alcari
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Everything posted by alcari
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The search function is your friend. Or in this case... looking down 1 post http://www.goldhawkinteractive.com/forums/showthread.php/3939-17-52-Geoscape-Game-freeze
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-- Yup, a little more blending on photoshop guys, because there is a pretty obvious square around the sun. --Also, I can see artifacts/low res issues in the earth's atmosphere at 1920x1080 --also, also, the buttons under "Extras" don't go anywhere, but I guess that doesn't fall under "animation test"
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17.52 - Geoscape Game freeze
alcari replied to DonStealth's topic in Xenonauts Bug Reports / Troubleshooting
What, you're not even going to share it with us? :'( -
Good point. A bit more updating on the front page wouldn't be a bad thing. Not everyone looks at the forums.
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Quick Update on our Current Priorities!
alcari replied to Chris's topic in Monthly Development Updates
True, I liked the occasional scout in the original x:com late game. Free materials that you badly need and some XP for the rookies But, i'm already seeing that in xenonauts the (so far) best way to shoot down scouts is to send a MIG with 4 sidewinders. In 99% of circumstances (all that aren't a head-on intercept) you literally don't have to do anything. Wait a while, MIG shoots 4 missiles, UFO goes down without having a chance at a shot. In 1% of cases, you might take a single hit and suffer a few hours worth of damage. The same goes, in a way, for a MIG vs 1 fighter combat. You still have to stagger your missile launches, but it's really hard to lose. I wouldn't mind a little routine like this IF Number_of_similar_fights >= 10 AND Arbitrary_strength = $somevaluethatmeansyourestronger THEN EnableAutoresolve = true -
Oktober 8th 7:17 for me, same problem.
- 68 replies
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- bugfixes
- build v17.52
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Quick Update on our Current Priorities!
alcari replied to Chris's topic in Monthly Development Updates
There's no point in boring us to death with hundreds of unlosable matches either, right? -
When throwing a satchel charge somewhere, followed by a grenade, rocket, some explosion in the environment or a second charge, will cause the game to freeze. Throwing 2 charges at the same spot will cause the game to freeze up on the start of the next turn. I've been able to reproduce this in any battle. Other objects that explode in the map (barrels, power cores, etc) don't cause this problem.
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[17.52] Load Ground Combat savegame -> Crash
alcari replied to centiles's topic in Xenonauts Bug Reports / Troubleshooting
I've only ever loaded the ground combat autosave, but the two or three times i've done that worked like normal. It took a very long time to load, but it did work. EDIT: Tested it a bit more, I've been able to load games no problem. Though i'm playing regular, so it might be an Ironman thing. -
I haven't had a single crash so far, loving the build. Just curious if Corvette and alien base maps are in, or at least a placeholder?
- 68 replies
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- bugfixes
- build v17.52
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Wait, you mean this isn't the build you scheduled for this weekend? But, it's new... I like new. It's more stable... I like more stable. Lie, and say this was your plan all along
- 68 replies
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- bugfixes
- build v17.52
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What will Increase Bravery and Resiliance?
alcari replied to HoboRed's topic in Xenonauts General Discussion
Wait, does that mean that to increase strength, you have to load them more than 80%? Or more than 180%? And what exactly IS the max carry weight? Is that when soldiers start taking AP penalties? -
Wooo Will it help with some of the broken savegames? It's slightly annoying to have to do a mental checklist of things that will break the save, every time I hit the save button
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I've noticed that three times now, taking damage from either bullets, plasma or explosion makes a soldier equipped with a rocket launcher will lose the weapon. I'm not sure if this is intended (i've never seen it happen with other soldiers, just my unarmored, launcher equipped soldier) or a bug. But here's my report.
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The first time I transport soldiers/aircraft to another base, everything is fine. The second time I send out a transport however, any saves made after the transport leaves the base (including after arrival), any savegame I make will stop working. This happens in 100% of my games. When trying to load one of these saved games, Xenonauts simply CTDs. I've included a working savegame and 2 non-working ones (one after sending out a transport, and another after it arrives). Working-- https://dl.dropbox.com/u/285744/2013-01-06_22.03.36.sav Transport in air (not working) -- https://dl.dropbox.com/u/285744/2013-01-06_22.03.49.sav Transport arrived (not working) -- https://dl.dropbox.com/u/285744/2013-01-06_22.02.52.sav
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Yeah, finally it's there. Good thing i've got another day to spend on Xenonauts WHYYYYYY? Edit: Massive kudos for the monstrous server at Desure. 25MB/s, and that's only because my hd can't handle any more
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Ah yes, the well known phrase "WHYYYYY won't you work, you bastard! I put it back exactly what it was before fixing the bug, and now the piece of crap won't even compile!"
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Yeah, that would be the map for alien bases not existing it's a work in progress.
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It's random, though possibly influenced by the level of damage dealt in the interception. But I'm not sure I like the idea of having fire "build up". That only encourages you to slow down. Standing still and waiting for an engineroom fire to die out, instead of being smart about it. Also, I would think this is pretty much impossible to implement in the game.
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UFOs & Being Horrible: Part 3 (New Solution!)
alcari replied to Chris's topic in Xenonauts General Discussion
Sounds like the perfect compromise then. hehe, perfect compromise.