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wulf 21

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Everything posted by wulf 21

  1. It might be the same as linked thread, but I am not entirely sure because it is the terror mission this time. Simply load the save game: Quicksave.json and try starting the terror mission. I am not entirely sure but I think it is somehow related to the way I interacted with the mission icon. It first popped up, then I looked at engineering tab to find out that I still can wait for the next piece of composite armor to finish production before attempting the mission. The quicksave was made right after the finish of the production. Will try to figure out how this happens exactly. EDIT: Actually my first thought does not seem to be the case. I made this savefile before the terror mission icon spawns: terror_test.json There now seems to be absolutely no way to get the terror mission to start, no matter what I do. Seems that one thing that was fixed with the terror mission accidently broke something else.
  2. That the number of soldiers available for hire is limited is probably not a bug - you get a new selection of soldiers availabe for hire each month. And if you hire them all, you have to wait for next month to get new ones. But after reading your post, I am not entirely sure what you mean by "after all your soldiers die": Do you mean A) you hired all soldiers availabe and got killed all of them within a month (about 20-something soldiers in total). Not sure how you achieved this but in this case - just fast forward until next month (after financial report appears). You will get more soldiers for hire. or B) you had soldiers for hire before the mission and did not hire them all. You have got only your 8 current soldiers killed. After they were killed, the list of soldiers available to hire was empty (was not empty before). ? As I said, A) is probably not a bug, but if it happened like B) then it might be a bug.
  3. wulf 21

    How do you edit soldier name?

    It was part of the kickstarter campaign that people who backed some amount were able to submit a soldier with name, portrait and nationality that would get into the game (for everyone). Wether or not it is intended that you can mod a soldier portrait into your own game later, I don't know.
  4. Can be seen in screenshot, the soldier (it's just a concidence that it's Chris ) has 104 HP and the UI adds some line break in the number:
  5. Seems there was introduced some new logic how smoke / gas clouds spread (so they can get higher if there is more gas etc). However combinations of touching clouds of different types produce weird graphical glitches now. In this example the area where my soldier is standing is smoked, while the area where the aliens are standing is gassed. I seperated both areas with a line. However after throwing the gas near my smoke (smoke was there first), it suddenly looked like the smoke area would contain gas, too. Additionally, this was not like some mix with transparancy, but rather more some disco-like blinking where somtimes the smoke clouds were in foreground, somtimes the gas clouds. (in second screenshot what is in foreground is different). It seems just graphical though, non of my soldiers dropped unconscious. just aliens. I made a savfile in this state: touching_gas_smoke_bug.zip Later I did add some more gas and HEVY smoke to the mix which made the chaos complete. Still the only fire burning really is the one from the first screenshot (came from HEVY explosive grenade), but the graphics showed more fires burning near my soldiers now (and blinking, too) - last 2 screenshots:
  6. I actually managed to reproduce it in version 5.1. Actually it seems to be yet another thing that is related to the ground combat save system. (I might have saved/loaded the game at some point during the occurence in original post) Here are the steps: load the gc save: smoke_test.zip (It contains one gas cloud and a fire is burning somewhere on the map) throw a second gas grenade and then smoke, so the 3 of them overlap. Result should look about as in first screenshot Press F5 Press F9 Result: The smoked area suddenly looks like it is on fire and the second gassed area looks like it contains smoke and fire, too. And it is blinking what is in foreground (last 2 screenshots)
  7. While I get the idea to assign a low accuracy soldier a sniper loadout so the bonus compensates, I am not entirely sure if this really is the best option in X2 currently. Because I found a high accuracy sniper can do things no other soldier can do, what is: get off 2 100% hit chance shots with the lower accuracy/low TU aim mode in one turn with the scoped mode, have 100% hit chance on an enemy behind an obstacle - which is especially useful if the obstacle happens to be another xenonaut that unexpectedly did not manage to kill the enemy and is now out of TU
  8. I think, there is noone who disagrees here, even the devs already admitted that they did not get around implementing grenades properly: Don't know in which build it is currently planned to be sorted out though.
  9. I remebered that we already had a discussion like this. I am linking it here. I think one thing Chris mentioned they could do in one post in this thread (ie. Optionally assign a specific role to soldier in addition to the slot and when assigning a soldier to a slot that does not fit his role the game asking what role the slot should have) come pretty close to what you suggested in your last paragraph
  10. wulf 21

    Will I ever not be a rookie??

    So much fun speculation when probably an admin could just come by and tell us exactly .
  11. wulf 21

    Will I ever not be a rookie??

    I think this is really unlikely because the forum software has absolutely no way of knowing who is a kickstarter backer and who isn't. These are 2 totally separate accounts and not linked in any way. And you can see below your user name that you just are in the user Group "Members" like everyone else. Squaddie and Sergeant seem to be totally default ranks here that everone can have. The only "special" ranks in these forums seem to be from members of the development team and Admins/moderators. Totally agree. A 1-liner in this logic has the same effect as some detailed thoughts or bug report with detailed info and reproduction steps. If I am right, even a simple button click is counted the same, so rank would simply be an expression of the total number of actions done in these forums, nothing else.
  12. wulf 21

    Will I ever not be a rookie??

    I can only assume that the reactions given (the buttons below other's posts in the lower right corner) count like posts, too. For Example I can see in Kaiphus_Kains Profile, that he was using these buttons more than 90 times now. So 30 posts + 90 reactions is > 100, which probably is the requirement for "Squaddie" (and 200 for "Sergeant"). You did not use these buttons at all (and I only used them a few times). If I am right, then it will probably just take a 5 more posts or reactions from you to reach the next rank (Emily_F would have a little longer way to go still.)
  13. wulf 21

    Will I ever not be a rookie??

    does probably depend on your number of posts and maybe reactions of others to these posts.
  14. wulf 21

    [V5.0] Aircraft vs UFOs

    No, you didn't. That's why there is this big thread out there where people complained how the air combat in X1 was so much better and the developers said multiple times, that it is far from final and they do agree that the current version of it is not much fun, yet.
  15. wulf 21

    [V5.0] Aircraft vs UFOs

    Then, why should anyone play the aircombat minigame if the outcome is completely clear before? X1 displayed a probability of winning, but this did not necessarily mean that you would win without major damage or even one of the interceptors being shot down. On the other hand loosing would not always be because complete loss of interceptors, but because you could not damage the UFO enought to win. Maybe it would be possible to display some addional info instead of just this one probability. E.g. probability that the UFO will escape because you did not damage it enough with the availiable weapons, probability to loose an interceptor or that it will take >50% damage etc. So 2 or 3 more numbers that allow a somewhat more informed decision if autoresolve can be used safely or to play the minigame to achieve a somewhat better outcome.
  16. I just recently (I think after V5 release) started seeing such crashes. They seem to be pretty low level stuff and not tied directly to the game logic. I can't tell something specific that I did before all of these these crashes, either. Only the last time it crashed directly after loading back to Geoscape from Ground combat. It automatically brings up the GOG galaxy crash reporting tool, too, so I am not even entirely sure wether this is Xenonaut2s fault or maybe something GOG has changed with their in-game overlay etc. Or maybe since it first appeared after V5, did you maybe change to a different version of the Unity engine between V4 and V5? I attached the output.zip from the last time the crash happened. The crash report folder mentioned by the "Oops!" message is too big to upload to forum. I uploaded a zipfile containing all 4 of these crashes that happened so far to mediafire: https://www.mediafire.com/file/0aqg983skp33gch/crashes.zip/file
  17. I wanted to answer in UI discussion thread, but I ended up writing a longer paragraph and see it deviating from the main topic, so I decided to put the answer into a new general discussion thread: Good point. In Operation Flashpoint it worked like this and you were supposed to remember that one of your magazines was not longer full (as just the info how many bullets in current magazine and number of magazines left were displayed), but then you were only directly controlling one soldier on the battlefield in this game (even if you could edit the whole squad equipment before mission), it is porbably not practical to remember this for whole squad. If a magazin on belt is not full, maybe there could directly on magazine icon appear some info, for example red number in upper right corner or maybe some "progress bar" integrated into the magazine icon, for example the upper part of a magazine could become half transparent the transparant part getting bigger if magazine is more empty. The same info should be availabe in inventory window as well as reload button if the next magazine to be reloaded is not full. Speaking of next magazine to be reloaded: If there are more magazines on the belt of same type, some of them partly empty this introduces some design choice, which one should be reloaded by the reload button. I see several options here: 1. some cycling logic, ie. the most recent unloaded magazine will always be the last in queue to be loaded again (this is how it worked in Operation Flashpoint) 2. always load the fullest magazine 3. split the buttons on UI, so only completely identical magazines get stacked into one button and a magazine with different number of bullets gets displayed as a seperate button The last one of course has the theoretical issue that it could clutter the UI with up to 5 buttons if someone decides to carry 5 magazines into battle and empties them differently. (I do not know why anyone should play like this, but of course all cases that can happen need to be considerd). Oherwise I would think option 3 the best.
  18. wulf 21

    UI Reload function design

    The areas to drag items to do still exist in the inventory menu (the belt and the primary/secondary weapon slot). Actually, this window is pretty similar to what it was in X1. However you can access every action you can do directly via a button without submenuing now (for example every grenade type that can be thrown right now has directly a button on the front end without the small grenade type submenu from X1). These buttons only get created from the primary/secondary weapon slot and belt slots. That is different from X1 where you could directly throw a grenade from backpack without dragging it to belt first or reload directly from backpack. I think using an item from backpack added some extra TU cost in X1 but other than than that the belt and backpack were not very distinct at all. Players therfor often basically treated the backpack and belt the same, I even saw an ironman insane playthrough on youtube where I kept wondering why the heck he puts everything in backpack without fully using all belt slots first. This is now much clearer. The other main difference to X1: In X1 the concept of primary/secondary weapon was basically identical to left/right hand of the soldier. So a 2-handed weapon would occupy both slots and you needed always to submenu to change the weapon. This was even necessary for medpacks. The only time when there was a primary and secondary weapon different was shield if there was one hand + pistol in the other hand. In X2 the concept is changed, so you can have for example a sniper as primary + SMG as secondary, both 2-handed weapons. Or a medpack or C4 as secondary. So, no more going to inventory window in these cases, but just directly use the secondary weapon.
  19. wulf 21

    UI Reload function design

    Yes, there is a backpack. That part is actually simple: You only can directly perform actions (grenade throwing, reloading, shooting) with everything that is equipped either on a belt slot or in the primary/secondary weapon slot. In order to use an item that is carried in backpack, it is always necessary to access the inventory window and drag the item to the slot from where it can be used (if slot is occupied, the item that is there needs to be moved to backpack, that part is automatically done when swapping items, ie. move from backpack to occupied slot, or dropped to ground). So the front UI in no way shows any items that are carried in backpack and you need to open the inventory window to see whats inside.
  20. Hmm, this is strange. I now played the raid mission that spawns around the same time as the terror mission - and now it loads properly. Savefile from which terror mission works: raid_done.json I also noted that this time the terror mission is again in europe, same as in the V5 playing before. So either the terror mission only works after having completed at least one raid - or it only works if it is in Europe region on Geoscape. Either way, you now have saves where it is working or not, so it should be possible to find out what's the difference :). Edit: Now this is weird, I have gone back to the savegame I told was working, and then it was not working yet again. I really can't tell what the difference is (maybe there even is none and it is totally random) but the terror mission will most of the time fail to load, but sometimes it will load properly...
  21. The sebillian in the screenshot dropped to gound but was still counted as active by the game (as seen by the alien head icon + the fact that mouseover brings up the crosshair. I did not press Ctrl while doing this screenshot). The following I did before it got into this state: there exploded a flashbang near it, but it did not supress it there exploded smoke grenades near it there was done a lot of small damage portions to it, like 1 sniper shot, 1 smg shot and a lot of pistol shots it took more than 1 turn (so it regenerated at least one time during the whole process In this state the sebillian actually did not longer move during alien turn but it was impossible to kill it because all shots would miss, even if the game displays a high hit chance. The only thing it still did was that it regenerated on finish of the turn after downing it (+33 HP, if I remeber correctly). I made a savegame while in this state: all_down.zip, however, after loading it the sebillian was standing again and the game allowed to finish it, so whatever inconsistency the game logic produced here is not persisted in the savegame. The debrief screen showed I captured 3 sebillians alive, so I suspect I inadvertently stunned some of the sebillians including this one (I guess some or all of these attacks deal a little bit stun damage). Maybe this is some corner case where something with permanent + regenerable stun damage happens that makes the alien drop to ground but not registering that it is unconscious. (similar to what could happen with the HP damage in some earlier version).
  22. So, the shot preview was fixed (which is nice). After this I noticed a change in behaviour: In earlier versions before 5 a mouse click while seeing the shot preview would just cause the xenonaut to move to the firing position. Actually shooting always required a second click. Now it executes the whole thing (the xenonaut will first move, then shoot without further interaction). I do not know wether this change was intended (I did not find it mentioned in change log), but for me it makes sense if it works this way, after all you get displayed the whole TU cost of move+shoot before the click. However, it produces a new small issue: If the movement is interrupted (by seeing new enemy or enemy reaction fire), it will still execute the shot. This means that the Xenonaut will just shoot from the position where the interruption happened instead of the intended position, which most of the time will mean that he will hit some obstacle that he/she was supposed to move around first. So, if this new way it is working is kept, an interruption needs to cancel all queued up actions instead of just the movement.
  23. wulf 21

    [V5 - Ground Combat] loading stuck at 99%

    Got a savegame where the same happens. It is a destroyer advanced Crashsite in Arid region with sebillians - probably there exists a map for this combination that is not correctly set up. not_playable_mission.zip
  24. I think he is referring to the fact that in early X2 development, the Geoscape was supposed to be turn-based, too. But they scratched that and moved back to the real-time Geoscape. There was some old blog-post about this in the features forum that is now hidden.
  25. The game just crashed on C4 explosion. I checked the logs that it is not the same crash when blowing up a gun drone - additionally both gun drones were already killed outside the UFO. It is weird, because I did not count how many UFOs I've already blown open and it never happened before. However I found that it is reproducable with the Quicksave I made before detonating the charge: Quicksave.zip (just load it, find the soldier with the remote detonator and blow the UFO open) So there must be something special in that savefile - maybe it is the placement of the wraiths behind the wall etc. Attached: output.zip