Sandis
Members-
Posts
21 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Everything posted by Sandis
-
About infinitive ammo by manufacture. I checked it deeply and got this result. Now I write step by step to be more understandable. 1) produce 1 laser ammo and 1 scatter laser. In store we got 1 laser and 1 ammo. 2) Put Scatter laser in hands. In store we have 0 scatter laser and 1 ammo. In hand 1 scaterr laser 4/4 3) Put scatter laser in store. We got 1 scatter laser and 2 ammo in stores 0 scatter laser in hands. 4) Put scatter laser in hands. We got 1 scatter laser in stores 2 ammo in stores 1 scatter laser in hands 4/4 5) Put scatter laser in store. We got 1 scatter laser in stores 3 ammo in stores 0 scatter laser in hands. 6) Now Scatter laser is unselectable to put in hands. 7) Go to other menu research as example and then return to Solder menu. Now we see we have 2 scatter laser and 3 ammo. 8) And now if we take laser to hands they take 1 ammo always as be needed. But second scatter laser we can take too and it too works corectly with ammo. I don't get this strange algoritmic.
-
Geoscape loading problem.
Sandis replied to bazzietuk's topic in Xenonauts Bug Reports / Troubleshooting
I recomend to wait geoscape loading up to 1 minute. That's how it works on my ancient PC with nevest videodrivers. -
I not sure it's know bugs or not but i try to post. 1) Infinitive laser ammo by manufacture. Build Scattered laser (heavy) -important! this works only with scattered laser another lasers act corectly. Build 1 laser ammo. Put Scattered laser in solder hands. They not take the last ammo. Put Scattered laser in store. They returned the ammo rounds now you have 2. Repeat the process. 2) When research the heavy laser they say you can produce laser weapon for vecicles but acctually not. 3) Gattling gun name in manufacture is ###### 4) Infinitive ammo in battle. It works with any weapon. You need in solder backpack medipack. Then shoot the with weapon. Weapon ammo 11/15. Then go to inventory take the medipack and put in hands. Weapon automaticly goes in backpack and reloaded no use the ammo rounds. If you just put weapon in backpack not reloaded only throught medipack. 5) Medipack in battle not heal the solders. 6) Then i want to test ammo status with laser weapons when complete the battle, but there goes wrong: man with scattered laser be shooted by alien. And now i got strange result in base. Not sure about 100% but 90% probably be in that way. The man was killed and then i check base ammo status. And what we got: We got 2 scattered lasers instead of one. They multiply when solder was dead. And we got too two additional ammo rounds by this lasers. I have two and now got 4. Another solder shoots with precision laser and be rounds 9/10. On base we got 4 rounds that means the laser reloaded ammo on base by free. When i see the status of precision laser they be 10/10. The main problem is i'm not sure that on base after test manufacture multiply rounds (see point 1) left 2 ammo. Maybe there be more and that a few of ammo bug test maybe wrong. About scattered laser multiply after dead i'm 100% sure. But you are free to retest this in batlle by self. In my save game battles are very rare and time is very close to end demo version. And battles on my PC goes very long and it's annoying process. Because i not want to retest by me.
-
Hidden Movement stuck ?
Sandis replied to Ragnarok's topic in Xenonauts Bug Reports / Troubleshooting
It's normally to first turn is longer that others. First they need to load png files in memory, that not easy for PC. Second in first turn you have many NPC. After first turn many died by aliens or NPC shoot down the alliens. That means less time for AI turns. -
Hidden Movement stuck ?
Sandis replied to Ragnarok's topic in Xenonauts Bug Reports / Troubleshooting
15 minutes and 31 sec long first turn in Terror city battle. My PC: AMD Sempron 2200+ 1 core CPU 1,5 GHZ RAM 2gb VIDEO Card: GeForce 7600 GT 256 mb DDR3 AGP slot Yep. I'm completed the demo version. -
Hidden Movement stuck ?
Sandis replied to Ragnarok's topic in Xenonauts Bug Reports / Troubleshooting
On slow PC Hiden move can long to 10 -20 minutes. In Terror cities mode can be longer. -
[Geoscape] Chinock new targets
Sandis replied to Sandis's topic in Xenonauts Bug Reports / Troubleshooting
Yes. The problem is there, when i select new targetfor chinok, then appears standart menu for terror citie. Programmers forgot include terror cities as new target for chinock. -
I read 90% of known bugs and not found it. If your chinock are in air you can't select terror city as new target - when you press select new target and press on city appears menu as you need launch for base. But your chinock are in air and you can't select it.
-
Okay, If you are designed not save in Battles I can accept it. But there stil 1 bug left. Maybe you can just disabled save in battle or do autosaved one moment per loading battle if player forgot it? because i found another small bug. If I save in city terror battle when loaded chinock appears in geoscape as normal but lost terror city as target. That means I can't reselect the target I can only lost terror battle. In XCOM1 if in 1 point are 2 objects to click on map we are get list of objects. But there only 1rst object terror citie and i can't send chincok to home or reselect target.
-
Geoscape goes black after mission
Sandis replied to Ozenglish's topic in Xenonauts Bug Reports / Troubleshooting
It's not a bug, but bad game engine. It's use a geoscape drawing by png files why have option to put over other images. That needs very long time to draw it up, and on older PC it's hard. And other thing: GeForces graphics cards are designed for 3d modeling graphics and png are hard for it. But Radeon type cards is designed for pixel graphics and they got lower time to draw png images in games. That's how i see the situation.