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irongamer

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Everything posted by irongamer

  1. The following allowed me to complete a base where the psionics kept freezing my game. It effectively prevents the aliens from using the berserk option. If you get stuck and want to work through the mission edit "assets/psionicpowers_gc.xml" and change the Bezerk ap to something like "30000".
  2. Did some searches and didn't find this topic so here it. When any of my units go berserk the game appears to hang at that point and never recovers. I have to close the program. Edit Ran into a mission that I could not complete because of game hangs caused by berserk. If you get stuck and want to work through the mission edit "assets/psionicpowers_gc.xml" and change the Bezerk ap to something like "30000".
  3. I really haven't played in months. Loving this update. Each weapon feels a little more useful for a role. Although I find myself shotgun style weapon heavy with a pistol/shield unit and a rifle or two. First time using the pulse laser on the vehicle.... baaaahahahaha! That thing is a monster. The hunter seems to shoot for free or gain TUs for shooting. This sometimes goes really crazy (default machine gun) and grants the hunter over 100,000 TUs. Also, whenever a unit goes berserk the game just hangs and I have to close it.
  4. v21 e6 Had a similar event occur. After firing the hunter had like 100,000 some turn units. At this point I took it for a free ride destroying everything on the map. I've also seen the unit firing for zero AP.
  5. Some of the metal garage type doors when opened are in fact open but do not display it visually. You can see from the two images. The path goes around the true closed door and through an open door even though it appears closed. The other image shows that the path moves right through the open door, even though it appears closed. Saved game is attached. This is a large military base map. Around closed door Through open door Save game file
  6. The next/previous buttons become disabled when cycling through troops assigned to a transport that is not full. 1. Have fewer than 8 soldiers assigned to the transport. 2. Select any solider on the list for the transport. 3. Click the next or previous button until you hit an empty slot. 4. The selection jumps to the last slot and the next/previous buttons become disabled. I'm guessing this is known, but its late and I can't conjure a good search query atm.
  7. Heck, I'm already loving some of the UI changes. A number of the buttons are now much more obviously buttons, especially on rollover.
  8. Yeah, experienced this on my first light scout mission with 20e4. Lots of fire coming through the ships walls. I couldn't really setup to storm the ship.
  9. Build: V20e1 Similar deal with alien stuck inside a mesa/pinnacle like feature. The difference is that I could shoot him, but he could not move from his tile and could not shoot. Save file: 2014-11-02_14.10.19.sav
  10. Tolerate/hate relationships with Steam, but I'm excited about this one! Downloading...
  11. Zip files can be used as a container with no compression. Also used to span a large file over many smaller files with or without compression.
  12. I actually agree about the jarring fidgety camera during the aliens' turn. It would be interesting to see it not moving around to get a feel for it. I wouldn't mind missing out some of the hints you get from it moving around.
  13. Yeah, I think they will be addressing some of this stuff. I've seen a few instances where I have a greater percent to hit an enemy if I fire beyond the target while making sure the target is in the projectile path, than if I fired directly at the target.
  14. Hah, yeah. I'd expect this to be in some far corner of the kitchen and no where near the burner. It was just something that crossed my mind while playing the other night.
  15. Now and then aliens will disappear and be "inside" an object on the map. At this point I can "target" them but can't hit them even though the shots look good they don't make the right sound and the alien doesn't die. I also can't see them visually, I only know they are there because of the indicator and the cross-hair change. Similar to how civilians seem to get stuck inside stairs. Even though I can target them my shots never really hit them. Destroying the hay-bail for example would make the alien reappear. Anyhow, the topic of being able to see and select aliens your characters can see made me think of these instances. These have happened in v18.3hf2.
  16. Forgive me if this is a dead horse topic, my search didn't find anything. In Jagged Alliance 2:UB or was that Silents Storm... can't remember at this point (I'm leaning toward SS). Anyhow, each consecutive shot slightly increase your accuracy if you did not move. This helped to further diversify the types of shots used. You could use a less accurate shot that still had a decent hit % to boost your next shot a few % points. From my limited target practice with firearms I find this quite reasonable, as I can hone in my consecutive shots quite a bit after the first. Is this something that would complement current ground combat? Is it too much work to add in at this point? Or is this a dead horse that I'm just kicking around?
  17. I wouldn't mind an outline highlight or a little icon. Would help for those dark shots. I don't think the cursor sweep to find the enemy in the darkness really adds anything. Obviously my character can see the enemy, so I don't have any issue with an interface that aids the player in taking action on the target. There seems to be some issues with aliens getting inside from anything from hay-bails to door ways. Along with invisible aliens in the alien base.
  18. Can repeat this every time. 1. Go to the Base Soldier Equipment Selection Interface. 2. Click the Armor Equipped drop down to see list of armor. 3. Press the escape (Esc) key. On a new game the game CTD with no other warning. However, my saved game with a number of armor types in the list throws this error: Runtime error! R6025 - pure virtual function call Is this known and related to the following bug? http://www.goldhawkinteractive.com/forums/showthread.php/4784-v18-3hf2-Geoscape-CTD-changing-status?highlight=escape
  19. Perhaps the most annoying thing is when your fighters "escape" you get into a endless loop of re-engagement with the enemy right after escaping. Most recently the enemies didn't have any more missiles to fire and my ammo was also expended. This resulted in endless engagements to the point where I finally just closed down the program.
  20. I ran into a save game issue as well. Near the end of an alien base mission any save beyond a specific point is corrupt. I tried deleting saves and creating new ones but it always CTD when attempting to load any save beyond. If I go back to a save at the geoscape I can save and load games. I have a number of these files if they would help at all.
  21. I'll admit I don't really care for this mini game currently. The small ship encounters could pretty much be auto resolve. The turn rate and/or firing arc of medium+ ships and larger fighters versus the first two interceptors have reduced my air combat to a wing of Torpedo boats. This reduces combat to "FIRE EVERYTHING!", followed up by "turn tail and run". It sounds like the speed of the invasion may be partially why air combat is this way currently. I am primarily using Foxtrots with a Condor to draw missile fire. I haven't tired the Corsair or better yet.
  22. Good to hear. Currently it feels like the majority of units have a small radius in which they camp and wait for you. There are some units that appear to have moved around the map a bit more, but those instances do not seem to be the norm. Looking forward to more dynamic AI.
  23. Still seeing this happen in v18.3. I'll try and get a save of it next time it happens.
  24. Using the hotkey doesn't really change anything. The time from pressing the hotkey to the time the animation starts still makes it feel like the key had not registered. I ended up cycling the couch with the key just like the mouse. I agree.
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