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sledge

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Everything posted by sledge

  1. In my opinion 45min is realy not enough to make a somewhat well based resume.. Oh well.. some people like to discover others like to communicate. guess that's ok.. You get a probability of hiting the target display right at the crosshair. That should do the trick. As to shooting at things you have no los for.. once you have a little more combat experience (Yeah teaching the noobs *duck*) things like shooting ap rockets through walls or burst firing through walls come to mind and are surprisingly effective. Maps are far from done. But ordinary buildings on say UFO recovery missions do have 2nd and 3rd stores. Haven't had this etheral stairs problem yet. All nice and helpfull polishing ideas imho. There are two tiny slots just right to your weapon. Probably one has a flare in it. Rightclick that one and you can choose a grenade (rightclick again to close that window). Right or leftclick his weapon again, don't remember exactly. Yeah they tent to hurt themselves more than any alien could the first couple of missions. It REALLY IS FUNNY Appologies for the spelling the autocorrect function gave up on me and I'm COMPLETELY helpless whithout it
  2. Yes I the type of product adds another dimension to the whole thing. I didn't take that into account at all. Modelling manufacturing processes is sure not easy and rather then implement a realistic model into a computer game one could probably make real money with that. Lots of money So back to the game. Well as long as .. say the first new interceptor.. does not take 30day with 20engs and 25days with 40. I guess I could live with a diminishing returns model. It would just be somewhat disappointing to have paid hard earned money to set up a powerful manufacturing environment just to be stopped dead in the tracks by a dimret system that is implausible. Above all it should be kept simple. There's no diminishing costs for large amounts of engineers either. And we all know you would get a discount on those if you bought the family pack!!
  3. Yeah.. I remembered that while writing the little paragraph. After rereading I would concur that it doesn't really get clear. But That was the reason for requesting the ability to set up multiple build orders of the same item. That way one could decide if one wants 1 item very fast or optimize the production process.
  4. Can't seem to get Mrs. Got-Herself-Shot-and-has-to-recuperate-for-20-days out of that precious WOLF BATTLE ARMOR. Right now she gets miraculously cured once the next mission starts but when that's fixed she'll be lying in bed hogging a vital military asset Not to mention peeing into a bottle while wrapped in some pounds of alien alloy seems unnecessarily uncomfortable The Armor is displayed in the BASE PERSONNEL TAB. Just add a combobox there .. or remove the armor just like the rest of the gear once the soldier gets removed from active duty.
  5. I really can't say. The closest save that I was able to load is 2 days before the base attack. But it also happened the second time my base got attacked. And right now there are virtually no "crashable" ufos around.. only fighters and the big stuff. On the plus side after the second base attack I hat 3 soldiers with heavy plasma rifles in my base. Picked those up during the fight, to bad I left the ammo Then again lost a laser rifle from a killed soldier (somehow didn't get salvaged after the battle). Well fixed thaaaat by just issuing a new one... which.. well didn't decrease the laser rifle available counter (this self replication seems to be a laser thing ) I am closing the book on this particular game. It's to messed up and to far progressed anyway. Maybe another round after the soldier leveling hotfix.
  6. When I set out to report that two days ago I found this thread. So as it seems it is a known bug. So fire away. Won't help you much when squadrons of 3 heavy fighters start to show up
  7. After repelling an alien invasion force that was attacking my base my soldiers did not get resupplied. Guns were still half empty grenades and rockets missing. Some "chinhook-gets-back-to-base-trigger" that ..didn't get ... triggered? On a side note I was able to use the "unusable" HUNTER-002 in the defence operation. It's there somewhere it's ..alive .. it comes to my rescue when I need it the most...Even the bugs are fun somehow
  8. I wanted to report this but found this thread instead. My Game is 14.1 from 2012-09-04 about 20:00 emt. Since I had a slightly different road towards this bug. Here my 2c. Having lost HUNTER-001 in a mission I tried to assign HUNTER-002 to the CHINHOOK. - It's faded out - It can't be assigned to the CHINHOOK - I can't change it's weapon system - Decommission or transfer are unavailable
  9. Welcome to the UFO franchise, where elite soldiers have a vision range of like 20m (which does not necessarily invalidate your point, but i still feel the need to point out the game mechanics > reality issue)
  10. I was. I am absolutely certain that none of my soldiers took damage in the last mission. And having 6 of them at 89% one at 90% and one at 91% there's something going on for sure. I'll do a quick forum search then probably report it as a bug.
  11. This DOES worry me. I can sure understand why 100 engineers won't take 1/100 the time to produce a laser rifle as one would. But I do hope that 10 engineers will take exactly as long to produce 10 rifles as one engineer would to produce 1 rifle ?!?! On the other hand in this case I'd have to wait the full production time until I can even deploy one of those rifles. T'is a tricky one.. It could have been covered by being able to start multiple build orders of the same thing. Just tried that and currently it's not possible. Well at least in one base. It will be worth trying out different approaches over the course of several games. Each one posing different challenges. Learning from experience rather than "cheating" Especially if some research topics rely on artifacts you can find in the first mission or in the twentyfirst mission. Of course the most important things will have to be attainable in a relatively stable way. But it could be quite interesting having failed to research LASER WEAPONS in time you would have to take on bigger foes only with say ALENIUM GRENADES.
  12. It's also important to dodge the enemy missiles in a standard 3vs3 dogfight. If you time it properly (if need be with excessive use of of the pause function: spacebar) you can even evade 2 or 3 staggered missiles fired at the same interceptor. And during the hand to hand phase don't forget to retarget the interceptors that have downed their target and use evasive action on an interceptor that takes lots of damage. What I learned to be most important is to only engage if your reasonably sure that you will win without losses. So if you loose one interceptor sit tight for the next 72h or at least don't attack fighter squadrons 2vs3. After all your supposed to save humanITY so having a few fighter squats strafe a mall or whatever is certainly preferable to loosing vital military assets ;p It's supposed to be an uphill battle with only a miracle able to save us. He who tries to defend everything defends nothing
  13. - was in the original game - loved it - used it well-nigh always - miss it Granted the "flat" Geoscape on max zoom out level hase little use for that now. But the instant I zoom in I find myself right clicking to no avail time and again. So if possible please help me wear out my mouse's buttons equaly
  14. Well my head just quadrupled it's volume and poped like a small furry animal in a microwave. Kind Sir please consider taking less of whatever you're imbibing (and send just that portion over to me!)
  15. Sounds like my very first Sergeant Jozef 'achoo' Havel. 6 Missions with exactly 2 wounded xenonauts. Both shot by him. Due to a like 30° deviation from designated target. Well they got awarded the "Crimson Heart" which increases their bravery.. guess getting shot in the back by your superior kind-a does that to a soldier. I wouldn't know.. fortunately.. On account of that hypervelocity thingy.. I just penetrated 2 Sebilians with an Ap Rocket during a Landed Corvette Mission. Then the game merrily decided to crash the instant I clicked the last 95% snipe on the last alien:eek: Going to bed now got some crying myself into sleep to do
  16. Hey Arni u thing us should do that? Nope Sly me prefers it that way and thinks Ralf would agree, too. (To mention but a few of the unfortunate victims of this updating calamity:cool:). Back to saving the world I guess..
  17. Did the verification, still have the cosmic-ultra-gym-anabolic-overdose values. <strengthProgress pointsToProgress="1" maxPointsInSingleBattle="100" globalMaxProgress="100" strengthCoeff="80" comment="Points are given when soldier moves of one tile while carrying a weight that is strenghtCoeff percent greater than its maximum carry weight" />
  18. Which could explain the ammo not getting used up, less so it's miraculous multiplication duly noted. In fact there probably is a sticky on how to report bugs. Looking i up now *sigh*
  19. No I had the values mentioned in the above linked thread. Like I disassembled in the above post (which I penned before your request to look it up). Seems the update didn't fully work. I'll have Desura check file integrity now. The values you mentioned do of course look much more balanced (Darn I just knew taking part in the development process would spoil me:eek:, well at least I can stop ever so slightly overloading my guys now )
  20. Until now I was fairly sure these numbers (and yellowish name) indicated a wounded yet deployable soldier. After my last mission almost all my soldiers went to 89% but none of them were wounded. However multiple stat increased occurred including resilience. As it is a common bug/design flaw to have "max hp" increase upon "level up" but leave "actual hp" at it's previous level ("Hey I'm tougher now! Ouch that hurt!!). I am carefully concluding this might be the case. If so please move to bugreports. If not one may please enlighten me about these cute yellow percent values inside those shapely brackets.
  21. You won't get away that cheap. Testing during night mission commencing now
  22. If I understood the formula correctly a solider who is near his encumbrance limit will get one point of strength for every tile moved up to 100 per mission. Well in this case it's not a bug just grossly imbalanced (as stated in the other thread). on my account: close plz
  23. Just to be certain I updated my game just about an hour ago (before I this bug occurred). So it either isn't fixed or the problem is caused by my pre 14.1 save file. After reading through a couple of posts from the 14.0 thread this seems unlikely, I going to check the respective config files now. And yes prior to the update to 14.1 my soldiers did never increase strength. (Way to make up for that come to thinking of it this way )
  24. My laser batteries are super fertile. Upon returning from a mission they seem to increase at about 1 per laserweapon used in that mission. Example: I have 3 laserweapons on a mission and a total of 3 Batteries (which are naturally all inside said weapons). I fire a few shots with on of those laserweapons. When I get back from the mission I have a total of 4 batteries available.
  25. Hi all, so after "testing" xenonauts for about 2 weeks I finally reach my personal critical mass to actively use the forum And guess what it's a bug report (if that won't overly strain myself suggestions might follow ) So I went through this terror mission (missing tiles bug, missing weapons images bug, xenonauts looking the wrong direction inside their chinhook all good and well ). But after defeating the last of dem critters the missen debriefing informed me that 2 of my xenonauts just went to 100strength (from like 60). Both hat only been scouting the entire mission (that is running 60%ap forth 40% back, spotting aliens for the rest to snipe). Both were subsequently promoted skipping at least one rank. All in all the stat increases of my soldiers during this mission seemed much more than I am was used to. But these two clearly stood out.
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