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Melee

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Posts posted by Melee

  1. Description:  CtD preparing to launch for terror site.

    What Happened: Initial crash: was running Geoscape at speed 2 after terror site popped and think I clicked on Armory.  Second crash: loaded save, ran until terror site popped, and clicked Armory  -CtD.  Terror site was in middle of Africa both times.  Third crash: terror site popped in North America and clicking Armory didn't crash, but letting Geoscape run did.

    Update: Always crashes letting Geoscape run for a bit after closing terror site dialog.

    output.log user_day_64_manual_save-53.json

    • Memory leak? Xenonauts2.exe process handle and thread counts remain stable during Geoscape at around 900 and 80 respectively.  Starting ground combat increases semaphore handle count significantly which continually increases with each savegame load and then doesn't reduce once returning to the Geoscape.  After several hours of playing there are 10s of thousands of semaphore handles and thread count is still around 80.  Seems suspect.
    • Cleaner VIP capture creates both VIP and Psyon storeroom items (not complaining, $$).
    • Scientist and Engineer arrival dialogs have a button to move to 'Personnel Screen' which brings up 'Soldier Screen' which has no info about scientists/engineers or a way to interact with them. Feels like there was a personnel interface at some prior point that got axed.
    • When renaming aircraft, the new name is not immediately reflected in the 'Base Hangars' listbox.
    • Tooltip for '+5 Penetration' item for 'Alien Magnetic Weapons' Xenopedia entry stating value is a minimum is inconsistent with accelerated shotgun showing +3 penetration.
    • Aircraft Xenopedia KM and KM/H capitalization inconsistent.
    • X-3 Dragonfly Xenopedia entry wording 'and' implies 12 combatants plus two vehicles which was sadly not the case.
    • Dragging items around/in/out backpack they sometimes hang on the edge of a cell disabling the mouse from picking up anything else. The hang will last several seconds and the item will end up back in its original position but not show there appearing on the edge of the cell instead. Selecting another soldier and then reselecting the original soldier will clear up the visuals.
    • I miss X1's keyboard repeat for 'c' when held down. Made it easier to burn TU than toggling overwatch off and back on. Also helped for training TUs at end of each turn while in the UFO.
    • I think training center gains need some type of feedback, perhaps on the armory stat tooltips or in the geoscape message log - "Sergeant Cannon Fodder is stronger due to his diligent workout routine.", etc.
    • ~60 days into new campaign without a crash - much improved since v25.x.  Nevermind.... I jinxed it.
  2. I have confirmed in m1.16, if engineers are stopped due to full storage, they do not generate hourly idle funds.

    Additionally, if engineers are stopped due to a full storeroom and an additional storage room finishes construction, the engineers remain stopped.  Running attached save until storeroom at base Alpha finishes construction resulting in 217/275 storage, alpha engineering still shows stopped due to 'stores full'. Bravo and Charlie storerooms capacities are 144/150 and 147/150.  The slack-jawed troglodytes in Engineering can't figure out the storeroom is no longer full and are now stuck stopped.

    user_day_106_manual_save-185.json

    • Like 1
  3. Description:  The nonexistent engineers in the nonexistent workshop are refusing to work.

    What Happened:  Received notice Bravo engineers had stopped working due to lack of storage space.  Bravo has no engineers and no workshop. Alpha has engineers but they are not working on anything.  Alpha and Bravo storerooms are not at capacity.

    image_2023-07-03_190124452.png

    output.log user_day_68_manual_save-108.json

  4. Description:  Adding a new production item and moving it to top of queue doesn't always stay at top at after changing to other base areas.

    What Happened:  Angel was building at base Alpha, laser rifle was next in queue which had prior work done on it.  When Angel finished it was transferred to base Bravo and another Angel was queued and moved to top of queue above laser rifle. Switching to research and then back to engineering, laser rifle was back at top of queue.  After putting Angel back on top and switching to other base areas multiple times, Angel remained at top of queue.

    user_day_53_manual_save_2-80.json

    • Like 1
  5. Yes, and also in the early months what has made the most sense fiscally to me is to have base structures finish immediately after the next funding report so maintenance and personnel costs don't need to be paid for the upcoming month.  This requires starting construction in middle of month. While base building this results in two construction phases in a month, once after funding report, and then later during month so structures arrive after beginning of next month.  Middle of month structures can be additions to any base as item sale, UFO bounty, and mission reward funding allows during the month.

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