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Skitso

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Everything posted by Skitso

  1. The closest resolution I can get is 1360x768. NO CRASH! 3/3 edit: I set the resolution back to 1920x1080, CTD 3/3!! I can confirm it's somehow resolution related.
  2. I play completely on default settings, new game, new base, intercept, autoresolve ac, and ground combat ->crash to desktop. I don't even go to any base menus etc. For me, changing game resolution makes no difference. I've had one GC load up in maybe 20 tries... completely random it seems.
  3. Fresh, clean install, CTD. Changed resolution to 1024x768 and 1600x900. -> CTD.
  4. I deleted local files via Steam.. it deletes only installed files, so maps for example are left behind. I'm at the moment in process of full clean reinstall with manually deleted game folder... I'll inform you shortly.
  5. I'm making a super clean install now with manually deleted folder. Let's see how it works.
  6. Hey, could it be the community maps that cause the problem? If people are getting in GC sometimes (original level) and sometimes not (community level)?
  7. I deleted local files via Steam, reinstalled, started a new game but alas, still CTD from first CG. The load time is also suspiciously long, over 70 seconds - a lot longer than before... The crash happens in the last 5% of the load bar, after music starts, if that helps...
  8. Win 7 64bit, 1920x1080 full screen. CTD at first GC loading screen. Bar is almost to the right, music starts, and then it crashes. Will download again.
  9. Yeah, fair enough... and that's why this game shouldn't load that long, as the levels are far from procedurally generated.
  10. It took me exactly 72 seconds to load the game's first ground combat mission (crash site, desert). Thats too damn high, if you ask me!
  11. To be completely honest, I find the new loading screen quite distracting and a step back in immersion. A mid game loading as long as this is jarring to say the least.. I can't be sure, but the loading time feels two or even three times longer now that we have a progress bar to follow. Will you be able to get it faster or is this it? I was hoping for something more hidden loading, like when a player's transport arrives to a mission location, the view slowly zooms in geoscape map location, fade to black, then a briefing screen with small loading animation in bottom right corner. This way you can start loading as soon as the zooming starts(5s), load all the time while the screen fades to black(5s), still load when the briefing screen fades in and load while player is reading the info(20s). After that, the player needs to wait maybe 5 seconds before the loading animation (spinning Xenonauts logo or what ever) changes to a deploy button that starts the mission. Could you maybe even utilize some pre loading when the chinook is ordered to ground mission location to win a few seconds in loading time?
  12. The first ground combat loaded for ages and then crashed to desktop. The loading screen is nifty, but couldn't it be integrated to briefing screen so it'd be more subtle? EDIT: Tried 3 times and crash every time.
  13. I have the same problem in 20.8.2. Many full health troops are 98% and new reqruits are stuck at wounded 17 days...
  14. Seems in my next game I might up my difficulty to normal. Good sounding balance changes!
  15. I tried to find a thread about little improvements the community has come up for the games ground combat ai, but couldn't find any. So if you find out anything that could improve ai, post it here. Let's make G-J's life easy! (or hard, whatever) I'll go first: When an alien unit dies in a spot that AI thinks is a good cover, other nearby aliens tend to move to that same position and take cover. If I happen to have a good line of fire in that sqaure, this often leads to a pile of bodies in same spot. So I think a dead unit should signal the AI that this isn't a safe spot for other units, so they would move somewhere else, even though this seems the safest place.
  16. But you are doing something about it, right? All the Hollywood documents about aliens attacking earth prove that they are always attacking NA only, mostly or at least first.
  17. Are the ufo's distributed around the globe with some kind of logic? I feel that every time I make the first base in North America, I struggle to get enough ufo's to shoot down. If you lower the general ufo numbers even further, there might go months without contacts... Is this intentional that only viable starting point is NE corner of Africa to get enough ufo contacts?
  18. I have never had a base attack myself... Kinda even hope to have those to break the monotony. I dont have alien bases either... only crash/landing sites and terror sites. It's strange.
  19. +1 Also, while you fix the alien missile colors, could something be done to fire arcs too? When there are up to 6 air crafts each with its own fire arcs, it becomes almost impossible to know what is what.. Maybe some on/off switch, global or per air craft
  20. Oh, has this been discussed earlier? Why won't the ground graphics be changing? Technical or financical restraints?
  21. Btw, are you GH guys upgrading the air combat UI and visuals to match rest of the game (similar realistic ground graphics as in geoscape map and aircraft as seen in base building)?
  22. Air combat could use some general trimming too. Disengaging takes too damn long and many times player needs to watch a boring chase to the edge of the too large combat area. Air combat area should be smaller and camera more zoomed in, at least when against smaller ufo's.
  23. I think the AI needs more randomization in general when choosing where to hide. They favor one sweetspot so strongly that you can pretty much predict where the aliens hide if playing the same level more than once.. which you'll do a lot at the moment, unfortunately. I really hope GH people reads this
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