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Skitso

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Posts posted by Skitso

  1. 2 hours ago, Chris said:

    Thanks. Hmmm, that's annoying.

    A save game would be great here, because I'm wondering if this is actually a different bug where the interior and exterior walls aren't being destroyed together. Do you know if the problem goes away if you save / load?

    Ok, with further testing, I got a save before and after with images:

    This is the starting situation. Just load the first save and force fire a machine gun burst with unit nro. 9 and target the bookself like in this image:
    image.thumb.jpeg.51e643e093b89951c00e53bf21b02b7e.jpeg

    It might take few tries with the 'reset save seed' checked to get the bullets to hit just right. Here's an image of the end result when it bugs: image.thumb.jpeg.9bdcc9a5a40493ed960b557aa52086d0.jpeg

    As you can see, the room behind the wall is visible and walls are still intact. Sometimes you can walk through the walls, sometimes not. Hopefully this helps you track the issue down. :)

    user_wall_bug-6.json user_wall_bug_2-7.json

  2. 1 hour ago, Chris said:

    Do you know if the problem goes away if you save / load?

    I tried the intelligence hub mission again as it seems to generate this issue with my playstyle quite often. I saved the game (save game attached) as soon as I noticed the issue.

    Here's an image of the situation after I loaded the save. As you can see, reloading the save removes the issue. There was a damaged wall and a bookself at the point of the yellow arrow. 

    I tend to start this mission with MARS shooting two rockets at the main door. This time I had 2 machine gunners both fire full bursts to suppress. Could it be that tiles that break outside of FOV causes this?    

    image.thumb.jpeg.4cbe506a6792196936191f41ce00718d.jpeg

     

    user_destroyed_wall_bug-2.json

  3. 1 hour ago, Wont Tell said:

    That makes precious little sense as Reapers will be encountered where their UFO got downed when they were intercepted while flying to their intended mission area - and "only interior space" would also make them unavailable for Terror missions, which is their main purpose in the game.

    I concur with the suggestion that their TU should be increased to make them more dangerous. Zombified humans move a bit too fast/far though for their zombie-shambling animation

    You are saying there's no interior spaces in crash or terror sites? 

  4. On 8/3/2023 at 5:54 PM, Chris said:

    Do you have a save game we can look at?

    This bug seems to happen in any mission. I tested this now with a random abduction mission and killed all my own units. Still someone seems to get revived in mission debriefing screen.

    Load the save and just end the turn so MARS is destroyed.

    user_bug_test-1.json

  5. On 8/3/2023 at 11:19 PM, happystrawberry1 said:

    It's almost like insulting someone's country and their language has consequences, idiot. For someone who claims that English is an important language, you sure are fucking terrible at it.

     

    This be the last time I engage with that moron.

    Edit: never mind. Let's just ignore the resident village fool

  6. On 7/16/2023 at 4:29 PM, Chris said:

    I'm also not really interested in ways to force the player to do more night missions - I'm interested in ways to encourage the player to want to do more night missions. At the moment night missions are significantly harder than day missions and there's no real reason why you'd ever voluntarily choose to do one.

    If you are going to push Cleaners to be more significant part of the game, making them come and clean UFO crash sites after certain time period would also be a nice and organic way to make player choose between night and extra cleaners and also give a tangible reason for their existence.

    First few cleaners could be added to crash site after 5(?) hours and a couple more after 10(?) hours. Crash sites could also be "cleaned away" from geoscape instead of player being to sell it to local forces until Cleaner HQ is finally destroyed. This kind of additional organic layer of gameplay and choise would IMO add a lot to the game.

    • Like 4
  7. 18 minutes ago, FLIR said:

    Exactly - what many people remember from the original X-Com are those experiences and the atmosphere. Everyone of my colleagues and friends, who played the original X-Com, first talk about the creepy corn fields at night. And when it comes to X-Com: TFTD it is something like that: 

    "The music + late night playing with no lights + alien base missions + high volume sonic cannon shots and aquanaut screams + tentaculats = the definition of terrifying"

     

    It is also the atmosphere and the "experience" that attracts a lot of people when it comes to games; not perfect gameplay mechanisms and balancing down to the smallest detail. It is about how it "feels" to play.

    The graphical presentation is a part of this: I love the sober mil-sim look of X2, but more darkness and things like fog could greatly increase how the game feels. For example: the alien bases would be much more atmospheric if they would be dark and maybe filled with fog (the alien creatures having their own atmosphere in there).  "Darkwood" or  "Aliens: Dark Descent" (aka X-Com: Colonial Marines) do it nice, albeit a little bit too much of everything. A more "sober" approach like in X2 would be better. 

    And equally much can be achieved with game features: keeping the enemy creatures as "unknown" as possible (no status messages for the creatures: HP, "suppressed" etc.). A nice little, immersive gadget: a separate "motion sensor" (very atmospheric to have to use it and draw conclusions), presenting a motion sensor with overlay UI (something flashes on the virtual battlefield), on the other hand, is not atmospheric at all. This creates memorable experiences and is immersive/atmospheric ("What moves there in the darkness/inside the barn/house etc.):

    https://www.ufopaedia.org/index.php/File:Xenomorphs.png

    What players often remember most about games, the most memorable experiences, seem to be the "levels"/"missions"/etc. that they had to go through despite being hard (and dark and scary): Everyone talks about the "Tower of Latria" or having to climb down into the "Valley of Defilement" in Demons Souls, or "Blighttown" in Dark Souls. Same for the original X-Com: those atmospheric night missions, going through the cornfields...

    X2 is a game about alien creatures and the "unknown" (and not something like "Jagged Alliance") - so darkness and creating an overall eerie atmosphere would really fit imho.

     

     

    Well said. I've tried my best to get this thinking through with Goldhawk multiple times. Hopefully Chris will give in if enough people raise the issue.

  8. 16 minutes ago, doubleskulls said:

    I think the problem is that its pretty easy to avoid night battles, I know I'll often time my missions to ensure they are in daytime to avoid having to muck about with flares. Atmosphere may help encourage people to play them anyway, but anything that makes them tougher is actually a waste of developer resources. The tougher night battles, the more people will avoid them, and the less those mechanics get used. 

    Yeah, not tougher but better looking and more moodier and oppressive.

    • Like 2
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