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Challenge

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Everything posted by Challenge

  1. I'm bumping this because I still have this issue in 10.1 hot fix.
  2. 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
  3. 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.
  4. Challenge

    [V9.0 Geoscape] research - queue full

    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
  5. Challenge

    [V9.0 Geoscape] research - queue full

    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
  6. 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.
  7. Challenge

    [V9.0 Geoscape] research - queue full

    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.
  8. Challenge

    [V9.0 Geoscape] soldier's loadout is gone

    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.
  9. Same here. With space for 8 the extra two load into the cargo bay and can't get out the door, I guess.
  10. 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.
  11. 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.
  12. Challenge

    Base Construction Question

    The dropship operates out of the other bases, but the soldier pool is in one list/place. Figured that out recently.
  13. Challenge

    Base Construction Question

    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?
  14. Challenge

    V8.1 load game CTD

    Seems to be working now. Thanks.
  15. Challenge

    V8.1 load game CTD

    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
  16. 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.
  17. Almost... There is still a list onthe load window that pushes my saves which help me track where I am in the sequence of events off the window. Either a limited number of auto saves or a separate tab in the load window please. I don't need to see all those tracking saves until there is a problem. It's tedious, which leads to frustration, trying to find my save files.
  18. Starting with Save files: I understand the need for up-to-date data when running a beta to find the bugs record things before a ctd. The rapid growth toward an infinite number of saves, however, could be hidden behind a page tab so that I could easily find my saves. Aside from not having a list of my saves on the "Save" window so I could overwrite if I want, there are 10 saves in about every 5 minutes pushing my saves far off the load screen -- not to mention how much disk space all these saves are eating. Is there an easy solution to this that I haven't spotted yet? On the staff issue... I finished one of the map missions and selected the 2 engineers. They are at the base, but I don't see any way to assign them to the workshop.
  19. Then I must be on V7. I will look for V8 so to simplify my life. Thank you.
  20. Since this is about the dropship management I suppose this goes here? I put it with the earlier dropship thread. With the latest update which happened on Monday 10/7 for me since I was gone all weekend, I see we have an increase in squad size to 10. Don't mind the extra troops at all, although the increased number could have been made part of an upgrade in the dropship, I'm not going to complain about having extra guns along. Organization is what I wanted to bring up. Across the top and bottom the troops are laid out in two ranks. I think it would be easier to work with if the soldier pictured lined up with position placement in the dropship. As is is now, with the split every other person is on the other side of the ship. It's a minor point, but one I think would make navigation through the squad during mission set up less confusing, simpler. Also, since you seem to have moved weapon roles from the ship position to the soldier a simple way to determine what the role is while assigning dropship positions would be useful. That way I don't have to make a list or keep checking with the armory equipment screen to find who has what weapon. Edited 1 hour ago by Challenge
  21. Since this is about the dropship management I suppose this goes here? With the latest update which happened on Monday 10/7 for me since I was gone all weekend, I see we have an increase in squad size to 10. Don't mind the extra troops at all, although the increased number could have been made part of an upgrade in the dropship, I'm not going to complain about having extra guns along. Organization is what I wanted to bring up. Across the top and bottom the troops are laid out in two ranks. I think it would be easier to work with if the soldier pictured lined up with position placement in the dropship. As is is now, with even/odd split every other person is on the other side of the ship. Having 1 - 5 on one side and 6 - 10 on the other (Left/right) would make it easier to both layout and move your weapon teams. The odd/even split we use now means you're bouncing back and forth trying to keep up. It's a minor point, but one I think would make navigation through the squad less confusing, simpler.
  22. How do I get this on Steam? I did the order on Xsolla and on Steam it is still listed as coming and not released.
  23. Challenge

    New Combat UI Discussion & Feedback

    For some reason, even after a new upload I have the same, old UI. and not this one. I picked the game up from Xsolla this month. Does that make a difference? Nev er mind. Just read the issue with Xsolla. Return now to your regularly scheduled critique.
  24. Challenge

    Secondaries

    Looking for clarity on using the secondary equipment slot. Using the med kit is pretty obvious, but putting a weapon there makes it a touch confusing. It seems that the SMG being used as a secondary by the sniper can't become a primary weapon under any circumstance. My sniper entered the UFO along with the rest of the team. Once inside I wanted to change out the sniper rifle for the SMG, but that didn't seem to work. I was able to put the rifle into the backpack, but couldn't move the SMG up to primary. I get that it's a weapon/slot designation thing, but once I click on the secondary and move on to the next soldier will the choice be remembered for op fire when the time comes? And while I'm thinking of op fire, in Xeno-1, iirc, it would stage to the highest TU/best shot available and move up as TU got used up. Does it still do that?
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