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Posts posted by Emily_F
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I got the same crash a couple of turns later, again saying out of memory but here is the performance log of my PC (you can see the moment it crashes):
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I moved the VIP on this go and I got a CTD as he was walking. I don't know if the save will be helpful as it seemed pretty random so I have attached the logs too.
The logs suggest that I ran out of memory, but my PC has 32GB on board (I do a lot of video work) and I am only using half of it when running the game.
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So, previously the shroud issue was confined to something related to doors (or it least it seemed that way) but now it is also the scenery like trees/walls. The tropical rainforest biome seems particularly badly affected making these missions quite difficult as enemies remain hidden. Anyway, I don't know if saves are still useful (let me know if not so I don't waste time sending them) but here you go.
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2 hours ago, Chris said:
Being able to see the Strength value of the soldier here would have been quite helpful!
The carry capacity formula is simple, and is 30 + 1 for every point of Strength the soldier has. Strength is capped at 100, so the most you can have is 130 Carry Capacity. Part of the problem here is that you're putting an item that gives +25 Strength onto a unit that looks like it already has 85 Strength, so the excess 10 Strength is wasted.
Then because the module weighs 12, you're only effectively getting +3 carrying capacity.
Part of this is a balance issue; I think I'll reduce the Actuator to give +20 Strength but only have 5 weight. But exceeding 100 Strength still won't be possible as there's a lot of things in the game that assume a soldier caps out at 100 Strength.
Hi @Chris the original strength was 85. It was 100 after. Sorry, I didn't realise I had clipped it out!! The post didn't make sense without it lol. But, yeah, now I realise it isn't designed for high-strength trooper.
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20 minutes ago, nora10 said:
Hi,
it's frustrating to invest time and effort in rescuing a downed unit, only to leave their fate to chance. Implementing a system where medical care can influence their survival would add depth and realism to the gameplay, making each rescue mission more meaningful and rewarding. Letting players actively engage in saving their comrades would enhance the overall experience and satisfaction of the game.
Yeah, it would be good if the advanced medikit had a chance to revive a soldier on the battlefield but they remain unconscious for the rest of the mission, but you know they've been saved.
While we're at it @Chris , the weight increase in the medikits has become prohibitive. Perhaps the introduction of a mini medikit that just fixes bleeding wounds should be introduced that is significantly lighter so can be equipped by most troops, with the full heavy medikit able to repair damage?
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Before adding an actuator module:
Then after adding one, increasing strength by 15, and only getting +4 carry weight:
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The soldier circled wants to go on top of the container via the ladder on the side, but it won't work.
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On 2/20/2024 at 7:20 AM, Kouki said:
Yeah, I tried placing the same soldier on the position you've mentioned. Unfortunately, unless I do the exact same commands you've issued on the turn, I won't be able to reproduce the same scenario on the image you've shown with the buggy shroud. (which makes bugs related to the shroud/shaders difficult to isolate w/o specific repro steps, unfortunately)
Ah, sorry I don't have a save from then. I will endeavour to send a save when it happens again.
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3 hours ago, Kouki said:
Thanks for the bug report! I believe this should be fixed on 3.0.8!
As for the second image you've attached, can you provide the save with the same position of the soldier you've taken a screenshot of so we can take a look at what's wrong. There are a bunch of known issues w/ the shroud and this seems to be one of them, though it would help us a lot if we can isolate the specific scenario when it happens, thanks!It's the same save as in the first pic. The highlighted solder in the second pic is the same one highlighted in the pic below:
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The door in the centre of this image is not animating properly when walking thru it. Also, as an aside, I haven't had any data collection missions this run through - have they been taken out?
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23 hours ago, Kouki said:
Thanks for the bug report! Although the sergeants you got seems to be a really unfortunate case of bad luck! Only the starting stats are affected for soldiers with the changes in milestone 3 (due to the -5 on the maximum stat cap on, so an average of -2.5) I tested the soldier mission on my end and got these, which are kinda decent?
Hmmm, that's weird cos that is MARKEDLY different. Perhaps they should have fixed stats? Because to even have the risk of having absolute TOILET troops as a reward for a mission is worse than just getting some naff loot.
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@Chris I've still got the MARS issue - I moved it and now I can't use it any more in this save.
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UPDATE: I reloaded the before-mission save and, although I get a different map, the same thing happens with troops not firing and still can't save manually.
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OK, two problems. The game won't let me do manual saves (I click ok to save and it returns to the game but no save is made). So attached is the game just prior to the mission. I don't know if it will be repeatable, but the sniper on the right looking out of the tailgate takes a shot at the cleaner by the wall and hits him, but doesn't kill him. Then I tell MARS to take 2 shots and nothing happens, but the TUs are expended. Same with the left hand sniper. Also attached log in case that casts some light.
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Are all these 0's necessary??
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1 hour ago, bonerstorm said:
Nope! No output.log file. Could it be located somewhere else than: Docs\My Games\Xenonauts 2\Logs?
I'll download the save and try to replicate again.
Yeah, I have always had this even after completely reinstalling on a new PC!! So, for me:
Logs are saved locally in C:\Users\dremi\Documents\My Games\Xenonauts 2\Logs
Saves go to my OneDrive C:\Users\dremi\OneDrive\Documents\My Games\Xenonauts 2\Saves
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1 hour ago, Ruggerman said:
You should be given the chance to hit your colleague, when firing from behind, and if it is to high then stop or move, to another location.
I thought that if the non-shooter was crouched they didn't get hit? Or has that changed?
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In the picture below, the highlighted soldier was shooting at an alien offscreen, and despite his neighbour being crouched, he got hit.
V3.2.0 - CTD moving the VIP in the VIP mission
in Xenonauts-2 Bug Reports
Posted
So this is a game-breaking issue as it is happening all the time. This was the latest one:
output.log auto_groundcombat_turn_4_start-47.json