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deelad

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    Cumbria, England
  1. I just had a crash when I shot one of the big fuel containers. The bullet hit the container but I saw no explosion as the crash occured. I believe this could be the same bug and could be to do with explosions in general. Just a few notes which may or may not help to determine the cause: 1. There was a civilian nearby who was likely to be in the blast radius. 2. I believe my hunter would have been right on the edge of the radius, possibly just inside it. 3. The Container was near 2 buildings, the blast would have damaged both buildings.
  2. Basic Armour equipped with Flamethrower - Shows Jackal Armour with no weapon when stationary and moving. When firing or being shot, shows Jackal Armour with Assault Rifle.
  3. Basically, one of my soldiers died on a mission. After the mission I sent the chinook to a nearby crash site instead of returning to base. When the new mission started, my soldier was alive but without weapons or equipment. Pics After the first mission (where he died), on the soldier part of the victory screen, it said he was KIA. I know that some soldiers who 'die' in battle survive with serious injury, but I figured if it said KIA he may be dead. Also, I believe he had -20HP if that is any help.
  4. This seems to happen on most if not all doors, when you try to move the soldier from next to a closed door, through it by clicking on a tile. Steps as followed: 1. Move a soldier next to a closed door. 2. Move him through the door by clicking a tile on the other side (without clicking the door to open it). This can be done when both moves are in the same turn, or when they are in 2 different turns. This also happened once when my soldier was next to the wall, 1 tile to the left of a door, but I have been unable to replicate this one.
  5. Just replicated this, steps as follwed: 1. Select any unit. 2. Click on your gun as if you want to shoot something 3. While the cursor is a crosshair, click on either the next or previous soldier button (the ones with a soldier in the middle of an up or down arrow). 4. Scroll the screen down to see it as the crosshair sticks on whatever tile was behind the button you clicked. Tried with full and 0 AP's, with soldiers and hunter and it happened every time. Edit: If you select another soldier and go to shoot, the 'stuck' crosshair disappears.
  6. I could imagine track 1 on an intro movie for the game. First 30 secs or so of the song could be used while showing a city in ruins, maybe a few survivors looking round in horror. Then when the song kicks in the camera moves up and you see jets fighting a UFO or something. As for ingame, i think it is a little bit fast paced. You want something which adds to the tension for the ground combat atleast.
  7. Haha, that made me giggle Anyway, you guys really do seem to be doing a great job! I actually had a 'wow' moment yesterday when i decided to shoot one of those fuel/oil tanks and it set off a nice chain reaction. The explosion and especially the fire afterwards look amazing! Also, on the origional X-com the smoke after an explosion didn't phase me as you could still see everything, but on here the fact that i could see nothing through the thick black (not to mention toxic looking) smoke really made me think twice about sending my guys through it until it cleared up a bit! I think that adds great effect to the game. Good job!
  8. Soldiers wearing Basic Armour and equipped with a Machine Gun appear wearing their Basic Armour as normal when stood still. However when they move they look like they are wearing Jackal Armour. Can replicate every time Pics below While replicating this, I found that Soldiers wearing Basic Armour and wielding both Shotguns and Flamethrowers appear to be wearing Jackal Armour both when stationary and moving. If you switch them to a pistol they change to Basic Armour so it is only when they are actually holding the flamethrower/shotgun in their hands. Also, their hand appear empty while this bug is occuring. Pic
  9. I just tried this, I couldnt get it to crash on the soldier screen, but it did crash every time on Personnel screen. Edit: Nevermind, you already found it ^^
  10. I don't recall encountering that problem, but yea I can see how that would annoy some people lol. Point taken.
  11. All I was thinking with this was like on UFO:EU where if you pressed reserve for snapshot, the next unit selected would already be set to reserve for snapshot. I have no idea about coding, but would it be a simple enough option, or even possible, to have it so when you click one of the reserve AP options, said option is set to default?
  12. When you click to reserve AP's, would it be possible to keep that selection active when you change soldier? As it stands, if you set 'soldier 1' to reserve AP's for snapshot, move him, then switch to 'soldier 2', it resets to not saving AP's. This means if you want them all to reserve AP's then you have to select it for every soldier.
  13. Hello, I couldn't see a bug reporting section so figured I'd make a temporary thread for such occasions. Here is a minor one I found where Photocopiers seem to block line of sight when on a Northeast? facing wall. This results in the wall not being revealled and hence the wall looking like it has a gap or has had a section destroyed. As You can see, the wall seems to have a gap in it. However, when I move my soldier to the other side of the wall... The wall is revealed, meaning the Photocopier must be blocking line of sight. Edit: Also just noticed the civillian seems to be poking through the wall hehe Also, I found a strange one where the alien is blue and doesnt seem to register as an alien (no tab on right hand side to say alien spotted). Is this the same thing as the Xenonaut soldiers when they are killed with reaction fire and remain standing? One thing to note is that this alien was not killed with reaction fire, although if he is actually dead, he had not been spotted and must have been killed by the blast from a rocket that missed his nearby friend. Also, when trying to shoot him, you get a hit chance % as normal, however the shots seem to do nothing (hence why I assume he is actually dead).
  14. Hi, I was just wondering if it would be possible to make the 'UFO Detected' Window movable. The Reason being that if you have multiple bases and the UFO is hidden behind the detection window, then you sometimes have to close the window to see which base to launch from before intercepting it. I know this is only very minor but I just figured I'd give it a mention. Also, is there a way to minimize, move or get rid of the window at the bottom right which tells you the the funding from different countries? Just that currently it blocks about half of Australia. Does this happen to other people or could it just be the resolution I'm using or the size of my monitor?
  15. Just a few ideas for secondary objectives: Rescue a Pilot This could occur during a UFO recovery mission if one of your interceptors is shot down during a battle where the UFO is also downed. Aid Local Forces Possibly during a terror mission or landed UFO, some of the local forces could be pinned down. Getting them out alive would obviously provide support from them during the mission and possibly provide a little relations boost (probably the same or slightly higher than saving a civillian). Protect/Do Not Destroy Building I'm unsure about this as, since I came accross this game after paypal messed up pre-orders, I have not seen what building types are available. Anyway I was thinking that some buildings would be deemed more important, such as: Churches (As they are a symbol of hope for some, they would boost morale if saved, or lower it if destroyed/badly damaged) Town/City Hall (Since they house government employees, this could slightly improve relations if left intact, or reduce relations if destroyed/badly damaged) As I said, I am unsure as to what kind of buildings have been implemented but there could be lots possible 'important' buildings. Others could include Hospitals for obvious reasons, Farms as food would likely become scarce in an alien invasion etc etc. Retrieve Item If there are missions in a military installment for example, there could be something of importance (maybe launch codes or a weapon cache) which, if recovered, the military would reward you with money or possibly 1 above average soldier becomes available to buy as the military have decided to make him available to you, although this would be fairly rare as to not unbalance the game. To recover the item it must be picked up by one of your xenonauts and either held at the end of the mission or dropped inside the chinook. Thats about all I can think of for now but ill post anymore that come to mind.
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