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maxm222

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Everything posted by maxm222

  1. Yes, the soldiers were definitely in the mission. I'll file another bug report if this happens again, and get files.
  2. Same thing happened to me, see bug report below. As of 11:30 PM Eastern, 12/6, it is still failing to load a new game. I tried Chris' suggestion about a windowed start-up, but there was no change, the game still hung at 24%. [V10.1 - General] Game fails to load after main menu. See log file. The initial settings window comes up, I clicked on the “full screen” etc. choices and hit return. The main menu appeared after 10 seconds or so. After the main menu (new game/saved game/etc. screen) came up, I chose “new game.” The (new) window that lists different difficulty levels came up. It would only allow the “familiar with game” choice. After I clicked on the difficulty level choice, the loading screen (with the troop carrier background) appeared, and the progress bar started. After about 15 seconds the progress bar reached 24% and stopped. I waited for 2 minutes to see if the progress bar would move, and it did not. I attempted to Alt-Tab out of the game’s window, and was unable to do so. After about 30 seconds of trying various ways to get out of the game program, the window came up with the “this program has stopped responding—wait or close it down?” message. I closed the program. I went into my X2 files and copied the log file (attached). I also deleted all my previous save files, just in case there was a problem there. It made no difference. I tried to start the game twice more with the same result as described above, with the game hanging at 24%. output.log
  3. As in the screen shot, some portraits of the squad disappear and may or may not return during a particular conflict. Didn't get the file, sorry.
  4. Thanks for the info--well do I remember the original X-com! And now we get Xenonauts 2 and Phoenix Point!
  5. I know the answer sounds obvious, but the game is already able to hide aliens and civilians who are not in line of sight (LOS). If the "hidden" units are are not in LOS, why show a large "hidden movement" graphic? Is the game unable to conceal anything once it's moving? Also, the "hidden movement" graphic sometimes hides attacks on friendly soldiers, so when the graphic goes away, I have wounded or dead soldiers with no idea where the attack came from. Is this supposed to model enemy fire that cannot be located? If so, I don't understand why I can't watch my soldiers get hit but with no bullet trajectory animations to show enemy location. Couldn't we just hear some noise from the general direction of the enemy? I looked in the X-1 manual and couldn't find any explanation. Thanks in advance for any insights!
  6. This was the weirdest thing I've seen so far. On a terror suppression mission (see screen shot) an alien disk (or whatever it's called) suddenly becomes impervious to attacks. The mouse-over to judge attack odds and LOS doesn't appear above the disk. And if a soldier then fires on the disk, the soldier shoots into the ceiling instead of at the disk. after a few turns of this, the disk disappeared and I believe that there were no more aliens left, but the game never showed the mission accomplished screen, and I had to exit the battle. I include an earlier save and log. groundcombat-106.json output.log
  7. [V9.3 Ground Combat] Freeze during Raid in container area with Andron/Gundrones. Maybe similar to above; the freeze happened during the alien turn. I didn't crash to desktop but the game froze and the only way to exit was by closing the window. See files. output.log output.log_1.5ea8c942819492744c6b0deb912c5b3f strategy-17.json
  8. Thanks for the responses. It would be nice if it was a bit clearer in either the supply screen or manual (eventually).
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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
  15. 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
  16. 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.
  17. 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!
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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!
  23. 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
  24. "[V8.3 - Ground Combat] Soldiers stuck in helicopter floor on Terror Site Mission, with some initial graphics problems (NOTE: THIS WAS REPORTED ONCE BEFORE IN V8.1 ON 10/18/2019 WITH NO RESOLUTION NOTED. (AND ANOTHER NOTE: I just noticed that someone else reported that the old X-1 chopper graphic is the landing craft for this mission--hadn't noticed that. The old chopper only has 8 seats, so the last two guys are stuck through the floor in the back. Doh! That should save you some time). At the very beginning of a Terror Site Mission when all troops are still aboard the helicopter, the last two soldiers at the back of the chopper both appear to be standing on the ground (glowing green mark), although their upper bodies are in the chopper. I tried moving them, after all other soldiers had disembarked without incident, but could not get them to move, and no pathing graphic appeared. They could still be rotated, and their profile appeared at the bottom of the screen. I tried various things including firing (they wouldn’t fire), trying to move after all the other troops had moved, etc.—nothing worked. During the first two alien and friendly moves, the Hidden Movement screens seemed odd—the title screens appeared intermittently, and occasionally the screen was entirely black with no other graphic, or entirely black with only the the small hit and miss lettering appearing in one spot or another. The Hidden Movement screens returned to normal after the first couple of move cycles. I played the battle out until the end with no further problems except that the two stuck soldiers remained stuck until the end, despite tries to get them to move. I loaded the last save (at the “commence mission” window in the Geoscape) and had the same results. See attached screenshot and save/log files. Wasn't sure if you wanted the .txt & .log files. output.log output.log_1.a286dba966bc9e3f79353e23e428082c strategy-50.json
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