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Xeferah

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Everything posted by Xeferah

  1. I think you might want to add a save file here, as it's clearly not a repeating bug as it happens to only one of the three phantoms.
  2. I like your suggestion. I noticed for myself too, that I got VIP rescue missions for intell, while my intell was at 100% and the HQ mission was open. That does not make sense either. In my playthrough I never had the Cleaner VIP mission either. Now I'm not sure what the solution for that would be, as I don't think that removing the intell missions once you reach 100% is good either, as then you could "farm" for ambushes for example. A monetary reward instead of intell has the same problem. But perhaps a slight reduction in panic instead of intell, that could work? It's just kinda annoying to have 100% intell and a VIP rescue mission pops up that you must do (else you gain lots of panic), but there is no reward for completing it.
  3. My advice is to bring loads and loads of flashbangs. Don't let any alien not be flashbanged. Personally I like it, but that's probably just me. It forces you to choose. I noticed this too, that a soldier gets wounded, bleeds for 4 x 5 dmg and I was 'smart' enough to have the soldiers with medpacks to far away ... but that's part of the learning curve. I like those choices. If everyone has a medpack, then what's the point of medpacks anymore, right?
  4. I noticed this a few times, but was always too late to screenshot it, when you get a popup for new engineering options, the button sends you to research. See screenshot. This does not happen all the time, but often enough that I noticed it.
  5. And it seems the reverse is also true: a closed door where you can walk through and shoot through:
  6. There is a visual bug in the cleaner base for one of the doors. It appears open, but there is an open-icon if you hover the mouse over it, and you can't see through the open door, see screenshot:
  7. See screenshot: a soldier is unconcious and bleeding. I cannot stop the bleeding, nor can I revive him.
  8. After I destroyed a turret in the cleaner base, it fell apart and was also still visible as not being detroyed. See screenshot:
  9. Curious question, I noticed this too, but if you sell them, does the research still stand? I did have a mentarch captured, and after the interrogation I got a corpse to disect, so that part does work correctly.
  10. Correct, I see the animation through shroud too. But why do you say V3.03 does not have autosave, because for me it does? Or did you disable it yourself? If not, that's a bug then too?
  11. I mean commander mode indeed. By chance, I just installed again on a new HDD, the old one was at the end of it's life cycle, so it should be a clean install. Strange. Maybe there the Devs need more info then. Post what you need, I'll try to anwer.
  12. The very first time I want to change the loadout of the aircraft to transport my troops, the loadout looks like this, see screenshot. Once I move the green soldier once, the rest jumps into normal places and I can move them around as normal.
  13. Not that I recall. I started the game in brutal mode, but that should not have anything to do with the tutorial. I'll try the tutorial again, maybe I can replicate it. EDIT: In version 3.03 I replicate the bug. I made a game, set to Brutal, select tutorial and not ironman. The same result happens in the tutorial, the enemy does not get shot.
  14. If you use the "sell junk" button, it adds Ablative Plating to the list. This does not seem right, as that can be used for your airplanes?
  15. The last soldier, I need to preview the shot and click for run and shoot. However, the soldier does not shoot, see screenshot. And I certainly did not elimitate all hostile units, as you see in the screenshot.
  16. The game is currently still in development. This could be added later, as a suggestion, when things are more streamlined. For example: At the moment of writing, in the current stable build you can sell all corpses, cleaner data and alien corpses. However, in the prototype, the corpses have at least one additional use (so far as I found, didn't play the prototype much yet). So, while the idea is good, it does kill some of the immersion to me of the "discovery-path", but that is just a matter of opinion. All I can do at the moment is help you out with the current game :-)
  17. A minor visual bug regarding throwing grenades, see screenshot:
  18. There are two things I'd like to report here: - when the game starts, it instantly goes to a new game where you place your base. No main menu, no selecting the difficulty, etc, no tutorial, just straight into a new game. - to circumvent this, I placed a new base, then wend to main menu and started a new game. Selected Commander, tutorial ON. - the tutorial gives a CTD the moment the cleaners attack your base. It does the CTD in the loading screen. (Repeatable, works every new game.)
  19. I hope you make a poll about this topic soon :-) I do think it should be changed too. At the moment you only really need 2 bases for coverage, and your first base really needs be in either in Egypt or in Arabia. The reason for this is that you cover 4 continents with this base. You don't need Australia at all! As long as you shoot down UFO's above the Middle East, Australia is totally happy! This leaves the second base, this must some somewhere in the America's. And that's it. With a real globe, this opens up more options for good bases. And as another suggestion: maybe we need more than 6 regions. Australia and the Middle East belonging to the same region does not really make sense. I would suggest 7 or 8 regions, mainly splitting up Asia and Oceania into more regions and perhaps adding the south pole as a region. Not a region with funding, but a place where potential enemy bases are located, or where UFO's originate from, making it a reasonable location to also place a base with a radar.
  20. I agree on this! For now, a solution is to not make a step to the side, but one back and then diagonal. It's safer, but requires a lot more TU.
  21. Actually, we don't have such high powered lasers yet IRL, but it would actually make sense if it had a recoil. As E=mc^2, energy is equivalent to mass. As you shoot forward an enormous amount of energy, this is equal to an enormous amount of mass. As there is the law of conservation of momentum such a forward force must be met with an equal amount of force backwards, just like a regular gun would have. For plasma, this works the same as a regular gun. You do shoot superheated mass, but it's still mass. Therefore you still expect a recoil. I hope this helps.
  22. I would like to hear the developers opinion on this too. I heard from other game devs that it would be cheaper to spend 2-3 months switching to a different engine, than continuing with Unity. I don't love a delay, but I prefer a good game where the devs get a good pay, than a faster delivery where it's the end of the series due to lack of funds.
  23. If you want to make sure that you research everything long before day 180, make on day 1 in total 4 research labs (and 2 workshops, and of course enough room to house everyone). Once the month is over you hire all the engineers and scientists, then you're golden.
  24. It appears units can walk on destroyed containers to reach higher containers. See screenshot.
  25. After playing several (in-game) months now, I feel like it's a wrong choice to always have full funding, regardless of panic. Especially on the hardest difficulty, it's just SO MUCH money! You get around 1M a month extra. The game should give you less if panic is higher, but please show us the expected upcoming funding, as this gives us options: - should I do this mission, even though all my troops are wounded? If I do, I lower panic, and thus I get more money. The same goes for missions, and their rewards. As people suggested, abduction missions should have additional panic reduction rewards for saving more people. This would lower panic, and increase funding again (see, again more options!). Sames goes for terror missions: the fewer civilians I save, the less panic reduces: Even so far that if you win the mission but don't save anyone, panic is not reduced (maybe even increased?). Again, playing with the increased funding. But then the civilian AI should be improved, maybe so that your soldiers can command them to go to the chopper? Perhaps armed civilians or soldiers refuse to go and keep fighting with you.
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