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Skitso

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Everything posted by Skitso

  1. ok, here you go. There's a save before the first crash site (geoscape), a save from the last turn of the first crash site (tactical), a save just before the second crash site (geoscape) and a save from the first turn of the second crash site. (tactical). Hope this helps. user_before_first_destroyer-2.json user_last_turn_of_first_destroyer-3.json user_before_second_destroyer-4.json user_first_turn_of_secord_destroyer-5.json
  2. I shot 2 destroyers down back to back and both generated same crash site maps. Are there even more than 1 dock map for destroyers available currently, or is there a bug? (also, why I'm not surprised both were against sebillians? ;)) auto_groundcombat_turn_1_start-120.json
  3. If I remember correctly, Chris said some time ago that they might at least make the medals a bit more interesting...
  4. I started a completely new playthrough on 5.37 and played until the first observer (day 144). Everything is still sebillian/mantid. The first terror site also had a sebillian/mantid/reaper crew. The only Psyon I've seen were in the Cleaner HQ and only Secton were in the few abductor mission I've had. If this is not a bug (which I really question as this was a 2nd playthrough with 100% similar results), then you really need to implement a system that prevents these situations where the player ends up fighting against the same race for such a long stretches. (like third of the whole game) EDIT: I fast-forwarded a bit further, so I got a second observer (still sebillian crew) and a second terror site (also a sebillian crew). After that, the third observer had a wraith/servitor crew(!), but the fourth one after that had once again a sebillian crew. So until day ~175 I haven't had a single UFO with a psyon/secton crew. EDIT2: I checked TorNis' Youtube playthrough (5.37 stable) and he seemed to have exactly the same issues. All crash sites (3 scouts and 4 destroyers) were with a sebillian/mantid crew.
  5. This poor guy died at crash and apparently extreme G-forces pushed him through the wall. user_day_115_ufo_crash_victim-3.json
  6. Let's say I want to move a unit all the way to the other side of the map. So I select the unit and then scroll the camera all the way to that far away destination and then click the movement order. The camera snaps back to the unit to show how it starts to move, no matter how I shake the mouse. I don't want the camera to do anything automatic on my turn!
  7. And it's not just that tile. For some reason MARS is unable to move into many tiles around here. user_movement_bug-1.json
  8. Mentarch autopsy assumes I've fought against it even though it was killed on crash. Maybe make sure it is always alive on the first crash site?
  9. Aah, yeah I got it! Ok, so it's not a bug, but having to deselect an Angel does feel kinda unintuitive maybe?
  10. Hmm, okay, it was a playthrough I started in 3.17 or something. It might be related to that maybe?
  11. Well, the first ~130 days, but yeah. I'm not playing further before v1.0 Btw, love your youtube playthroughs. (Not watching to the end though )
  12. Operation points are Command points in the difficulty options.
  13. My limiting resource is still money all the time. At least until abductors, I can build and update everything I have money and time for. UFOs that don't generate crash sites (probes, fighters) should give only half or less of the exotic materials they give now Shot down UFO's should reward less exotic materials. Landed UFOs should reward good amount of exotic materials (like they are currently) and UFOs should land more often. (UFOs should land only nights for proper risk/reward) Abduction tubes shouldn't give any exotic materials. (not sure if they do any more)
  14. I've played until abductors and no other UFO crews than sebillian. Might be bad luck, but...
  15. Completing the Cleaner Device research fulfills this objective.
  16. There should be a place where you can see all the active buffs you've earned (from interrogations, corpse analyses etc.)
  17. Aborting an air combat against a faster UFO fighter results in a hilarious situation where the Angel can safely just fly back to the base while the UFO fighter tails it but can't engage it.
  18. After aborting an air combat and clicking the UFO to send another angel from the base, it's not available until the first one has returned. to reproduce: load the attached save, click the ufo select "launch interceptors" notice how ANGEL-1 is not available (greyed out) user_interceptor_selection_bug-6.json
  19. Uh, I'm so sorry. I completely forgot this thing! Fortunately it seems I still had the save, so here it is. user_day_85_symbiote_issue-9.json
  20. Interceptors shouldn't be able to shoot UFOs when they are on top of each other. UFOs can't do it, so why interceptors should?
  21. @Chris yeah, this is no good. This makes cheesing teleports even more effective when you can easily block aliens from attacking you. Telefragging needs to be a thing. Also, consider limiting how many times units can teleport within a single turn or add a TU cost to use a teleport. (Sorry for bloating a bug report)
  22. Regarding the process of killing infiltrators, the slot should be left empty when the assassination has been succesfully carried out and then be refilled with a new potential supporter after a random amount of days (2-6 days)
  23. So in phase 1 when the game over state is still tied to the doomsday level, if you check the funding report, it tells about alien victory if 2 regions are lost, which is confusing at that part of the game as the whole mechanic of losing regions and panic is not even introduced yet. Tied to this, mouse hovering regions show panic 50/100 in the top screen popup even in phase 1, when panic has not been even introduced to the player yet
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