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Morgian

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10 Good

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  • Location
    Wien
  • Interests
    Books, RPGs, movies
  • Occupation
    Ingenieur
  1. I clicked accidentally on "build base" and could not get rid of the placement cursor afterwards. I could still get the menu, but reloading did not get rid of it. Only a restart of the game reset the cursor.
  2. In my case they fired through the length of a thick wall (from door to door) and it looked as if the black space between the walls is hollow (i.e. can be seen and fired through). Maybe the thing can be solved by "filling up" the space with something the game recognizes as solid matter.
  3. I was having my base attacked for the first time, and had a few troubles I haven't run across before. The setup was: - The aliens (sebilisians and reapers) came from the radar room (entrance was on the west side). - On the east side of the radar room was the main corridor and my troopers lay in ambush. - South were living quarters with a squad lying in ambush. - North was the laser battery with nobody in it, and past it the hangars. Bugs encountered: 1) The reapers moved into the main corridor and were shot. The first died near the sand bags, the second died either under the door or the tile before it. His corpse showed up as lying under/on the door to the corridor, and I could not open it again (neither did the aliens). I did not try to repeat the effect, which would be very complicated - I would have to kill the reaper again under the door by reaction fire. 2) Two sebilisians moved from the radar room south and walked into my soldiers. In the fight I shot one of them down. His body appeared back in the radar room instead of the spot where he died. Mousing over the death spot highlighted the corpse there, too. 3) After that I moved into the radar room. When mousing over empty space I got red target rings. I tried firing at them to check for "invisible" aliens, and could do so. It looked as if the rings were on the initial position of the invading aliens. Firing at them was possible, but did not hit the ones still active (past the laser battery in the hangar as it turned out). After a reload this phenomenon was gone; I assume it was a mere graphics glitch. 4) During the fight in the northern hangar two of my men ended up under an east-west door between two hangars. An alien at the far north end moved during its turn under the door north of them. From there it fired at the two and killed them, which should be impossible. It looks as if the steel wall near the door is counting as weak cover (destroyed in one shot) and the black space between the steel walls is really that: open space you can fire through. This happened every time I reloaded the save.
  4. In the original, I avoided night missions, whenever possible...but having to do them for several reasons (raising opinion, gaining elerium, chance of capturing tricky aliens, etc.) made them also so memorable. So I am all for darkness and bright flares, if possible
  5. After several hours of XCOM: EU I say it is a good game, but it is also made to current trends in game design. I prefer myself the "real world" approach to TBS games, by which I mean if I want to use 5 grenades, I also have to buy and carry them, or the free use of my time during a turn. Firaxis' game uses the console approach, by using unlimited ammo or cooldowns on weapons, and giving each unit two moves per turn (no matter if it is one step or 60)...and I am not really happy with rocket launchers that can be used basically but once per mission (yes, with higher levels it can fire once more...). My real gripe with the game is the camera, though. I hate it when the point of view jumps eratically over the screen, and that you cannot pinpoint it somewhere. I want a battlefield view, and not one jumping to the position of every soldier. And you can only rotate in 90° jumps - why they did not put in a stable viewpoint over the battlefield that I can freely move I don't know, it would have been far better. Anyway...the game is OK and I have not had any problems with crashing/CTD/bugs so far, so high marks there from me. Nonetheless, I will be happy when I can lay my hands on the finished Xenonauts for a more involved experience
  6. During a quick mission I encountered a small problem inside a house: I could not move further after climbing the stairs, because a shelf blocked the way. After I destroyed it with three shots I could move away from the stairs, thereby checking that it was indeed the shelf which blocked the way. There should probably no interior items spawn around stairs to avoid that problem.
  7. I had installed the game first without Desura (9.2 I think), and only later installed Desura to keep it up to date. Desura was never able to install a newer version, giving me the various messages mentioned above instead. After I de-installed and deleted all related files/directories of Xenonauts Desura finally decided to work. My trouble seems to have been that I installed the software manually at first without Desura, which for some reason doesn't accept that.
  8. After playing some more, I have come across a couple of things I would like to see in the final release: - UI: button to jump to next soldier to move in missions when finished with one, preferably one that had not moved in the vicinity of the last one - Visibility: it would be good if you could see people (and aliens) through the walls in some way; I am referring to the trouble, when you go around a corner and stand close to a wall, that you cannot really see your own soldier; if you notice something else there it could be as well a civilian as an alien. I would say that an outline in green/red (friend/foe) might be useful. In the MMO "Ultima Online" which uses the same perspective, you get the option to "see through walls", when you move behind one. That would be the best, but probably too tricky?
  9. I want to be surprised, so no peeking. In the early 90s there was no previewing either, you had the tiny pictures on the back of the boxes (...sometimes...). It was always possible to have gotten a treasure chest or Pandora's Box, and only time would tell
  10. I handle it on the fly when disembarking, in that I pick the people for the fire teams by whatever weapon the current soldier carries. As a suggestion, it could be handled by the devs this way: - allow the player to assign a given slot in the dropship the gear he wants to have there - slot soldiers into the slots either by aptitude or selection of player If you assign the slots you use in the dropship a certain loadout, you will at least have always the same arms type in the same place, even if the individual soldier changed.
  11. I have had crash sites in North America (10 out of 11 so far). The only crash site near my new 2nd base in Indochina caused the game to stop during the Hidden Movement screen - right when I had a chance at the next component for research.
  12. I have also encountered a lock-up during the hidden movement screen after my 2nd turn, although I am sure there was no alien sound, because no civilians had moved yet. I was getting impatient and killed the game after 3 or 4 minutes, so I don't know if it would have recovered at some point (unlikely). It happened only once in 11 missions, though. It was the first mission not in an industrial zone, but out in the country with barns and fields.
  13. I am all for a way to reduce the air combat sequences. They are pretty tedious for someone who hates realtime stuff, i.e. me.
  14. What I would like to have most, when thinking back to XCOM, would be: - more different tilesets/varied locations for missions; they got kinda bland towards the latter half of the game - the ability to move while crouched or crawling along (kinda as in Jagged Alliance) - a function to set for each individual soldier how I want him to do his reaction fire (probably too complicated, though); I really don't want the rocketeer to use his bazooka in response to an alien (so I want a "don't use reaction fire", too) walking into view closeby Otherwise I need to become more adapt at not getting shot down by alien aircraft...
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