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Lancebloke

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Everything posted by Lancebloke

  1. Is the human base being worked on in V19 or is that a longer term fix?
  2. I am currently on a train coming out of london... its really not much fun in here!! I think the update I am most looking forward to is one that fixes the bugs in human bases. Haven't played for a month as keep getting to the same sort of time (december) where I get attacked every 5 mins and lose most of my soldiers cause of bugs. Other than that, look forward to being able to play through properly at some point soon!!!
  3. Yeah, I think the base defence is a known issue too and in the same state (if not worse) than the alien base assault. I have assaulted 2 bases, got pasted in one early on and then tried more recently and only lost 1 person due to my own negligence. The day/night thing is annoying but just meant spamming glow sticks. Waiting for releases with the xenonaut bases that you can actually fight in before I start again.
  4. it depends on how many maps there are going to be for each ufo. At the moment I generally know where a ufo will be when I get my troops out of the dropship. In a perfect world, each map would have 3 or more different versions and the ufo could be in different locations each time. Then there would be 4 or 5 different map layouts for each terrain type so the chances of having the same scenario over and over is reasonably slim. Right now, there is no reason why it shouldn't be 'explored' with just FOW.
  5. I tend to focus on one base as otherwise I end up getting smashed in later months. Regarding corvettes, I tend to do the multiple attacks if I havent already researched alenium explosives. You do know you can re-equip the front 2 sidewinders to avalanche torpedoes? 4 torpeodoes and 4 missiles from your condor should do the trick on corvettes. The landing ships are a bit more tricky. My issues with balancing is around the aircraft capabilities vs cost vs waves of ufos. I never bother with the corsair as it takes to much time and resource to build versus what it gives. Might as well risk condors and buy more if they get shot down. The marauder on the other hand is a tough piece of kit but takes bloody ages to build and costs loads. Without taking advantage of bugs, I havent been able to build one before aliens start spam attacking my base, at which point the game is unplayable because of the human base attack bugs. Think either the corsair should be balanced as a worthy stop gap (I.e 3 would be a match for a large ufo, 1 or 2 for medium) or the marauder should take far less time or money to build (I.e. less engineers needed or less money to allow for more engineers). I hope the human base bugs are being worked on for version 19 as that is what results in my quitting and starting again.
  6. Matthew/Sathra - Did you find anything with my savefile? I haven't played the game since then... hoping it was helpful for the stable build 19 (whenever that will be). Thanks.
  7. Thats cool. Just wanted to make sure I hadnt messed it up. Hope its useful.
  8. I often get the aliens in the control room giving me some reaction fire when I come in through the front door.
  9. Not done this before... hope it works. https://www.dropbox.com/s/6jdxd1182lr9rki/2013-06-11_22.36.09.sav Savefile covers all of the issues I have mentioned recently including the hiring old soldiers who are wounded and never heal, this base issue and the issue when my base gets attacked and my defences successfully defend it.
  10. Solarius - agree with you on the cannon front. I would assume that an aircraft mounted plasma beam/gun would have far better range than it does. Same goes with the magstorm considering you are talking hypersonic velocities... these should remain accurate for a few miles not just a tiny bit more than the cannon. Is it possible to get funding blocs back on side again or did that get left out?
  11. I can't attach a file for some reason. Are you able to provide an email address to forward on to?
  12. I dont know if the base is big or not. I have tried with a few that have just appeared. Only had the steam version a few days but will try and follow your suggestions. I did try a base quite early on and it worked (got my arse kicked though). I have to attach my savefile for some other issues I have mentioned anyway. Maybe you can test?
  13. Sathra - so I guess with number 2, the bug I seem to have is contributing to the ridiculous amount of ufos I see! Hopefully someone can look in to that one then.
  14. I am currently in april 1980 and every few days the planet gets spammed with all sorts of battleships and interceptors that I cant do too much about. 3 marauders can't take on a battleship plus 2 interceptors as they run out of ammo let alone the rest of the fleet that arrives. Is there a link between how many alien bases there are vs how many ships are around? I currently have a bug not letting me attack their bases (reported in bug thread but no reply yet) which has meant there are at least 8 alien bases on the map. I have lost funding from nearly all areas and have resorted to the infinite money glitch since it is a bug causing the loss of cash flow in the first place. even with that I cannot physically build enough marauders to make an impact. I keep losing my landing ships!!!
  15. There are now about 8 alien bases on my map and I have lost funding from all but 3 of the supporters. Have had to resort to the weapon selling glitch to keep myself going. I assume the number of ufos about is affected by the number of alien bases too as there are swarms of them.
  16. No, it is skipping the square and making me target the ship itself or squares around it. Also had one last night in the doorway of the battleship. In all instances it seems my troops can hit the square with reaction fire but I can't target it myself.
  17. I have had a few ground battles against battleships and there seem to be some zones underneath each 'wing' wherein aliens can move however I cannot target them. They end up massacring my soldiers unless they decide to move themselves.
  18. I had an issue whereby some of my soldiers wouldnt heal themselves, one of which was a commander. Took the decision to fire them... they have just come back up to hire and thought 'why not'.... they arrived and they are still injured!!!
  19. Hi, I have tried going to a few different bases and every time I 'end turn' in the deployment phase, the game freezes. Have tried several times in several different bases.
  20. Hi, I seem to be at a stage of the game where the aliens have found my base and seem to want to constantly destroy it (at least once every 2-3 days). Problem is, when they land there are so many bugs that I end up losing half my team, but if I try and wear it down with fighters and then let my base defences finish the job, it kind of crashed. I say kind of as basically I get the 'successfully defended' message but when I click ok it doesn't disappear... ever. The game still shows as running on task manager. Not sure what to do from here as the game is now pretty much unplayable with so many base attacks.
  21. I have been having a lot of issues with obstacles that are not there, always around the doorways to the entrance to the base. Cannot move, fire or even aim at them. Can see you are working on it... let me know if any screen shots or anything would be good.
  22. I have been getting the same issue and accounts for the majority of crashes. It isnt just for 3 fighters, sometimes happens against just one.
  23. Because there may be more than 1 alien there that can take out your tank. If you had maybe 3, 4 or more aliens in cover that you could suppress in order to get other troops forward... would you take the one shot, probably lose you tank in the alien movement turn and then lose the advantages the tank has..... or would you suppress the aliens, move the tank back out of range and get some men forward and in to cover ready for the next round? I use my hunter more as a scout right now, lots of TUs for movement and can take a shot or two. My losses of men tend to be higher when I don't have that capability.
  24. That is why I mentioned against early aliens. I would imagine later aliens to have armour that makes kinetic energy weapons all but useless.... especially their robots. And the trade off to me would be having heavy armour on the open battlefield at the expense of soldiers when it comes to breaching UFOs... and judging by the corvette, if later UFOs are much bigger then you will want as many men out there as you can for when you finally get to the UFO. Obviously you also cant use them to raid buildings.... would be good if the A.I were to recognise that and fall back to close quarters if a vehicle was on the battlefield. Re the accuracy piece, I would suggest that at the expense of almost guaranteed kills (only on open ground), there should be two settings. 1 supression fire mode which may accidentally hit an alien with a shot but is intended on stopping reaction fire while you move troops. The second would be a single burst at a single target giving a certain kill (early game) but costing enough TUs to only allow 1 such burst followed by minimum movement afterwards. This is just my view based on the fact that, in reality, a vehicle should tear apart an alien if the other weapons do the damage that they do. I think that it can be balanced out based on my points above.
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