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SoftwareSimian

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SoftwareSimian last won the day on September 30 2023

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  • Biography
    Veni, Vidi, Vacuum
  • Location
    North of Superior
  • Interests
    Trains, Primes & Xenobellum
  • Occupation
    PHP programmer

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  1. I first noticed when the Cyberdrone crashed through the rear red wall that wooden splinters "exploded" into the air and just got kind of stuck. Then my turn came and I threw a grenade to blow out the wall so I could shoot it, it blew up and made more shrapnel from logs. Then I noticed that all this shrapnel floating in the air was in fact not-quite stuck, it was just acting as if gravity is maybe 1% of real and all the debris was very very gradually falling back to ground (although not really ballistic but more being slowly sucked back to the point of origin). It took at least a minute, but eventually all the floating debris (including the two larger pieces "off-map" to the left) did drift back to ground and disappear. auto_groundcombat_turn_3_start-661.json
  2. And my serious feature request is diverging into random discussion. This feature has always been in the game, can we please limit the discussion to game mechanics?
  3. Once you have completed "<species> Analysis II" engineering project, corpses for that species are no longer useful and should be included in the "Sell Junk" feature. This should also include Cleaner corpses once the Cleaner phase of the campaign is complete (since you'll guaranteed never fight another Cleaner). Also it would be nice to see somewhere what engineering "unique" projects I have completed (corpse analysis, base upgrades, etc).
  4. Soldier in lower right moved to position shown and was able to see two dead Wraiths (and a broken door) inside the UFO, but the UFO itself is not yet visible. auto_groundcombat_turn_3_start-623.json
  5. Secton near upper-left pickup truck shoots Xenonaut at corner of concrete wall, killing him. He was the only soldier looking in that direction. After he dies the Secton becomes invisible, but the Secton's glowing eyes do not become invisible, they float there in the half-shadow, moving about (quite creepy). auto_groundcombat_turn_2_end-535.json
  6. Last savegame I have is from 3 days ago (2024-04-07), at the start of a ground combat mission. That was saved on whatever the experimental build was at the time (3.8.0?) and trying to load that savegame now results in a crash-to-desktop. If I load the autosave (Before Combat) it loads fine, immediately starting with a "do you want to start ground combat?" prompt but when I say yes nothing happens (the dropship just sits there, ground combat doesn't start, time just ticks on in the geoscape). If I send the dropship back to base and then immediately set a new target back to the crashed UFO then ground combat starts as expected. user_day_139_crash_site_manual_save-50.json auto_strategy_before_combat-127.json output.log
  7. Yeah, no worries. I know full well how the "oh that looks simple to fix" issues can actually be very complex once you start digging.
  8. 11 months after my original post it's "still on the to-do list" ? Is it a particularly complex issue?
  9. Highlighted soldier shot and killed sentry gun. Some armor pieces popped off the gun but the model still looks "intact". I thought it was some kind of Zombie gun where a new one pops out when you kill the outer shell, but it just seems to be a non-destroyed model issue. edit: this also happened to the next sentry gun I killed. Then later I tried loading a save and the dead guns had their death animation on savegame load and subsequently showed the correct destroyed model. auto_groundcombat_turn_6_start-190.json
  10. One of my soldiers fled after the alien turn, he had been crouching (and bleeding). In the animation he stood up and ran away with his rifle, when he stopped running the rifle disappeared from his hands and teleported back to the ground where he had been crouching. I'm not sure if the attached savefile will replicate it or not. auto_groundcombat_turn_4_end-36.json
  11. I just got a VIP Extraction mission, in northern Canada, at roughly 66.5°N which places it exactly on the Arctic Circle. In a Tropical biome. edit: wait, what... every time I click on the mission marker I get a random biome. I assume it's picking a random map based on the clock or something such that you get a pseudo-random biome at the moment the dropship arrives. If so that's wrong -- the biome for the mission should be randomized/picked when it spawns, and it should stay constant once it has been selected. user_day_32_manual_save-11.json
  12. I'm one of the silent (majority?) who have absolutely no interest in the air combat and always use auto-resolve.
  13. So now the Experimental branch is more current than the prototype branch. I suppose Prototype is only used occasionally for breadboarding new mechanics and not necessarily updated with each patch. So bleeding-edge testers may need to flip back and forth between versions.
  14. I just ran into that. Around day 180, trying to deploy to Terror Site. However my current campaign was started in v2.04 I believe so I'm probably subject that that already-fixed bug. But just in case, I'm attaching the logfile and a savefile from a couple days earlier, just in case it's useful. user_day_177_manual_save-109.json output.log
  15. If you select "Alenium Torpedo" to build in Engineering, the description says "Creates one Fusion Torpedo"
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