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Emily_F

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Everything posted by Emily_F

  1. I've downed a couple of bombers and bombers with fighter escorts, and none of them give you any alloys when they should give you quite a bit. The bomber should prob give a bit of allenium too, given it is "Large".
  2. There is a zombie in the big building that everyone is pointing at. He comes out of the window and gets shot at a couple of times before getting hit and turning into a reaper, but there is a huge amount of red dev text and a CTD. auto_groundcombat_turn_1_end-119.json output.log
  3. I think the sniper rifles need a MUCH longer range, especially since they only do a tiny bit more damage than rifles but cost way more TUs. And the suppression effects of the heavy machine guns needs a massive increase.
  4. This bug has been reported and Chris said he'll release a fix today
  5. Hey everyone, My company is developing a cloud-based SaaS product for the veterinary and human healthcare sectors and we've been repeatedly let down by our current (offshore) developer and are now way behind on our dev timeline. We want to use someone based in the UK from now on. Basically, we need someone who can code in PHP/Laravel, is used to APIs and databases. If you're interested, feel free to drop me a PM. Thanks
  6. I wonder if this is an issue with TU needed for turning before shooting? There may be enough TUs reserved if the target is directly in front of the soldier at the time they stop, but if they are off to the side (eg are seen by other soldier after they've stopped moving, and need to turn to shoot), in which case they won't have enough TU to take the shot.
  7. Is it possibly related to the other similar bug I reported where both aliens and my troops could walk through certain bits of wall? I reported it in [V23.5 - Combat mission] Non-existent wall which had a similar picture and save game.
  8. Trust me to have the really weird issue that only I get!!
  9. Right click the down-arrow to sell 10 at a time. But thanks for the heads-up on the sell-all thingy You're not the only one. I didn't like it in X1 either. But the auto-complete works fine so I don't mind it being there for people that do enjoy it. And, for some reason, they are really bizarrely equipped, given they might fire 5 rounds tops in the first few months of the game, but have 3 mags for the primary weapon and one extra for the sidearm. It takes me a while at the start of each game to unscrew all that up. I literally never use the smoke or flashbang grenades as they are a waste of time. I usually get rid of the heavy weapons too as they rarely hit the broad side of a barn even at point blank range This has been brought up recently. It is one of my biggest balance bugbears. Yes it is, once you have the medical bay. And it defo works That is a fair point and I agree
  10. I totally agree with this post. It's super frustrating when you're stood next to a target, switch to full auto, and none of the rounds hit. Also the point about being able fire around cover is valid and has been an issue for a while I think (I'm sure I remember a discussion about it from like V19).
  11. Interesting point. To be fair, I've never had an issue with ammo or reloading within a mission, and certainly wouldn't waste resources developing the Gauss weapons got my squad for that reason. The alenium grenade is remarkably underwhelming too while I'm thinking about it.
  12. Also, what does the stealth armour actually do? It certainly doesn't make soldiers invisible to aliens, but doesn't give great protection for the cost either I'm not sure if I have mentioned this elsewhere or just dreamt about writing it last night, but the gauss weaponry doesn't seem to be a great upgrade in firepower. It should do considerably more damage for the investment, IMHO
  13. Just a quick one: every upgrade seems to involve alenium and alloys, even if they make no sense. For instance, the advanced medical facility should require, say, 10 alien surgical tables instead. The nanotech science and engineering labs should require a number of mainframes. That just makes more sense to me. The same goes for aircraft (e.g. needing a certain number of alien electronics) or whatever.
  14. There is a wall in this UFO (see pic) that aliens and soldiers can walk through that hasn't been destroyed. auto_groundcombat_turn_8_start-136.json
  15. I destroyed the log pile with a terrain grenade (though I admit it didn't seem to land that close) but whilst it appears destroyed it is still blocking fire. auto_groundcombat_turn_1_start-70.json
  16. There is an alien lurking where the yellow blob is. When a soldier moves thru his arc (point x), the alien shoots through the wall. user_shooting_thru_wall-2.json
  17. I reckon the Gauss weapons need to be a bit pokier too. There isn't much of an upgrade from the laser weapons.
  18. Some of the Sebillans are WAY too strong and over-armoured, and given the Xenopedia says they have poor eyesight, their reflexes, Al range and accuracy are all way too high. The others seem about right so far. * The stun weapons don't seem to be working Some scenery doesn't blow up no matter how many explosive charges you throw at it. Often the damage shown in the top ten number doesn't translate into the actual damage done to health. I've sat there with several troops stabbing a seb and literally nothing happened. A base with 3 laser defences got attacked and only one round hit. I went back to a save have from before the base attack occurred and the same outcome with the same numbers occurred suggesting that there was no randomness to it. And the UFO that attacked never showed up on radar so you don't even get to defend your base from the air
  19. In the attached save, the double door that the MARS is pointing at doesn't reveal what is behind it when you open it. Also, while I'm here there are a few other things I've noticed: Even if you are next to it, the MARS blocks your shot by like 50% which it shouldn't do. Even if stood right in front of a target you only get like 50% chance per shot to hit on full auto, and I have had it when none of the rounds has hit, which seems crazy. In this save game, I tried to use the square explosives to destroy the forest between the chopper and the UFO, but they didn't do anything other than scorch the the ground. The super-sebillans are crazy tough and there are too many of them in some recent missions. Like, as in every member of the squad (all armed with lasers, acc >80%, etc) took a shot, most of which hit, and barely anything happened. In fact I noted several times that the top red number indicating damage was not accurately subtracted from the health bar below it. user_opening_door_remains_black-9.json
  20. If you hand over the recovery to locals, you only get £100k. You used to get an amount based on the size of the UFO, which made more sense. Is this deliberate or a bug?
  21. I just built a dragonfly and can't transfer my soldiers from the Skyhawk to the Dragonfly directly in either the soldier/barracks view or in the armoury. I have to unload them all from the Skyhawk then put them in the Dragonfly. Not a massive issue, but just a general PITA because it is fiddly, and there is quite a lag during each step. user_wont_move_to_dragonfly-8.json
  22. The menu on the left of the screen doesn't do anything (you can use my other save for the medikits issue to see if it works for you)
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