Jump to content

maxm222

Members
  • Content count

    27
  • Joined

  • Last visited

Community Reputation

0 Neutral

About maxm222

  • Rank
    Rookie
  1. Can anyone tell me how stores are supposed to work? I have figured out that "STORES QTY" is the amount of whatever actually stored, and STORAGE is...? It can't be the storage capacity, because (see screenshot) the STORAGE number is less than the number actually stored. The STORAGE numbers increase in some kind of progression, from Alloys to Corpses, but I don't see any logic to it. Thanks in advance for any clarification.
  2. I agree with Ruggerman: "Early Aircraft are just shot out of the sky, before you have a chance, to go into ground combat.." I had been using AutoResolve (AR) before 9.2-3 because most of them ended in a ufo shoot-down, and the more combats I can get into the better it is for judging balance and hunting bugs in the main missions of the game. Now (9.3), however, I am shot down almost every time with AR & I quickly lose all my aircraft. Also: THERE ARE NO ODDS LISTED to be able to decide on whether or not to use AR--is this supposed to be different than X-1? Maybe I missed a discussion on this. In desperation I tried using air combat, and find it fussy (trying to turn in repeated tight little circles when I'm close enough to fire, taking forever to get close enough because I'm slower) and have had no better luck. Also, it seems impossible to break off combat: the ufo tracks me down and shoots my fleeing, slower aircraft. I still have some balance concerns about the plentiful amount of smoke available. I carry lots of smoke and throw up a screen when I come into LOS of an alien. The aliens, sooner or later, always wade into the smoke and can't do any long-distance kills on me unless I have been careless. I do understand Chris' point about not much AI for the aliens, so I'll look for smarter aliens.
  3. It was a terror mission with the map that looks a bit like a town center with some stores, a walkway, outdoor tables/chairs, etc. First time I had that particular map for a battle.
  4. I just was handed a defeat after about 3 turns without losing a single soldier (see screenshot below). Four members of the "local defense" are still alive. All the civilians are dead, apparently--most of which I never saw. Was I defeated because of the civilian deaths? Previous to this battle, civilian deaths had no impact on the outcome. Thanks for any clarification.
  5. With an available hanger, game hangs/freezes after choosing Foxhound engineering project and "Available Bases" window appears. This is the second occurence of a similar freeze reported earlier, but this time there was definitely a hangar available, so the freeze doesn't seem tied to that condition. A new log file is attached, along with a screenshot of the frozen game. output.log_1.f418e9789e7386b8f0c36749608b15aa
  6. I was in the engineering section of the Geoscape. I chose to make a Foxhound fighter: I didn't have a runway--but was in the middle of building one. The "Available Bases" window came up and the game froze; couldn't do anything further. I had to close down the window to end the game. output.log output.log_1.8027a59af7c4564d9b1b795023ccba9d
  7. Don't know if this is intended, but one of my squad was killed while the "Hidden Movement" graphic was blocking the screen. Seems to me that the player should be able to see a friendly being hit, unless no information was available to the squad--for example, an isolated soldier is killed in a spot with no LOS to any friendlies. But as I say, maybe this was intended to be possible? If not, see log file. output.log
  8. Don't know if this is a bug, but as per the title, the Heavy Weapon silhouette under the solider portrait at the top of the battle screen is now the same as the regular rifle silhouette--and I think the Heavies had their own silhouette before.
  9. Administrators 477 8,290 posts Report post Posted yesterday at 11:02 AM Thanks for this. For point 1) I think the sensible thing to do would be to add a little image on the left of the element that shows the armour... We need to make the tabs in 2) more graphical too... Sounds perfect, thanks!
  10. Chris said: "I think instead the early game could be made more interesting by drip-feeding items in the early game, so when you research new weapons or upgrades you don't simply go to your workshop and build 12 of them over three days so your team is fully kitted with them for the next battle but instead you gain the resources needed to do so over the course of two or three battles. This means you'd have to choose which soldiers get the best gear and you feel like there's progression after every battle rather than every few battles like in X1." I very much agree. Also, it seems to me that I can armor up the whole crew too quickly. Some other balance-type possible issues below. Sorry if any of this has already been discussed to death. WEAK ALIENS IN EARLY BATTLES The aliens in the first couple of downed ufo battles are too easy to kill, at least for someone who has played X-Com or Xenonauts 1. The player can throw a smoke grenade that blocks an alien's LOS, taking care to have some soldiers save TUs for opportunity fire. The alien will then predictably walk through the smoke, if not on the first turn, then the second, and into deadly fire. If, when aliens are confronted with smoke which eliminates LOS to enemies, could the aliens either wait until the smoke dissipates or attempt to go around the smoke? OTHER ALIEN WEAKNESSES Also in the early battles (it's hard to get to later ones with new builds coming out, not that I mind), the aliens don't seem to coordinate in any way, allowing them to be picked off one by one. One way this happens is that the aliens will have LOS to armed soldiers on one side and some civilians on the other, and they then choose to shoot the civilians even though the greater threat is the troops. I understand that the aliens like to kill civilians for some reason, and I assume dead civilians will eventually contribute to their "score," but it can be suicidal on the alien's part. Could human enemy in an alien's LOS be prioritized over civilians? Another advantage the humans seem to have in early battles is that the aliens don't seem to have any kind of ranged explosive weapons like grenades or rockets. This allows humans to bunch up: that may casuse them to get in each other's way, but it also allows more concentrated fire by the humans. If even one alien in every 4 or 5 used a ranged explosive once in a battle, it would force a careful player to keep some spacing between soldiers. I realize that someone who is playing the game for the first time, or who has no experience with turn-based combat will welcome any advantages they can get, so the issues described above probably don't apply to neophytes.
  11. I don't know if this is a bug, so I thought I'd ask. I hadn't seen an "Interception Result" window where the result was "UFO Escaped" before. When I did see that result, I didn't notice that the aircraft's health was 0, and I didn't pay attention to the graphic which shows a fighter going down in flames. What I did notice was that there was a fuel level. (see screenshot), and that the window said "UFO Escaped," not "Fighter Shot Down." When my Launch Control window showed 0 health for the fighter that was shot down, I was puzzled. I went to the Base section and the graphic of both fighters was still there. I went to the Aircraft section and the graphic of the pilot and the aircraft were still there. I initially didn't notice that there was zero health. I don't know if this qualifies as a bug, but it is very confusing. Maybe someone can clarify? Thanks in advance.
  12. First ground combat seemed okay--being able to carry lots more grenades didn't seem to unbalance anything, since there were almost no situations to use anything but smoke. In general, I use the smoke grenades the most, especially to cover the disembarkation of the troops. It sometimes feels like we have too much smoke--I depend on it to deprive the aliens of taking many shots from a distance. Of course, it cuts off my distance shots too. In this first ground combat, two aliens with an LOS to the drop ship killed two of my troops with one shot each as soon as they had stepped off the chopper, but that felt simply like a bit of bad luck. Players might get frustrated if that happened too much, especially in their first battles. Two interface changes in V9 that bothered me (see screen shot): 1. Since the Tactical Armor has been removed from the other loadout choices and put separately with a different mechanic (player has to click on a title, rather than a picture), I think it's much less obvious. 2. The tabs on the side of the box with the list of soldiers don't suggest (to me) that they can be clicked on, or what they refer to. The function (skyhawk v. base soldiers) is very useful, however.
  13. Very much like the new graphics for the people on the base (lab guy, etc.). The new charts (soldiers, egineering, etc.) are much cleaner and more visible, but also more bland--I'm assuming that they will be re-drawn to add a military/futuristic feel. It seems like the troops at the outset can carry an awful lot of grenades..will see how the balance is.
  14. Sorry, didn't see this...I don't seem to get notified of replies. With 9.0 out, will have to work back up to a base assault!
  15. During entry to UFO, after last soldier takes position outside inner doors (see screenshot), game crashes to desktop. I assume a crash report was sent, but my recollection is that sometimes crash reports aren’t collected at the end of the month? Tried to reproduce the crash & couldn't, although I might not have repeated all the troop moves in exact order. Didn't remember to get save file, sorry. See output log. output.log
×