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Emily_F

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Everything posted by Emily_F

  1. Awesome thanks Chris. Out of interest, does researching live aliens and cleaners do anything yet?
  2. Do different size UFO'S do different amounts of damage? Also, at the moment you don't get anything for saving civilians; maybe it would be good to get a panic-reducing bonus for every civilian who survives.
  3. Maybe this could be fixed by starting at a much lower general panic (like, 20 or something)?
  4. All that happens for me is that the TUs go to zero. Basically the same effect as suppression except it happens when soldiers shoot at the psyon. I don't know if that's what's meant to happen?
  5. So, my tuppence-worth on the latest changes - generally positive, but money is super-tight since dropping the price of the alloys and allenium in particular. It means it is virtually impossible to get more bases and aircraft before the panic starts hitting serious levels. Also, I'm sure the disappearing weapons bug is back but I can't prove it with saves yet so haven't reported it as a bug. Oh, and the mesmerise thing for psyons is too much - it should either be a once-per-turn thing or a much lower (no greater than 50%) chance of effect. It also affected the MARS rover, which seemed nonsensical given it's a robot
  6. @Alienkiller I discovered a temporary fix; if it happens, transfer the plane to another base and then back again and it fixes it
  7. The fighter in the hangar was shot down ages ago, but has been stuck in repair at <1h to completion for days... user_aircraft_not_refitting-2.json
  8. 1. Repair times for aircraft is crazy long - like longer than building a new one! 2. The early tactical games seem quite a bit harder than they were in previous games (play on the default setting). It wouldn't be so bad if there were more troops available for recruitment that were at least worthwhile hiring (even if they were more expensive!!)
  9. So this this the last save before the crash. auto_groundcombat_turn_1_end-51.json output.log
  10. I had a crash but I can't upload the save. It says file format not supported.
  11. That is a fair point, but with larger UFOs, esp with escorts, you get hammered even if your fighters are decent, armed with decent weapons and well armoured.
  12. I approve of this idea, though as someone else implied in this thread, there is already a lot of pressure on space in bases and this could require a fair bit of dev work to overcome.
  13. I feel the issue of squad size could be easily overcome by having different missions that you sent different size squads with different capabilities to. I still say that, graphics aside, Xcom Apocalypse was by far the best game of all the series (including the spin offs)
  14. It remained in place, to but I didn't send any troops in because I couldn't see where to send them
  15. Yeah, pretty much correct; imagine you toggled the "roof view" on so you can see everything at once no matter what level you're on, but can't turn it off again. So even you're on, say, level one and you're inside the UFO, you can't see the level you're on because the top of the UFO won't disappear.
  16. So I've noticed a bug in missions with larger UFOs like harvesters where, at the end of the alien turn where something happened out of sight somewhere on the upper floors of the ship, the start of the player's turn turns the roof view mode on. But hitting the toggle roof view button doesn't go back to the normal view so even if you open the UFO door the roof obscures the view inside. Usually, but not always, this happens for buildings too (now that I think about it, it probably only affects buildings over a certain height. I've attached a save but it is from before the mission started (it didn't do an autosave at the start of the mission itself by the look of it) auto_strategy_before_combat-111.json
  17. Can confirm this latest update is now stable for me as far as I can tell, though it is seriously devouring memory on my computer (running 12GB constantly during missions).
  18. That's the point, AK. It currently takes many hours to refuel and rearm. In fact, refuelling seems to take the longest by far. However, it only takes 10 mins to refuel a fighter jet IRL, and 30 mins to rearm most ground-based fighter/interceptors. So, in-game it should take no more than 1-2 hours IN TOTAL.
  19. Totally agree about the advanced medikits; I was just about to make a bug report because I thought they'd forgotten to change the numbers though I didn't realise it only costs 10TP now. I also agree with the need to fix research time (mostly by fixing the lab/scientist mechanic) or prolonging the end date.
  20. I can't remember what the actual name of the Servotrons is, but can it be that anyway cos it's giving 50's/Fallout New Vegas vibes They even look like like a Mr Handy!!
  21. It would be good to revert to having them. I like having a spread of abilities to deal with different aliens otherwise it gets repetitive
  22. When this pop up happens, the button that is meant to take you directly to the research screen doesn't take you there; it just closes the popup. While I'm here, the new text for the Servotron or whatever the gun drone is now called still has the title of "Gun Drone"
  23. So, it doesn't crash any more, but unless I am being a 'tard, I can't transfer anything. I click on transfer and the stores inventory disappears. As do the base avatars at the top right of the screen, if that means anything. user_day_94_manual_save-4.json
  24. I like these ideas. The refuelling and rearming times are a big bugbear for me! As are the repair times - it at least seems to take longer than building the planes in the first place!
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