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Skitso

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Everything posted by Skitso

  1. Hey Chris, are you still planning on adding the shooting TU costs in the movement path?
  2. Yeah, well... I'll keep my eye out for it as I've had similar oddities happening few times after the LoS revamp. (like caesan standing in a door way emptying its clip to the door frame)
  3. The obstacle was adjacent to the sebillian, so shouldn't it be disregarded? Or is it still possible for the shots to scatter there? If so, that's a possible solution. It just looked a bit odd.
  4. Is GH still planning on adding the TU costs in the movement path?
  5. Yeah, I've had exploded power core and working floors too.
  6. Yeah, but when I first reported the slow geoscape loading, you said you didn't have the same problem... so it could be hardware related too? Like HD search times or something.
  7. @Chris: Haven't had a problem with the new title screen, but could this be related to the bug I reported months ago where menu's and geoscape load with a noticeable delay in certain situations? Earlier discussed here: http://www.goldhawkinteractive.com/forums/showthread.php/9314-General-Issues-V21-Stable?p=103780&viewfull=1#post103780
  8. Thanks. Glad you like it! Ufo colors are image based and can't be changed by just altering config files. If you want the UFO's to be red, just do a clean reinstall of the game and install the Oppressive UI Mod and leave ufo icon graphics uninstalled. (don't copy that folder from the archive into game directory)
  9. Yeah, I just had a sebillian shoot a burst and a single shot right to the adjacent middle eastern 3x3 forest block. Looked like it didn't even know there was a 100% block in its shots.
  10. Ok, I just had a clean install (manually deleted game folder) and after 5 tries I got one light scout without floor. Strange.
  11. Now that you have allowed missing bullets to go past it's target tile, could bullets that hit the ground before target be toned down a bit?
  12. Ok, I downloaded and installed this again, and then shot down about dozen or so lightscouts and maybe half of them worked ok, but the rest had no floor close the impact zone (the place where there is fire and smoke) I checked the UFOfloor-03-01_spectre.xml and HP was set to 0. Also the large floors in ufo_lightscoutfloor folder are HP 0. Next I'll make a clean install..
  13. Yeah, or could be unpacking issue too. I'll check it tomorrow
  14. Yep, I couldn't even see the floor outside. The breach was all black...?
  15. Ryan Quinn? Yeah, that sounds familiar too!
  16. Yeah, that was the side and it was already broken. I couldn't see anything but black in the breach before entering the ufo. Everything was intact but the floor was missing. I'll test this further tomorrow (I've played only one level with this mod) and check the floor tile HP too.
  17. Nice list of improvements! Keep up the good work. Couple of weeks left.
  18. That sounds reasonable and would make me atleast happy.
  19. I tried 80 degrees but should maybe try even smaller to be sure. I'm at the work so I can't test it right now though.
  20. Thanks, I'd really appreciate it. This mod is amazing, but I'd like to experience this game first as it's "ment to be".
  21. Yes! I got a perfect save with these passive aliens. Just select unit #2 Klara Sokolova and end turn. (notice there's a sebillian very close to her) After alien turn, check Klaras surroundings and you'll see 2 sebillians crouching adjacent to her doing nothing. Could it be something with the bugging night time LOS discussed here? passive aliens.sav passive aliens.sav
  22. @Chris After a bit of testing, it's definitely a bug as if you turn your back to enemies that are near a light source (a street lamp for example), you'll continue seeing them and also see them "teleporting" around as the game thinks you shouldn't see them. Here's a save where you can see the unwanted behaviour. Steps: -Select Unit #2 -Turn her away from the sebillian -Notice how you can still see it (shouldn't be seen in persistentLOS) -End turn and see everything the sebillian does behind your back vision bug.sav vision bug.sav
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