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Skitso

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Everything posted by Skitso

  1. Yeah, I still see this occasionally. I just hope Chris would investigate this with a thought rather than dismissing the problem. I've had such missing sprees from AI that it's really hard to just blame "dice".. for example 4 sebillians each shoot multiple times single shots and bursts no further than 3-4 tiles away and not a sigle one hit. Next turn was the same. After that, everything was normal again... It seems to happen more often at the ufo door so that aliens inside shoot at my guys standing just outside, adjacent to the door.
  2. Yeah, well I also said "tile or two away" in the same post. Though I feel they should shoot instead of reserving for reaction from at least 10 tiles away.
  3. From adjacent tile? Oh well, seems G-J is fixing this as we speak! As Chris said above, "...but I think GJ has put in some changes to the AI that might affect the TU reservation behaviours in the next build."
  4. No no, you miss understood me. Of course AI can move while in Xenonauts' FoV. I meant if they move aggressively to relatively close and after that still COULD shoot, they always absolutely should, instead of reserving those TU's for reaction fire. What's the point in reserving for reaction when you could shoot right away, especially if neither is in cover? Just to give your enemy a chance to shoot first? I've had multiple occasions where an alien moves few tiles so that it stands a tile or two away from my unit and just ends it's turn there, reserving rest of it's TU's for reaction fire it'll never get 'cos I'll easily shoot it to swiss cheese on my turn.
  5. AI should never move it's units in Xenonauts' FoV and reserve its TU's for reaction. At the moment it often feels its all they are capable.
  6. Probably not, but if the interception dialog's size intel could say "very small" instead of "small" like with scout, it would be even clearer. And this isn't just for noobs. I would also like to have it like that.
  7. That is true actually! Would like to have the 'very small' still though. Yeah, all the AI bugs have a huge impact on general fun that can be had with the game. Hopefully GH can fix this soon. No, that's exactly what I've been noticing.
  8. You disagree that the player is not given enough information on choosing a starting base location? How do you know all the funding information each nation gives when it's not told to player at that point?
  9. I know, but look it from a noob player's view. I witnessed my friend being confused when the grenade quick slot became empty. The problem is that when it's empty, nothing tells the player what it is. It's just a black space in the UI and you just need to know what it is/does.
  10. Yeah, the problem has been in the game for ages. Hope GH finds the reason...
  11. Does building a new base boost nation relations? In one of my games I build a brand new base to NA (I had no bases anywhere near there) just before end of the month. In the end of month summary i got green NA and positive relations there even I hadn't done anything there but built the base...
  12. Last night I had an extended play (almost 6 hours) of Xenonauts with one of my totally Xenonauts-noob friend. He is an OG veteran and has also played Firaxis one. We played on normal difficulty. I tried not to help him directly and just observed his play and gave tips and game mechanic advices. Here's few of his thoughts/my observations of him playing the Xenonauts (my own thoughts are in brackets): He was positively surprised about the overall quality of the game and loved the "retro"aestethics. He was frustrsted for not beign able to tell the difference between light scout and scout at geoscape. Sending a lone foxtrot to a light scout he thought would be a scout was a bummer. (I've had the same problem. Is there a way of knowing this?) He was mostly dissappointed about the quality of the crash site CG levels. Said some of them seemed rushed. (farm tileset I think?) He was dissappointed to see the same CG map twice in succession. (it was because lightscout/scout variations of the same map) He was somewhat confused about the start of the game and felt the starting base location and what to build first wasn't communicated to him clearly enough. He LOVED the air combat. (I found it hilarious to see how pumped he was about it. Almost fell off the sofa. ) He liked music and weapon sounds but didn't like soldier and alien sound effects. Especially human/civilian death sounds were (his words) "laughable". Also many actions, he felt, lacked sound altogether. Also, the loud "denied" buzz made him almost crap his pants. (we played in the living room with big screen and a home theater) He felt the AI was good but too passive and static. (THERE IS STILL THE PASSIVE AI BUG!!! AI still reserves TU's even when ending turn in xenonauts' FOV) He felt giving first-aid was badly communicated. The numbers shown beside healed were illogical and hard to interpret. (I agree!) In CG, seeing a target but not being able to shoot it was confusing. Being shot by alien that the same xenonauts can't shoot back caused confusion too. (Seems building and ufo corner visibility rules are different on xenonauts and aliens.) When he used all his smoke grenades, the grenade quick selection slot was left empty even he had other grenade types available. He was confused how to select a new one. (Reported this in the bug forums. When the grenade quick slot is empty, nothing tells the player what it is, it's just a black spot in the UI and you just need to know what it is.) He tried many times to select aiming from the TU reserve panel and felt it confusing. (I agree, TU reserving panel in the UI is confusing and even completely unnecessary after you implement the new walk path system that displays maximum movement with each aim levels. Should be removed altogether) AND THIS IS IMPORTANT: He felt in multiple occasions that aliens should have killed his xenonauts and assumed theres a bug. There were multiple situations where aliens in adjacent or very close tile gave multiple shots and bursts that all missed the target. (I AGREE, there's still something wrong here: If 4 sebillians, all within 4 tiles from a xenonaut at the door of the scout doesn't hit him once, there has to be something wrong. Even a newbie player felt and saw it! Does aliens get the bonus accuracy when close?) Many others in the forums here have reported the same behaviour: aliens seem to hit better from far away than up close... and lastly: He was going to purchase the game immediately!
  13. Not exactly a bug, but anyways: when a soldier has thrown last one of any grenade, the quick grenade slot is left empty even if the soldier has other grenade types available. The game should automatically display the next grenade type when previous ones are depleted. I played the game with one of my Xenonaut-noob friend and he didn't realize he could use grenades anymore as the button remained empty after he had thrown all his smoke grenades. When there's only a black spot in the UI, it doesn't communicate anything to a player who doesn't know what that button does.
  14. This bug has been around from day one and still hasn't been fixed so I decided to report it again: In the base building screen, when placing 2x1 facilities, the rectangular cursor that shows the shape and location of the facility being built doesn't show if the facility doesn't fit the layout in it's default orientation. You need to rotate the building so that the cursor fits empty space for the cursor to show up. The cursor should be visible all the time, even when overlapping other facilities. Also, having no money when trying to build a facility is not communicated to the player in any way.
  15. I had yesterday the equipment screen crash but I didn't save while in the GC. I did have a wounded and healed soldier though. Also fought one air combat after CG before going into the equipment screen...
  16. Yeah, but it's like 10-20 hours of work at least per high quality map with unique assets. So to get a decent amount of maps (20-30 per tileset and per ufo) the community needs to step up. I've already made 5 desert, 4 middle east and soon 4 farm maps. I'll try to make few arctic and industrial too. If every one here that are able to do maps would try to make for example 5 quality maps, we wouldn't need to have this conversation...
  17. Exactly... and that would be pretty much game breaking.
  18. Thanks. Making a good looking random map in an urban setting is almost impossible, or at least very hard and time consuming. On the other hand, making a completely random arctic or middle eastern map with no or only few buildings is completely doable - and I think I might even give it a try after I finish my farm map pack...
  19. Haven't tried nor got an answer, but presume it won't work.
  20. Would it make sense that GC inventory screen's ground inventory would show all items in adjacent tiles too? Hmmm... it could fill up pretty fast, is the ground inventory scrollable BTW?
  21. I'm not sure if this is intended behaviour, but sometimes when a click sound is played (when a player clicks something in a base screen), the background music fades down to almost 0 for few seconds before it fades up to normal again. I remember experiencing this forever but can't reproduce it reliably.
  22. A rather minor bug: when a xenonaut is on level 2 and looks at a nissen hut, the roof's middle part is removed and he can see inside the building even there are no windows. Roof will not come back even with roof toggle. Roof returns after enetering and leaving the hut. (Have not tested if the behaviour is same with other rooves.)
  23. Killed units should also drop their stuff in adjacent tiles rather than under the body. Would look nicer and make locating stuff easier.
  24. Its rather easy to mod to your own liking though...
  25. I've also had this once. It was a sebillian too. Many AI units seem to often move between the grid and kind of "sliding" and aligning in the right tile after moving. Some sebillian animation frames are also scaled wrong and seem a bit blurred. Could be caused by the same bug?
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