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Challenge

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Everything posted by Challenge

  1. Responded to a terror mission. Turn 1: Exterminated two aliens as we left the jump ship; killed the third and wounded a fourth during alien movement. Turn 2: Had two aliens in sight. (One man panics and Local troop panics) Squad advanced on both sides of jump ship. Set up crossing fields of fire. Alien turn: 7 mind war attacks; panicked local troop resists, two civilians resist, One squad member panics, two others change sides, one resists (the one that panicked earlier). 40% of my unit is out of the fight with two actively fighting me. I think this is a bit much.
  2. I have also seen this issue. I have also been fired at by aliens that started their movement hidden, and were then able to fire at my troops -- which I thought you couldn't do -- while the HMG remained in place. Even though I had set up the space as a kill zone no one returned fire. I also mentioned this before.
  3. Something tangible, yeah ... like not having a continent stop your operations and payments while inviting the aliens in for coffee. Thanks for fixing that for us. Terror raids were one of the things that kept me from getting stuff from the UFOs I shot down. I had two fairly early, one happened at the same time I had taken down two UFOs and so I had to use airstrikes on them. That helped the finances a bit, but the next terror strike caused so many injuries and losses that I couldn't go after the next UFO. To requote King Pyrrhus: one other such victory would utterly undo me. So when they actually started sending the next group of alien combat troops we were little more than target practice. So I do appreciate the thought.
  4. @Nightowl Did you post those in the suggestion thread? That could be workable as long as the amount didn't overpower the balance. Too much and there wouldn't be as much a drama between needing to make decision over material and money. That decision already exists with the choice of sending the troops or calling in an air strike. It would, however, give a material reward for going after Terror Attacks. Currently the reward is political more than anything else.
  5. Please do this. If I can't see them the box really isn't hiding anything and it actually hides things I can see. I'm getting the hidden movement box even, it seems, when an alien I can see shoots at my people. Even if the alien is not visible -- in which case I wonder how he saw my soldier -- I might be able to see where the shot came from (barring LOS issues). If you can't remove it completely, could you make it a bit smaller? I understand that the board shifts with each unit selection, but even the edges around the box tell me where the movement is most of the time. I think a small message bar may be better. If the map could not shift with hidden movement that would be better, but I'm not sure how closely that is tied to the movement system.
  6. I have no problem with large Androns. Although I would think an alien that can cross intergalactic space to reach us would be able to program a robot to use a door... and remember to put big enough doors on the ship it's traveling on.
  7. So, does the Reaper need to kill the target for zombification? One of my snipers got hit by one, but didn't zombify. I kept one soldier behind him to keep a watch just in case.
  8. The original Xenonauts had a que and you could assign a number of scientists to each item. That was what I would expect from an organization tasked with defending the planet against an enemy with superior tech. Research on a number of different paths would be the best way to quickly catch up.
  9. I'd like to know about the opposite direction: Being able to zoom out a bit more. When I'm moving the formation across the field it would be nice to have a better idea where I'm going and what the terrain and cove looks like without losing the visual relationship to the unit positions. It isn't a big thing, but it's easier for me. Particularly when I have spotted aliens just outside the distance to see both mine and theirs at the same time.
  10. I would like to say not to allow it, but I'm not sure I could justify it as anything except to slow down base construction. As it was before 9.3, I built three bases out to operational status for interception missions. I was working on building the third one a third hanger to operate a dropship from, which the second base already had. A fourth base was just starting construction on the access lift. This was all by the end of February/beginning of March game time when the update shut it down. Admittedly, I focused entirely on radar and Hangers giving each base a single barracks facility and only building generators as needed. Since controlling the air keeps the regions from cutting funding, and you can just airstrike the crash sites to make money, this is what I considered the priority. The limiting factor now is the reduced income. At $500,000 for each side mission keeping production and engineering projects going at the same time was pretty easy. That's not going to be as simple with the reduction in income. More of the UFO crash sites will have to be used as revenue builders instead of Alien tech collection points if I want to build stuff that quickly in 9.3.
  11. I lost one of my units during the battle; my heavy MG took a kill shot. When I returned to base and went to take the wounded off the jump ship and put in the replacements, there she was with no damage, fully armed. Pvt Fisher (#5) was the heavy gunner who died on the first move. Pvt (now corp) Foster (#4) picked up the weapon to provide continued support. Foster now has her original loadout, as does the Zombie Pvt Fisher. I've attached the last tactical save and the first strategic save after the fight. groundcombat-29.json strategy-4.json
  12. The lack of production queue delete hit again. Attached the recording, output and strategy save. I was setting up the engineering build queue to fill in the rest of the squadron for the second base (Southeast Russia). The last hanger isn't finished yet, but it let me select the base anyway. I realized the mistake as soon as I clicked on it, but opened the project info by clicking to see what it cost. Had to use Esc to close the base list (could use a cancel button here) and at that point it stopped deleting things from the queue. It then did a CTD. Since this report, I have the queue works after reload, but roughly 24 game hours after I load a save to play I get a ctd. It happens every time. recording_10.rec output.log strategy-53.json
  13. The save game and screen shot as requested. Also I should note I haven't researched Plasma Rifles yet. I'm trying to delete the Falcon. strategy-8.json
  14. I generally like the new Global interface changes. There are some issues with buttons not working (delete in the engineering screen for example), no queue for the research tab at all; load out information seeming to get deleted after every mission, and a number of other things -- all mentioned in the bugs section. One thing hasn't been in bugs because I think I read in change notes that it was intentional -- the seemingly random invisible walls in the tactical interface. Please make it stop. First it makes it hard to see at a glance what sections of the UFO walls are and are not blown out so I don't walk my troops across open spaces where they can get shot. It makes other buildings (and the UFO) look like there are places where I can shoot through, but not really. Before the shaded figures showed any living thing I can see on the other side; if I need to see other objects on the other side of the wall I can turn the map. I don't think it really serves any tactical purpose except confusion.
  15. There doesn't seem to be a que for research. It only accepts one item at a time. Engineering que doesn't delete items when the delete "x" it clicked.
  16. It seems every time I return from a mission the load outs are wiped from memory. At first only the primary weapon is missing, but when you click on the "equip" button everything disappears. After manually loading and update it works again until after the next mission.
  17. Same here. With space for 8 the extra two load into the cargo bay and can't get out the door, I guess.
  18. When I finish building my second base I have a listing for a second dropship. (S2). Unfortunately, since I can access it after assigning troops to it, the thing is worthless and ups the id for the one I bought to S3. I'm trying to find out whether this continues with each base, but so far you've been releasing updates faster than I can build the first hangers for more than one additional base.
  19. The dropship operates out of the other bases, but the soldier pool is in one list/place. Figured that out recently.
  20. Thanks, I thought the old way was pressing Shift or Ctrl (one of those). Haven't figured out how to move the troops in either. This was so easy the last time I played the first version... but then my bran was younger. It says I can transfer the dropship, so if I load one do the troops go with it?
  21. How do we rotate the long bits to fit vertically? I realize the system is just a holding set while a new idea is developed, but I need this... It's about the ascetic, man.
  22. Did a save titled "Tactical" to save a ground battle to continue when I had time. Had time this morning. Launcher worked, got Alien invasion version of "Jaws" music, opened save files, click file, click "load", see ground fight game screen in B&W, CTD. Happened with all my game saves and the auto saves I tried. Strategic map saves load normally and play through. However, none of the tactical map saves will load. This began this morning and I had no problem with them last night. I've included auto saves for both strategy and ground combat, the last output log, and my last save file. strategy-17.json groundcombat-85.json output.log_1.4ba7c7ef25248a25eb528e027cea4eb5 user-16.json
  23. When I put the two units of Combat Armor I had on the privates in the Assault team, it showed up on the image in the assigned line above the dropship as expected. After returning from a mission where both were promoted te armor still appears on the soldiers' Armory screen mage, but not on the dropship page. I don't know whether this was because of the promotion, or simply because I was on a mission. I also noticed a right click does not remove the armor from the equipment load in the Armory Screen. I also lost a grenade launcher. The soldier wasn't wounded nor killed; had received a promotion; I was shuffling positions in the dropship and each time I assigned a soldier, the weapon being carried didn't move with them. As rifles, sniper rifles and HMGs all have infinite quantity, I didn't think it anything but an inconvenience until the H.E.V.Y. launcher disappeared from inventory.
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