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Bansheedragon

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Posts posted by Bansheedragon

  1. I just got to my first couple large bases and I have been noticing some unusual behavior. First, there seems to be a small degree of lag during soldier movement etc.. Second, at the beginning of each turn, the game seems to cycle through each of my soldiers momentarily with the selection reticule above their heads. I searched the forum but didn't see a reference to this. Anyone else having this experience? Is it a known bug?

    The cycling through your soldiers is something I have noticed as well on a number of missions later in the game.

    When this cycling happens, does it cycle through all your soldiers or just some of them?

    As I have said I noticed this happen as well, but only on some of the soldiers, and each time there is a text box at the bottom of the screen explaining that the soldier in question has been overcome with dread.

    Have you noticed if this is the same that happens for you as well?

    Its usually the low rank soldiers this happens with, like if you take a new recruit on a mission to take out an alien base, the new recruit sometimes get overcome with dread at the start of the turn.

  2. I have repeated this 3 times now.

    Each time I exit with all my units through the door behind the lone preator, I get a mission debriefing.

    Each time 8 aliens escape, I thought I had killed all of them, and then the mission starts over again.

    Where are those 8 aliens that supposedly escape?

    And how many times do I have to repeat this to complete the mission?

  3. I'm fairly late in the game and currently have multiple bases.

    I have recently come across an problem where the game crashes when I engage in ground combat.

    I shoot down a UFO, and then send out a landing craft to the crash site.

    After a few seconds of loading screen the game just Crashes to desktop.

    It seems to happen randomly, I have been unable to find an exact cause for why it happens.

    Size of alien craft shot down does not matter.

    I also found that sometimes there are 2 crash sites in the same location for the same UFO shot down.

    I shoot down a UFO, and when clicking on the Crash site I get say "Crash site 57" listed twice.

    This means I can engage in ground combat, and still have the crash site remain even after I completed the ground combat.

    If I try to land at that same location after finishing a mission, it usually results in a CTD and I wonder if they may be related.

  4. I posted in the announcement thread as well, but I suppose this is a better place to bring it up.

    I just started a game after updating to V19, and I'm left with the impression that the TU cost of firing weapons have been dialup up significantly compared to the number of TU's a soldier has.

    A soldier trained in using a sniper rifle, dont even have enough TU's to fire an aimed shot.

    If I move the soldier he dont even have enough to fire a normal shot only a snap shot.

    And the snap shot can only be fired in the soldier does not move more than 1 square, or he dont have enough TU's for even that.

    Whats the point in having a soldier tried to use a sniper rifle, if the soldier cant fire it because of lack of TU's?

    Right now I feel that the sniper rifles are pretty much useless, since I dont have the TU's us properly use it, so I usually just equip everyone with a regular rifle.

  5. I think you misunderstood the problem I described.

    My problem is not coming face to face with an alien when using a precision rifle.

    The problem is that the soldier who is actually trained in the use a sniper rifles, dont even have enough TU's to fire an Aimed shot.

    And if the guy moves he cannot even fire a normal shot, only a snap shot, and then only if he dont move more than 1 square.

    Simply put, the cost of firing the sniper rifle is almost as high as the number of TUs a soldier trained to use it has.

  6. I just installed the V19 today, Was playing V18 and didnt know it was not updated.

    The visual aspects of the game, especially the Geoscape UI was a stunning improvement.

    I think it looks allot better now than it did before.

    After reading through the update notes posted here I could not find any specific details about it except 2 lines about the sniper rifle TU firing cost.

    Has the TU cost of the individual weapons been increased?

    The reason I ask is because after updating the game I had to start a new game.

    What I noticed on my first ground mission is that where I used to be able to move my soldiers 5-7 squares and still have enough TU's for a normal shot, but now I sometimes I have choose if I want to move my soldiers or shoot.

    On my first mission I encountered an Alien just outside my Chinook.

    I could move one soldier with a rifle to just outside the Chinook to fire, but the next guy, who had a sniper rifle, could not both move and shoot.

    If I moved him he would not have enough TU's to fire, and he would be blocking the line of fire of those behind.

    I could not just fire from inside the Chinook either as I didnt have a line of fire to the target.

    If the TU cost for firing weapons has been increased, its my opinion that they could still use a little adjustment.

    I'm not talking major changes, but I would like to be able to both move my soldiers and fire in the same turn, not have to choose.

    Other than that I think the game is coming along nicely, so keep up the good work.

  7. Despite having this update I still do not have the laser cells available, either for research or manufacture.

    I researched all laser weapons, but have no research or manufacture for Laser cells.

    I even loaded a savegame from before I researched laser weapons and still dont have them.

    Only way I could get them was to set the laser cells to unlimited in the items.XML file

  8. Banshee - hmm. Doesn't the contextual cursor still pop up if you mouseover the alien without a weapon selected?

    Everyone else - does setting all the grenades to have 99 range fix the range issues with them? I'm not sure it'll enable the soldiers to actually throw them further but should stop the suppression issues.

    I think you misunderstand me.

    My problem was that the alien was standing at a point where it was impossible for me to target it.

    I could only target the train wagon or the ground around.

    The alien was literally not visible, but hidden behind this wagon.

    I'll try to remember to get a screenshot next time to better describe my issue as I forgot when on that map

  9. I came across a situation today that really needs fixing.

    Not sure what map it was, but I had what looed like a train yard on the "left" side of the map.

    What happened was that I had an alien run out of the ufo and then over to a train wagon.

    On this train wagon was a container.

    Now due to the angle of the map, the alien was completely hidden to me.

    There was absolutely no way whatsoever I could target the alien with my weapons.

    The result was that the alien could stand there and shoot at my soldiers and I could do almost nothing abut it.

    The only thing I could do was throw grenades at the approximate location and just pray that they would actually hit the alien.

    Took me 3 turns to get the alien down, and I lost 2 soldiers in the process.

    I'll try to remember to get a screenshot next time I'm on the map for clarification

  10. I havent had the chance to play V18.3 yet, but in HF2 I noticed the lack of accuracy when throwing grenades.

    I lost count of the number of times I lost a soldier to a bad grenade throw.

    When I say a bad throw, I mean that my soldier would throw the grenade at his own feet and thus killing himself rater than actually throw the grenade towards its intended target.

    Even with a 0% chance to hit I cant imagine any soldier not being able to at least throw the grenade far enough away from themselves to not get hit, rather than just toss it at their own feet.

    I could understand the grenade landing at the soldiers feet if there was an obstacle, but I had this happen in open terrain with no obstacles in the way, as if the soldier just dont know how to throw.

  11. Ah, there's a new build out (18.3) that you download the same as V18. Then download hotfix 2 for that from the announcement sub-forum.

    Then download my research fix here: http://www.goldhawkinteractive.com/forums/showthread.php/4769-v18-3-HF2-Geoscape-Still-no-laser-ammo-on-research

    Not sure I understand here.

    I'm looking to download hotfix 3 and you talk about hotfix 2 and a research fix.

    I already have hotfix 2 so dont need to download that.

  12. The latest hotfix for build 18.3 should fix the close range shooting stuff. It sometimes seems to fail to work in a few missions but they'll still hit more often than not.

    As for the pinpoint accuracy thing, the new build + hotfix reduced alien LoS so they don't RF quite so much, and I cut the accuracy of their weapons by half. They still hit half the time, and the rest are close misses. Much more enjoyable.

    Sounds good, have to check it out.

    Is the HF 3 manual download like HF2 and if so where do I find it?

  13. embrace_Destruction, just to eliminate possibilities, what were your troopers armed with? Precision rifles, LMGs and Rocket launchers all have a reaction fire malus, whereas the rifle, pistol and shotgun have a reaction bonus (most pronounced with the shotgun and pistol).

    I dont know about others, but for me it dont matter what my soldiers carry of weapons.

    Sometimes I'm lucky if my soldiers can take 1 step before getting reaction fire from 3-4 different aliens, some of them across the map way into the FOW, and even hit with pinpoint accuracy from that rage.

    And sometimes I had the very same aliens do reaction fire at almost every single one of my soldiers, sometimes even multiple times against the same soldier as I move them across the map looking for a traget.

    If I didnt know better I would say the aliens have unlimited TUs for reaction shots because of this.

    While my soldiers never do any form of reaction fire whatsoever, which leads me to the accuracy of my soldiers.

    Aliens seem to be able to hit my soldiers almost all the time with pinpoint accuracy, even from across the map.

    While my soldiers cant even hit the broad side of a barn at point blank range, I have seen them stand on the tile right next to the alien, and miss with every single shot.

    Or they can try to shoot at an alien at range, but instead of hitting the alien, they hit one of their own allies which are standing on the tile ether to the immediate left or right of where they are standing.

    In other words, the shot leaves the weapon at a 90 degree angle to the left or right and hits an ally instead of going straight out of the barrel towards its intended target.

    Apparently the accuracy of weapons is determined, only by the aim type you use and by range up to a certain point.

    If you get closer to an alien that a certain range, your accuracy does not increase as one would expect, but remains the same even at point blank range.

    If you have 22% accuracy at 15 tiles, you have 22% accuracy at 1 tile, which is completely absurd in my opinion.

  14. At the moment, 1 terror mission per wave is a guarantee because of the way mission generation works atm.

    If you mean per wave of alien ships, then I can say that this happened to me with no alien ships within range of my radar at least.

    Could be there was ships outside my radar range, but there is really no way for me to know that, so I assume you mean per wave of ships that I can detect?

    Dont have to be a massive nerf, just tone it down a bit, 6 missions back to back is more than I could handle with just one base

  15. I dont know about others, but I feel the terror missions are too frequent and thin the frequency could be toned down a bit.

    I'm playing a game now where I had no less than 6 terror missions back to back.

    I barely had time to get my troops back to base before the next one popped up, with no time for my wounded troops to heal in the medical bay.

    On the 4th mission I went in with a team consisting of 1 Sergeant and the rest was 5 Private and 1 hunter scout.

    I barely managed that mission with 1 troop having 5 HP left when the last alien died.

    Terror mission 5 and 6 I didnt have the troops to deal with so had to let them nuke the cities.

    And I have yet to have the money to even build a second base.

  16. I find the reaction shots of the aliens to me quite literally infuriating.

    I had a few times when I just selected a soldier, not moved or turned on the spot, just selected and the aliens has fired reaction shots at the soldier.

    After reading the OP, I thought I would try the same, modifying the XML file to balance it better, but I find myself somewhat confused.

    I cannot find this reaction modifier to the weapons, I can find accuracy, but not reaction.

    Am I missing something or are those two the same thing?

  17. I have noticed that alien reaction fire as well, and find it damn near impossible to do anything without them shooting at me.

    And in most cases they hit my soldiers as well, usually killing them.

    Hell I even had the aliens do reaction fire a couple time only from me clicking on a soldier to select him.

    I once had an alien shoot a 3 shot burst right into my Chinook as soon as one of my soldiers took a single step, killing 3 soldiers in the process.

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