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zardoz2206

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Everything posted by zardoz2206

  1. 0% seem quite extreme to me, but for the record riffle guys, sniper guys and machine guns (also at red 0% if not very close) get about the same treatment "not effective" turns into impossible. you have to get close with a shotgun (or use grenade) PS : i ll use shields when forced into ironman mode only !
  2. the autosave at beginning of turn one didn t happen : it starts at the end of turn one only.
  3. 0% chances so can t even attempt : i am not close but i shouldn t be that far
  4. here is one user_test-130.json : cloak power does seem to increase with distance which might be a normal thing, it gives a tactical challenge i guess. it seems also that other targets like the robot or the brain are getting similar protection. they re definitely harder than they used to be.
  5. hmm none available right now will make a save on next wraith ship.
  6. i understood that autosave were forced but yet on this mission for instance there is none before end of turn one ???
  7. seems it is encrypted in memory now ? *angel_face*
  8. rifles need more love, shotguns are fine the way they are.
  9. checking third base i think that was definitely how the issue happened. no such issue on first base on which i still have basic dropship.
  10. go to second base and look at robert Ward. not sure how i came to this. maybe selling the dropship he was in (for 0 $ reminder of bug :D) and not puting him in the new ship rooster (hypothesis) user_go2b-100.json
  11. reminder : the game is still not finished yet.
  12. maybe we have video surveillance in our bases it would make sense, or even if the aliens have brought the video surveillance down we still detect door activations and such.
  13. when completing a corpse study project in engineering workshop) you are getting a new research option just as if you had completed a science lab research. should give you options to get a new engineering project instead.
  14. Hello, when using a riffle the burst mode accuracy seems broken, (it s been a while i noticed this so it s not on that release specifically) no matter how close you are, you are still getting like 30/35% chances to hit : at close range it should really be closer to 100% as a result rifle guys are mostly only used as snipers.
  15. i had a data collection mission on my current campaign i started in 3.0.6, so no
  16. (i understand keeping selection might be an issue (base with 5 slots left -> base with 0 slots left) but i would settle with keeping sort order
  17. Hello, so i have 3 bases, one in America where i put all american/Canadians (south americans don t fight aliens ?) , one in north africa where i put all the european and south africans - a bit more variety as an option wouldn t hurt ! ) and one in asia where i put Russians/ukrainians (ouch)/asians/Oceanians. when recruiting i like to sort by bravery level (i usually try to recruit only 50+ Bravery folks (with 60+ time unit and 55+ accuracy)) usually there are 20ish soldiers to recruit but if you recruit and dismiss everybody you get 40ish people there : redo the same and you have 80 people to chose from (which starts to be more effective to get the nationality you want with the stats you want. (yes i know money hack is EVIL ) my problem is that when you switch base, the recruiting viewing order is lost so if you were going from top to bottom to recruit you have to sort again and find again where the soldier is that you want to recruit in that specific base. so i would appreciate no reset of view/sort order there when switching base =)
  18. i chose to see it as a feature, as long as you have the living space, i can t see why you couldn t recruit 20 idle scientists who will spend the month making their bed and sweeping the floor
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