I've noticed that it doesn't usually allow me to...I'll have to double check, but it did allow my shotgun to turn after a right click when the cost for turning put him below the AP needed for firing. I'd figured the use of right click to turn would make this one pretty easy to track, but perhaps not. Given that I can't repeatedly turn people with reserved shots this may be already taken care of and the time it happened was an isolated glitch. I'll run some tests and double check.
  7. I have two saves that appear to have the same name, one has the first letter capitalized yet they are displayed the same. Either not displaying save names as all-caps or the game capitalizing everything by default when making the save would both be valid and easy solutions.
  8. When shooting at an enemy with burst mode while crouched with the M16 I am unable to fire. The APs are deducted but no shot is fired. On subsequent turns no shots may be fired until the Xenonaut stands. This only seems to happen when aiming at enemies, shooting burst fire at windows and squadmates while crouched appears to work fine. I can provide a save if other people can't reproduce this though it's happened in multiple battles for me.
  9. 1. When you path through a closed door the AP prediction does not include the cost of opening the door. It would be nice if it did. 2. If you have a reserved shot you should not be allowed to turn if turning would leave you unable to fire said shot. 3. Would it be possible for the amount of AP a gun uses to be displayed on the gun icon?
  10. I simultaneously landed the Chinook at a crash site right as I intercepted another UFO. This resulted in the ground combat pop-up appearing on the air combat screen. When I clicked engage in ground combat, the game loaded the ground combat and then froze. All of the hidden areas showed sections of the air combat screen. It would be nice if the game didn't offer you the chance to engage until after you had finished whatever combat you were doing.
  11. Now I wouldn't be surprised if this has been covered in a different thread...but I've been unable to find it. I've looked through the manual and done several forum searches but to no avail. I've read through most of these two threads: http://www.goldhawkinteractive.com/forums/showthread.php?66-Soldiers-gaining-experience-increasing-stats http://www.goldhawkinteractive.com/forums/showthread.php?15-How-experience-is-awarded I've also read a good deal of the training thread. I haven't been able to find a definitive answer on how stats increases are gained in Xenonauts. (Or perhaps I just missed it while reading about how people thought they should be gained) I would very much appreciate it if someone could link me to a thread or just tell me how each stat is increased.
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