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SoftwareSimian

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Everything posted by SoftwareSimian

  1. The UI up/down buttons are still very useful. If a soldier arrives on a teleport pad, they magically appear on the other one, that's fine. But what if they want to then teleport back? With a UI button you can send them back directly for the TU cost of a teleport. Without a UI button, you have to step a square off, turn around, step back on (and possibly turn 180° again depending if you care which way you're facing) which is a lot of TU (and potential risk of reaction fire) just to activate the teleporter.
  2. Vaguely related: if you change the assignment of an unassigned soldier to put them on the dropship they get reassigned but then you're now looking at the next unassigned soldier in the list, not the one you were just editing. Not quite a bug per se, but may lead to some confusion.
  3. I'm not sure if this is a bug per se, but I just got to the front door of a UFO, opened it, and there was a farmer hiding (badly) from two Androns. Needless to say he didn't survive the turn. I don't know if he just ran in there or if he had the misfortune of spawning inside the UFO; either way he probably shouldn't have?
  4. Except Xenonauts default keymapping commandeers the F12 hotkey so Steam screenshots don't work unless you remap either Xenonauts or Steam (I've personally set Steam to use Shift-Ctrl-F12 as it's less likely to be already used by a game).
  5. I believe that was the same thing I reported here: http://www.goldhawkinteractive.com/forums/showthread.php/10514-v1-04-ground-combat-Terror-mission-in-the-abyss-no-terrain-visible And it was patched this morning already.
  6. I just threw a grenade at a Zombie. Blew it up good, but a Reaper came out and Zombied my soldier. So they're attacking just fine for me.
  7. I just sent forces to a terror mission in Lima. I found the aliens, but I didn't find Lima... the terrain is there but completely invisible, just black. I tried loading a savegame, no change; I quit Xenonauts and relaunched and loaded a savegame, no change. I can see the aliens just fine, but I can't see any terrain. See attached screenshot and savegame. Aut.sav Aut.sav
  8. One of the hints that show up at the bottom of the screen when a mission is loading says something to the effect of I take issue with that money figure -- on average doing a ground mission gets roughly 3x the airstrike value ($25k airstrike = ~$80k mission; $35k airstrike = $100k+ mission; etc). I believe the stated purpose of airstrikes is to prevent repetitive ground missions when you don't need to gather artifacts from that type of crash site, but I find I must do every single possible ground mission because I can't afford to lose that much money opportunity. I only ever use airstrike if the crash site will expire/disappear because I can't get there in time.
  9. I found that I could spot the 3 Androns in the command centre of the Landing Ship from more than one spot on the map. I couldn't actually see them on screen, but my soldiers claimed they could spot them. Savefile attached. see 3 aliens in ship.sav see 3 aliens in ship.sav
  10. I just intercepted a UFO with aircraft from 2 bases, and as luck would have it both squadrons arrived at exactly the same time. As presented in-game, the first squadron had a 100% autoresolve chance, so I let them auto-kill the UFO. Then, sequentially, it told me my lone Foxtrot had a 0% autoresolve chance so I ran the air combat manually. Just before going to the air combat screen I saw that the crash site was already created on the geoscape at that location. And in the air combat the UFO was labeled as "Damage: 100% (destroyed)" and yet the air combat mission went ahead as normal. I decided to just run away rather than waste my missiles on an already-destroyed UFO. It's a rare, but apparently not-impossible case. Perhaps put a check at the start of launching air combat that, in fact, at least one of the UFOs in the combat are still not-destroyed.
  11. For what it's worth, the fix included with 1.03 (apparently involving disabling air superiority missions) completely solved the problem for me. Previously I would crash 80% of the time clicking the Equip Soldiers button, with the fix I haven't crashed in half a dozen hours of gameplay no matter what I do. So there are clearly multiple triggers to a similar problem.
  12. I assume it's just missed and not supposed to be "classified" or something, but the Powerplant entry for the Corsair on the Aircraft screen is listed as "#####".
  13. I've not had anything related to a dead soldier causing CTD, however it could have something to do with using the medkit, since I've certainly done that prior to a CTD.
  14. My theory is that something gets set when your soldiers do the ground mission, come back to the geoscape and then you click the button. Loading the savegame doesn't reproduce that unwanted <whatever it is> from the ground combat so all is well.
  15. I don't think it's an issue related to system prowess. My system is an i7-3930K, 64GB RAM and a GTX 670 (two actually, but SLI isn't enabled right now) and I CTD at least once an hour.I do think it's related to having injured soldiers assigned to the dropship that's in the base. I'm 95% certain that I've only ever experienced a CTD when clicking on the Equip Soldiers button when there's injured soldiers in the dropship in the base. (I don't think injured soldiers on the Unassigned list contribute to the problem, probably because they weren't involved in the most recent ground mission). This happens usually when I just come back from a mission and sustained some injuries and want to reassign my squad. CTD nearly every time. For what it's worth, however, the problem goes away after loading a savegame at the same point. Or, at least, after relaunching Xenonauts and loading the savegame it works fine. So there's something floating in memory after coming back from a ground mission to the geoscape with injured soldiers that triggers the CTD.
  16. Minor bug: I sent a soldier into battle at not-quite-full health, and their health bar showed 51/49. I believe their actual normal health pool was 55. Sorry I don't have exact numbers or a screenshot.
  17. If you dismiss a soldier (at least from the Hire/Fire section, using checkboxes to "Dismiss selected"), the dismissed soldier runs away with equipment. I fired a bad-stats soldier and he ran away with a suit of Jackal armour. I'm not sure if this affects other manufactured items as well (e.g. weapons).
  18. Minor typo in tooltip for Rocket Launcher: "iteffectively" -> "it effectively"
  19. It has happened to me without any manufactured equipment (weapons or armour). It's quite possible one or more soldiers was wounded, but I can neither confirm nor deny at this point in relation to the crashing.
  20. I won a ground mission and no soldiers died, but one was injured. There was another crash site nearby so sent Charlie-1 straight there rather than back to back and my injured soldier had vanished. I've experienced a large number of crash-to-desktop from the Geoscape, I haven't watched closely whether I was trying to go to Research or Workshop or Soldiers but definitely one of those buttons from the geoscape bring a quick crash; not always, but often enough to be annoying.
  21. Yes please. I'd love to see all the detailed numbers if I so choose. I dislike real numbers being hidden behind meaningless genericizers like "good".
  22. I've seen this many times before. I suspect it happens after alt-Tab'ing out to the desktop and back in, but I'm not 100% certain on that. As GlyphGryph said, you can't click on any of the top buttons (research, manufacturing, soldiers, etc) from the Geoscape, but you can from within the base screen. But you don't need to wait for any even to bring you into the base -- you can click on the green square marking any of your bases and get into the base view and go to the other sections from there. A similar effect I've seen after switching in and out of the game is that the mouse gets dislocated -- the actual click point ends up several (maybe 10-15) pixels higher than where it should be (pointy end of the cursor) so you have to click at the very bottom edge of an item for it to register properly.
  23. One hunch I had proved correct: Marauder production (not sure if anything else) freaks out if it's one of many items under production. I let my two other productions finish, then started a Marauder, and it behaved normally (didn't take all my money, just the $400k it was supposed to).
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