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wulf 21

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  1. wulf 21

    Useful combat shields

    Well, I found the shields very useful in xenonauts 1 (at least until the point was reached where everyone had the best armor). The concept of a secondary weapon did not exist in the same way then, however there was one 3x2 area on the belt where either a pistol or a stun-baton would fit. You would actually have to drag the shield out of and weapon into the soldiers hands in inventory, which conts some TU, but still running up close and then stunning the alien or finishing him with the pistol was a working tactic, mainly because it was nearly a guaranteed hit. (btw. I am wondering why meelee weapons have just 40 % hit chance now?). At the beginning aliens were unarmored, so two or three pistol shots would actually kill at least the weak race, later you would develop better pistols (laser, plasma, mag-pistol), so pistols were a valid option for a great part of the game. Still yes, choosing a shield instead of a weapon would make the soldier more inefficient. But the main advantage of the shield came from the fact that it is not only protecting the soldier him/herself, but the soldier behind, too. This made it extremely useful in tight situations in bases or larger UFOs where you at some needed to open a door to some corridor with multiple aliens that would immediately reaction-fire and kill soldiers without shields. The shield-bearers would go first, then duck and the rest of the squad can shoot over their head. And paraxodically, in open areas with virtually no cover it was useful, too, so you could hide a second soldier behind the shield and keep moving, instead of crawling from one of the rare covers to the next. And Generally this was a good advantage as you would never want to find yourself in a situation where a soldier runs around a corner and spots an alien with the last TU and noone being able to help. If this was a shield-barer it would not really matter and you still had one more turn to correct the mistake. And giving the shield-bearer a grenade-heavy loadout was always an option in later stages of the game as the strength of everyone grew, however this option was taken out as a design-decision in Xenonauts 2 because it produced more fiddeling with loadouts (you could save loadouts, but always had to remove stuff if the soldier was just not strong enough after loading it). Maybe it is a little too early in the game development to discuss precise balancing issues, however I don't think that making the overall efficiency of an individual shield-bearer up-to-par with a normal soldier is a good idea. Then you could just equip the whole squad with shields. The advantage should come from working with other soldiers, ie. a shield soldier with 2 normal soldiers behind should be more efficient in storming tight spots as 3 normal soldiers.
  2. This already happened the second time, after having noticed in in V1.1 before already shortly before update came out. I think there is a pattern. I was playing with the line-of-sight indicator on since round 2 of the ground engagement. The following sequence of events happened: the alien was standing where the purple blood is visible in the screenshot I shot him with the soldier visible in the middle. The shotgun soldier in the upper right corner shot another alien before going into cover behind the rock in the same turn, so he could see the alien at the end of my turn. I moved the soldier in the middle behind the trees. so he was facing away from the alien and had cover from the alien at the end of my turn Then during the alien turn, the alien did move to where it is standing now in the screenshot That means: the alien started his move within the line-of-sight of sight the place where the alien ended the move was in line-of-sight during my turn, but not during alien turn Therefore, I should not have been able to see where the alien ended his turn, but I was. I checked, too that I could still see the alien after disabling the line-of-sight-indicator. The reason why I checked this was that in another ground combat mission, it was working correctly (alien moving out of line-of-sight disappeared from screen), but I had not enabled the line-of-sight incidator at that time. After enabling it, I saw the reason the alien disappeared and the alien stayed disappeared after enabling it. So it might be that it only happens if the indicator is activated at the time but the result stays, no matter if it is activated/deactivated after. But on the other hand, it might be a coincidence and the reason why it worked correctly was that not all the above conditions were true. There might be something helpful in the same logs I posted in the Medkit Game Crash thead: logs.zip as this was the same ground combat round that then ended with the crash. Screenshots:
  3. wulf 21

    [V1.2 - Game crash]

    Yep, definitely happens in Build V1.2. Ran into it myself. Not sure what the conditions are that it crashes. What I did was trying to let a wounded soldier heal herself. She had full TUs damage left to heal. Crash in output.log: 2018-12-07 21:00:56,960 [FATAL] (D:\Jenkins\workspace\X2 (Build)\release-v0.34.0\Assets\Code\Screens\XenonautsMain.cs:513) [INITIAL CRASH] System.NullReferenceException: Object reference not set to an instance of an object at Xenonauts.GroundCombat.Abilities.MedikitAbility.<Create>m__1 (Common.RPG.Ability ability, Artitas.Entity weapon, Artitas.Entity target, System.Object rawConflict) [0x00025] in D:\Jenkins\workspace\X2 (Build)\release-v0.34.0\Assets\Code\Screens\GroundCombat\Factories\Abilities\MedikitAbility.cs:136 at Common.RPG.Ability.CanTarget (Artitas.Entity source, Artitas.Entity target, Optional`1 parameters) [0x00017] in D:\Jenkins\workspace\X2 (Build)\release-v0.34.0\Assets\Code\Libraries\Common\Code\RPG\Ability\Ability.cs:78 at Xenonauts.GroundCombat.UI.Fragments.SelectionFrameFragment.HandleLeftClickTarget (Common.Input.MouseCodeStateReport report) [0x00088] in D:\Jenkins\workspace\X2 (Build)\release-v0.34.0\Assets\Code\Screens\GroundCombat\UI\Fragments\SelectionFrameFragment.cs:104 at Xenonauts.GroundCombat.UI.Fragments.SelectionFrameFragment.HandleClick (Common.Input.MouseCodeStateReport report) [0x00075] in D:\Jenkins\workspace\X2 (Build)\release-v0.34.0\Assets\Code\Screens\GroundCombat\UI\Fragments\SelectionFrameFragment.cs:70 Attached: logs.zip (contains output.log and the last written .rec in same folder) PS: Seems the forum gets me " There was a problem processing the uploaded file. -200 " if file is more than 1mb, which is odd because I already uploaded a 3.9 MB uncompressed output.log earlier. PPS: I noticed that by pure coincidence the soldier that should heal herself was the selected one in the screenshots I took for:
  4. should prabably be made to work on different ammo types, too, as currently the only way to reload a different ammo type seems to be dragging the ammo inside a slot that is hidden inside the primary weapon slot.
  5. Hmm, just to test if my memory is correct I just fired up Xenonauts 1 - and the Spacebar works as I describe (second press returns to previous speed). In GOG galaxy it says I have "1.65 GOG Hotfix" and I have the "Skitso's Ultimate Megamix Map Pack" installed, so maybe one of these 2 modded it in, or is this function actually a bug in this version of Xenonauts 1 XD? Additionally, upon the second spacebar press in Xenonauts 2, it just looks like the game intends to click the previous time warp (button dark for short time) and if this just would not work.
  6. thanks for the update, keep up the good work. Nice to see in the list that the crash I reported was fixed already. (and I totally understand if you don't have the time to go into each bug thread and post an answer that it will is fixed in build XYZ)
  7. I just now noticed that I was a little blind there, too in the question in my Post. It says right there in the release announcement section in the thread for the close beta 1.2 release So basically yes, it is not yet implemented, but probably the "SAVE GAME" button should be greyed out to make it absolutely clear that the feature simply does not yet exist.
  8. wulf 21

    [V1.2 - Game crash]

    If the crash is not reproducable, you can probably help the devs finding the cause by posting the C:\Users\<your windows username>\Documents\My Games\Xenonauts 2\Logs\output.log here. There should be found an entry containing [FATAL] (with the square brackets) at the time the crash happened. Sometimes something random happens that crashes the game (like in my burst fire crash thread, first mission played fine, suddenly first shot in second mission was crashing the game).
  9. I tried around with known Hotkeys from Xenonauts one and found a bug. Screenshot doesn't really add any info, I could take a video but I don't think it's worth the effort as it should be reproducable with following instructions: Click any time warp value in Geoscape (for example 2 arrows) Press space. Result: As expected, time flow goes back to real time. However the time warp button clicked in step 1. stays highlighted as well as the 1-arrow-button. (Expected: Only 1-arrow-button for real-time should be highlighted) Press space again. Result: Nothing happens. (Expected: time flow should go back to the time warp clicked in step 1. and only time warp highlighted) Just minor issue, so low priority for fixing unless it can be done really easily.
  10. I already noticed that, too, however didn't report it as I assumed that save during ground combat is just a not yet implemented feature. Is there maybe somewhere a list of missing features somewhere? For example I noticed that the buttons for saving/loading default loadouts of soldier in armory do nothing, too and I am assuming the same thing, just not yet implemented. Btw.: I understand the bug formatting instructions so that we should categorize each Bug in just one of 4 main categories: Ground Combat / Air Combat / Geoscape / General. It doesn't make much sense to invent new category for each new bug report, e.g. the category for this should be Ground Combat.
  11. Now this is kind of funny. I did notice one of the points in this post (switching between shotgun and something else removes 10 TUs, switching back to shotgut adds them again.) Now look at the following screens after completing the second mission. On first screen you will see that HENRY POWELL should have gained just 2 TUs. On second screen, you see that he now has 90 TUs in armory. In last post I wrote he had 68 TUs. So 68 + 2 + 20 = 90 I think this means we have a combination of 3 effects: +10 TU just for having the shotgun in Inventory +10 TU if shotgun is selected If the mission ends with shotgun in inventory and selected, permanent gain additional max TU in sum of whole shotgun bonus (+20) So, don't know if each of these effects should be looked at seperately (so they don't appear again in some form in the future) - maybe just removing the shotgun TU bonus will get rid of all 3 of them. Save: http://www.mediafire.com/file/pm3s6v40871ifuy/after_second_battle.json Screenshots Gain: Armory after second mission:
  12. Hello, I did notice this, too after first mission. The TU in the Soldiers Tab is not equal to the TUs within the mission (I have all soldier equipment so I don't get a TU penalty from weight) You already explained the low TU in the Soldier Tab, maybe this savefile will enable looking at how some soldiers get such high TU though. Following TUs in the save are very high after just one battle: Soldier Name - TUs in Geoscape Soldier Tab - TUs in armory (should be correct) - Ground Battle TUs JOHN EALES - 50 - 75 - 95 HENRY POWELL - 5 - 68 - 88 Both carry exactly one shotgun. There is no additional shotgun in the backpack. The numbers almost look like there really is a +20 TU bonus - maybe this bonus somehow builds up over time (shotgun getting +10 bonus the first time it was used, +20 next mission etc?) Savefile: http://www.mediafire.com/file/ddk0co8z5ci8d1c/auto_save_0006.json/file Screenshots: Soldier Tab JOHN EALES - ARMORY JOHN EALES - GROUND BATTLE HENRY POWELL - ARMORY HENRY POWELL - GROUND BATTLE PS: I can still not upload new files to forum and get error immediately, so I uploaded them to mediafire.
  13. wulf 21

    [V1.1 - Geoscape] Engineering list bug

    Hmm, on trying to reproduce it, I found something that might be related: For me, the quantity was not changing at at all when I clicked the corresponding buttons after having queued profitable goods first, then laser rifle. It would update the quantity number display only after switching to Geoscape (not to any other tab which makes not time run forward). It can actually be seen in the video I took that the number updates the same moment Geoscape is clicked (before tab is switched) Difference in behaviour might simply be because in the save file does not contain any money to buy more laser rifles however. Savefile: http://www.mediafire.com/file/p4pm2sm1v2b0583/test2.json/file Video:
  14. Not sure if it's reproducable (probably depends on exact random number generator result), but anyhow, that's what I did: Second gound engagement, right from the start an alien was an alien in plain sight near the lower right corner kneeled with a rifleman (not sure why I did it though as I know it doesn't get me an accuracy bonus in X2) right clicked until burst fire was selected clicked the alien If I read the Log correctly, it shows that the first 2 shots were supposed to go off the playing field, the 3rd to hit an environment tile, after that it somehow fails to find the target point where the Human targeting animation should point the gun: 2018-12-03 22:48:22,358 [INFO] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Factories\Abilities\FirearmAbility.cs:540) Projectile TrajectoryMissOffBoard (rolled 44% (<= is success) against 21.6%) on -1 from (23.1, 1.2, 8.1) to (0.0, 2.4, 10.2) ([F:1, I:0, J:20] / [X:0, Y:1, Z:10], ID:19221 Type:Corner), impacted at: [F:1, I:0, J:20] / [X:0, Y:1, Z:10], ID:19221 Type:Corner 2018-12-03 22:48:22,362 [INFO] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Factories\Abilities\FirearmAbility.cs:540) Projectile TrajectoryMissOffBoard (rolled 56% (<= is success) against 21.6%) on -1 from (23.1, 1.2, 8.1) to (0.0, 1.5, 9.9) ([F:0, I:0, J:20] / [X:0, Y:0, Z:10], ID:2580 Type:Corner), impacted at: [F:0, I:0, J:20] / [X:0, Y:0, Z:10], ID:2580 Type:Corner 2018-12-03 22:48:22,365 [INFO] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Factories\Abilities\FirearmAbility.cs:540) Projectile TrajectoryHit (rolled 31% (<= is success) against 21.6%) on 3904 from (23.1, 1.2, 8.1) to (2.4, 0.0, 6.7) ([F:0, I:5, J:13] / [X:2, Y:0, Z:6], ID:1682 Type:Centre), impacted at: [F:0, I:29, J:15] / [X:14, Y:0, Z:7], ID:1964 Type:Centre ... 2018-12-03 22:48:22,408 [FATAL] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:439) A fatal error occurred during Update() - System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.GameObject:get_transform () at Xenonauts.GroundCombat.Scripts.AIkControl.get_Target () [0x0003e] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Scripts\Ik\AIkControl.cs:19 at Xenonauts.GroundCombat.Scripts.HumanIkControl.StartAiming (Vector3 targetPos, Single timeAvailable) [0x00002] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Scripts\Ik\HumanIkControl.cs:180 at Xenonauts.GroundCombat.IkSystem.StartTargeting (Artitas.Entity comb, Common.Components.IkShootTargetComponent ikTarget) [0x00067] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\Rendering\IkSystem.cs:79 at Xenonauts.GroundCombat.IkSystem.TargetChanged (Artitas.Entity comb, Common.Components.IkShootTargetComponent oldComponent, Common.Components.IkShootTargetComponent newComponent) [0x0000b] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\Rendering\IkSystem.cs:60 Attached the complete content of Documents\My Games\Xenonauts 2 (saves, logs) ... at least I tried to, forum keeps showing me "There was a problem processing the uploaded file. -200 ". Will try again after submitting the new Topic. edit: It somehow won't let me upload any files to the forum today, uploaded it to mediafire instead: https://www.mediafire.com/file/j6mh6y6hql0u64h/Xenonauts2.zip/file
  15. Just wanted to drop in, to remark that crash even happens if the shield is looking correct by carrying pistol at secondary weapon. Unfortunately I do not have a savegame, however it can be seen in attached logfile at 2018-12-03 20:56:37,528 that trying to do damage to the shield and displaying the hitpoint loss makes the game crash: 2018-12-03 20:56:37,523 [INFO] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:594) Queued global::Xenonauts.GroundCombat.Events.StatChangeReport: StatChangeReport (T:GlobalEntity 4741 Item - Name:Combat Shield, D:-15, DT:DamageType:default Q:HitPoint, C:Xenonauts.GroundCombat.Abilities.SingleTargetDamage 2018-12-03 20:56:37,528 [INFO] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Factories\Abilities\FirearmAbility.cs:833) Suppression: 2018-12-03 20:56:37,533 [FATAL] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:439) A fatal error occurred during Update() - System.NullReferenceException: Object reference not set to an instance of an object at Common.Components.GameObjectComponent.op_Implicit (Common.Components.GameObjectComponent component) [0x00001] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Components\GameObjectComponent.cs:109 at Xenonauts.GroundCombat.EntityMessageTickerSystem.ShowMessageTickerInStack (Artitas.Entity target, System.String text) [0x00069] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\EntityMessageTickerSystem.cs:134 at Xenonauts.GroundCombat.EntityMessageTickerSystem.ShowDamageTickerHitPoint (Artitas.Entity target, Single damage) [0x0005e] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\EntityMessageTickerSystem.cs:91 at Xenonauts.GroundCombat.EntityMessageTickerSystem.ShowDamageTicker (Xenonauts.GroundCombat.Events.StatChangeReport report) [0x0001a] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\EntityMessageTickerSystem.cs:46 at (wrapper delegate-invoke) System.Action`2<Xenonauts.GroundCombat.EntityMessageTickerSystem, Xenonauts.GroundCombat.Events.StatChangeReport>:invoke_void__this___EntityMessageTickerSystem_StatChangeReport (Xenonauts.GroundCombat.EntityMessageTickerSystem,Xenonauts.GroundCombat.Events.StatChangeReport) at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Xenonauts.GroundCombat.Events.StatChangeReport,Xenonauts.GroundCombat.EntityMessageTickerSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:151 at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00050] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:49 at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00003] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:26 at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x001c6] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:808 at Artitas.DefaultProcessStrategy.Process () [0x00024] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:751 at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:621 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\DataStructures\WorldManagedScreen.cs:49 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\ScreenManager.cs:149 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:436 output.log