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Wyldefyre_CP

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Everything posted by Wyldefyre_CP

  1. @Kouki You're welcome! I'm glad I could help, and super stoked that I don't have to start my game completely over, too. Lol :)
  2. BUG SOLVED !!! This is truly bizarre ... I had wracked my brain over what was new and had caused my elite squad to start CTD'ing ... new techs I had discovered, new equipment, what could be setting it off, while other squads seemed to have no problems, even with the advanced gear and the advanced dropship .... It came down to this one soldier I have, named VICK. Poor guy didn't know he was wrecking my missions - how could he - things had been going just fine up to a point, and he was my best surviving unit, having wracked up over 50 kills, to the point where I had decided the medals themselves weren't enough, I was going to make an adjustment to his nametag... Mind you, I've done this in the past with no issues ... when my soldiers get 10 kills, they get one asterisk (*NAME*) on either side of their name. 20 kills gets them a second set of asterisks on either side (**NAME**) You run out of room if you keep doing that after every 10 kills, so I decided after 50 kills I would change it up a bit, and here's where I ran into my issue. I decided at 50 kills, I was going to revert from asterisks (*) to carets (^) and I gave him plenty. ^^^VICK^^^ was the culprit. Further testing reveals that ANY caret attached to my soldier's name causes this same problem. ^^VICK^^ ^VICK^ ^VICK* *VICK^ and even just VI^CK all caused me to CTD on the terror site. Removing any carets from his name totally prevented the CTD from happening and let me start the mission. Very weird! I guess we need to take carets off the menu for the time being, Boys & Girls!
  3. Narrowing it down, maybe .... my secondary unit managed to get to the Terror Mission with the Skyhawk and had no CTD. So that left me wondering if it was the Dragonfly itself, or something to deal with one of my crew. Took all my elites out of the Dragonfly, put in some new recruits with basic weapons, sent them back, wholly expecting a CTD, and the mission started without a hitch. So it's not the Dragonfly ... seems to be either something my elites are carrying or .... I have another theory or two ... back in a bit ...
  4. That's a good thought. I just went back to my OP CTD to refresh that game log, but I don't see any new log info since 9/11/2023, and that looks indeed like dated material from months ago. Wonder if the current log got moved to a different home ... the only other thing that seems to be updating is something called steam_autocloud.vdf
  5. Well, damn ... it's starting to look like it might be squad related ... just sent the same squad (my best soldiers and gear) to an Alien Terror Mission and same CTD problem. I'm wondering if it is related to this flight suit technology that I paid out the whazoo for and then never saw in action. Once my engineers said it was done, I don't think I've been on a new mission without the CTD, and the UFOpedia doesn't even seem to list it as a documented accomplishment. Though I would've guessed that would've been applied world-wide to all my soldiers and not just base specific to my top troops. I didn't see any option for flying available to my poor scrubs stationed at the secondary base when they went after the Abductors. This keeps getting more curious.
  6. Equally curious... after detouring around that crash site and selling it off, I later encountered another Abductor ship. This one was closer to my secondary base and it's crew of less well-equipped soldiers flying the original 9 man troop transport. I sent them off to the site, half expecting the same CTD to occur, but it loaded a battle map up without a hitch and I'm currently duking it out. Has me wondering if the issue was with Abductor vs. Better Gear, Abductor vs. Dragonfly, Abductor vs. Crash Site or maybe it was Crash Site vs. Dragonfly ....
  7. Xenonauts 2 (Legacy 2) Milestone 1.33B 8SEP2023 Just got and started having fun with Gauss Weaponry. Shot down my first abductor craft, sent team in on a Dragonfly to engage. Game Crashes To Desktop each time I try to start initiate the tactical battle to load up. Tried a computer reboot, but no joy. This is a save right before engaging. user_from_scratch_4-92.json
  8. Thanks for pointing that out. Yeah, I'm discovering (rediscovering?) that as I take this new team a bit further along, so I'm gonna have to eat a few of my words, there! I guess my new gripe is going to have to be about having Machine Gunners with odd number of TUs, as I can't do two quick bursts with a soldier that has, say, 55 TU pts, b/c the 50% thing rounds up and charges him 28 TU for the first shot, leaving him with 27 and unable to fire a 2nd time. That I distinctly remember being able to do back in the day w/o issue, as long as I wasn't having to pivot my character severely to start shooting ....
  9. Thanks for the suggestion. I guess that's the way I'll have to look at it, then, if it's going to continue to cost that much, though I'd prefer it got another name in that case. Perhaps 'Base Maintenance' with a short description tag that includes the cost of maintaining the lift, because at the moment it looks like it costs a great deal more to keep the elevator running than it does to keep the medical bay or all your labs and workshops running.
  10. I'm not looking for 'no pause in the shooting,' though. I'm just looking for a tiny reward if I have done absolutely nothing other than reload the weapon that turn, in the form of the most basic and unlikeliest to hit shot chance. Particularly on things like the super small clip sniper rifles, but even on the five shot rifles and the MG that you suddenly have 2 shots left in and can't use, because you mixed one 10 shot burst in with the 3 shotters. Heck, you could actually say I'm asking for more punishment this way, as I'm just speeding my way through a new clip as soon as I've slapped it in there, but I'd like that to be my decision to make. Right now it feels like the game was put through tests to see exactly how many AP you'd need to pull that off and then trimmed back just enough with the % tweaks so that you'd never get there, regardless of how many extra TU's you garnered. I currently have the option to reload and move some, or reload and shoot a pistol (if I have one equipped) but what I don't have is an option to reload and snap off a shot, or reload and save that snap shot for overwatch. I'd love to be able to do that. Unlimited ammo is not desired here.
  11. 1) Please make it where you can reload a weapon and have just enough AP to fire a snapshot, if you do nothing else that turn. It is mind-numbingly frustrating how often this drives me up the wall. Please don't tell me to go to Pistol Mode instead. 2) Also, please, for the sake of my sanity, reduce the cost for maintaining the access elevator(s). It is freakishly expensive compared to maintenance for everything else in the base. I don't think most people look at the base expenditures sheet after they get their monthly pay, or I'd expect there to be some gasping & grumbling about this particular expense. Decades later, and still playing the Xenonauts games. I love them! So much that even though I just bought Jagged Alliance 3 on discount, it's sitting unplayed on the backburner while I grind out another Xeno run.
  12. Shielded Plating option for Aircraft Equipment shows up similar to Reinforced Plating, with a (Vehicles) affixed to it. Unfortunately, unlike the Reinforced Plating, Shielded Plating, when engineered, does not convert any of your aircraft from Reinforced to Shielded. The only thing it does do is allow you to then construct super expensive individual Shielded Plating for one aircraft at a time at $250,000 each. Also, unlike when you upgraded Reinforced Plating, there is no 'Shielded Plates' bonus upgrade to your soldiers modules, either, which makes me a little sad.
  13. I feel a bit silly for asking this, but will making a copy of the game directory elsewhere to keep an old build running work? It seems like I can't unplug from getting updated experimental builds without Steam trying to convert me to a stable build ... either I run the stable build in a relatively peaceful vacuum or I stay at the cutting edge of change with frequent updates in the experimental zone. Maybe I could try running the copy in offline mode ... EDIT: Never Mind any of that ... I'm now getting multiple crashes on the first crashed battleship mission, any time I try to approach it, either from the front or from the side, so it doesn't look like I'm going to be able to advance to the end game from here ... too bad, I was looking forward to checking out the new battleship interior. Maybe I should take a break for a bit.
  14. When 25-4 and 25-4b came out, I could use the 'play previous experimental build' and still keep my current game (up around 220+ days) going. I was finally determined to see the game through to its conclusion with this run instead of starting over the the 20-somethingith time. But now that 25-5 is out, backtracing only brings me to 25-4 now .... is this a matter of hand typing the version I want in the Advanced Users section of the Steam Library Property Files on the game? If so, what do I need to do to revive the 25-3 version, please?
  15. @Chris I think it's thins one - which I think also has the "can't move my 2 Heavys out of the dropshi user_close_encounters_2-87.json
  16. First off, I love the look of the 16 man dropship, and it's the first one we get that starts with the doors all closed and allows us to open them when we wish. Sadly, two of my 16 characters have discovered they can't move at all from their starting locations ... whether it's because they're my only 2 Heavys (I don't think so) or because they are occupying 2 spots that are symmetrically similar (that's my guess) I'm not sure. So the two stuck locations are the one with the green highlight there, and another on the right side, a little hard to make out with the error text up there, but between and in front of the soldier just left of the shield at the doorway (you can see some feet there if you look closely enough ...) I've tried having them crouch, shoot at the ship walls (which seem impervious even when hitting them with multiple fusion MG blasts, btw) but nothing I've tried has freed them up to move anywhere else. Next mission, I'll try skipping assigning anyone to those 2 spots and see if that solves the problem. Everyone else moved off the ship w/o issues.
  17. So far I have only tried this out with the Fusion MGs and the Fusion Precision Rifles. These don't fire normally, they only fire if you use 'force fire' at an alien on a given area. They also don't seem to overwatch fire at all, as I have soldiers still equipped with Gauss weapons reacting on either side of the ones with the Fusion weapons but have yet to see one with Fusion return fire on anything. On the plus side, when you do force fire them, the green glowing stars of death look quite cool! I'll post further details on the rest of the Fusion Weapons as I get them built and tested out. Unless this is a known issue and has already been fixed in the newest build.
  18. Yep it's crashing to desk top every time I try to load either of my 2 saves from the last version, about 90% of the way into loading them. Verified game cache and rebooted computer and same response.
  19. Adding one more issue I just came across. The Advanced Tactical Module - love the gunmetal blue look on it, btw - on the engineering Upgrade screen, it shows the icon instead looks like the coal-black 'Reinforced Plates' graphic, however. Also, when completed, the new tactical module shows up on your main base inventory, but doesn't auto-replace the old-school tactical module your soldiers are currently toting. I also say 'main base' because this is another one that does not transfer to the secondary base at all - they're stuck with the old school tactical modules, unfortunately.
  20. I can think of a fairly simplified way that would also add excitement to the game. Or at least simple in my mind compared to other possible ways of doing it, and exciting because it would be a reward for bothering to accompany the drop ship with a fighter and it would add an element that I think would be fun and hopefully not hard to do. What I would propose is this ... prior to troop deployment, you would pull up a screen similar to the 'Hidden Movement' one. This would be called 'Air Support' or something similar, and instead of hearing Aliens running around gunning down humans, you'd hear some indiscernible fighter pilot chatter, like 'Green Light, Foxtrot, Lighting Up Sector Z' or whatever comes to mind, lol ... mixed in with that you'd hear multiple explosions (might even just take the existing explosions from firing the grenade launcher, I wouldn't mind) and the strangled sounds of a few aliens dying, which wouldn't have to be on point with the number of aliens killed at all, this is just for flavor. Then after that phase, you'd simply use whatever random kill factor you already use for downed aircraft on the surviving aliens again, leaving you with a few less aliens to deal with. Corpses entirely optional, though for flavor, you might randomly assign fires to a few of the tiles to indicate evidence of the air strike. Once that was finished, you'd return to regular deployment of troops and let the fun continue.
  21. First Issue: Engineers not able to make plasma weaponry - they can make laser & accelerated weapons but no plasma capability - this extends to no plasma cannon for the aircraft (and no laser cannon for the aircraft, either) - oddly enough, I've just finished the research for plasma explosives and can make plasma missiles and torpedoes, at least, as well as the upgrade for plasma grenades (though it's calling that a fusion grenade upgrade for some reason). Second Issue: Automed Modules - these are awesome, btw - but though I have an infinite supply of them now at my main base, they don't show up as an option for my soldiers in my secondary base. A lot like how upgrading the med kits used to not transfer to secondary bases, though thankfully that has been fixed. Minor third issue: the Reinforced Plating Upgrade was a little confusing, as it showed up on both the Aircraft Equipment and Vehicle tabs initially, with the Aircraft Equipment one listing (Vehicles) next to it. I picked that one for the engineers to follow through on, anyway, and thankfully it did apply to all the aircraft in both my bases. P.S. An extra big THANK YOU for the improvements to the Defense Plate modules as you upgrade the aircraft armors, and for the color changes reflecting the changes. I'm loving how the engineers have just kinda thrown that bonus in there for the soldiers ... I'm imaging the conversation where a soldier comes into the workshop, sees the new armor being affixed to the aircraft, and starts cajoling the Chief Engineer to slice up some extra bits for the troops, then rolling it all back to the living quarters to the enthusiastic applause of everyone there. Would make for a cool single frame art cutaway and surprise added benefit, after the upgrade is announced, but that's just a thought. I can imagine it just fine in my mind and would love to see it stick around, at any rate! :)
  22. I agree in large part with what you've said here. Definitely feel like Operation End Game arrives far too soon. I also liked the early scripted story missions, but feel like atm the Cleaners are more of an afterthought than a credible threat to your existence. Sure, the Cleaner Base has been beefed up to the point of likely taking some of your early soldiers out with it before you close them down for good, but other than whittling away at your funding governments' nerves with the increased monthly panic threats, they don't really do much other than sit there. Feel like they really need to be fleshed out in greater detail ... right now it's far too easy to track down the main base and put an end to them. I'd suggest actually having the Cleaners conduct some terror missions of their own in different locations across the globe, to give the monthly panic threats some actual merit. I'd also suggest adding some false trails/missteps along the way, that could end up in ambush situations, but would then provide clues to help triangulate the actual base if you survived those trials. A potential cleaner assault on your initial base when you are on the verge to discovering their location could also be .... fun? I also agree on the objective/research/interrogations/UFO wreckage exploration bit. I actually love the tactical combat missions, it's my favorite part of the whole game, and I'd love to see some more game mystery unveiled by doing more of those ops. Agree on the long stretches, at least on Veteran and higher difficulty, anyways. Maybe after the first few months, the aliens get smarter about direct contact with the countries you've got bases in and instead vigorously go after countries you have little or no presence in, while keeping you occupied in your base areas ... for instance, barraging you with light alien fighters and interceptors in your base countries, blowing up airliners, strafing airfields and oil rigs, etc and also threatening your troop transports when you send them out to tactical missions (something that rarely happens now) thus tying up the few fighters you've likely managed to afford to make defending home turf/protecting your troops while sending out more deadly, demoralizing bombing runs on countries further away from your bases, giving you a real chance to lose some of them over time. Alternatively or in addition, regarding the long stretches of nothing, this could be broken up by local forces requesting Xenonaut assistance in places that you do occupy, putting out less disastrous alien incidents to garner some small bit of panic reduction or perhaps something more useful (like minor monetary rewards). These could either be frequent enough to not all be doable, or sporadic enough to just add a little hint of extra danger/flavor to the game. I still haven't gotten to the endgame w/o a new experimental build coming out to distract me, so I can't comment on that bit, lol ...
  23. Closed Beta V25.3 21 DEC 2022 I too am having a crash on the enemy base, in the 2nd level of the Map Room, where all the enemies like to gang up ... I killed everything in the room with no problem except the Servitor - anytime I kill it the game throws up a slew of red text and crashes to desktop, whether I kill it early or kill it midway or kill it last. Also, if I happen to hit it but not kill it, it will generally let that soldier shoot at it again, if able, but then the moment I go to try using a 2nd soldier on it, this also spurs the wave of red text and then the CTD. Bummer, I was really liking that particular game run. AMMENDMENT: I decided to try one more hare-brained idea. I simply had a soldier walk up to the darn thing with a stun baton and thrash it twice. This counted as a kill because the thing then blew up, injuring my soldier, but ... it didn't crash my game! I was then able to finish the base mission and go on about my happy game. One thing to note, it didn't count it as a Servitor, even though it was spot healing every alien in the room as I was taking them down. It was considered a Gun Drone. Hope this helps narrow the problem down somewhat!
  24. Really like the new 'active cloaking' look on the Wraiths in the experimental branch version, and the penalties to hit definitely make it a more challenging adversary. Thanks for the continued work and experimentation with the game.
  25. This game makes A LOT of auto game saves. I think I'd prefer it if it only made one general auto-save in tactical combat for the turn, and overwrote that when you hit end turn for the next turn. If I'm in a pinch and want to backtrack, I can do my own manual saving along the way without the need for all these extra autosaves. Same deal with air combat - one autosave for aerial battles that records over the last battle when you start a new one - at that point, my last air battle's been resolved and I'm accepting the consequences, so no need for separate saves unless, again, I want to manual do some.
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