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DaReaperZ last won the day on March 12 2020

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  1. DaReaperZ

    V16 [ Game Play] Panic level

    I noticed this too, panic level does not decrease when winning battles or shooting down alien craft. I didn't play long enough to notice it becoming a problem because I gave up after a while because of the lack of a medical room The monthly orbital bombardment will certainly be a problem if there isn''t any way to reduce panic except for command centers and agents.
  2. I've got the same issue as you (well, I reckon everyone has the same issue), but my soldiers seem to be recovering their stress values. I just watched them go from 52 on all soldiers I used in my first mission down to 48.
  3. Yep, it's the medical room! The training center finished without any issue. So that's what EntityMutation was, "mutating" a build slot into a building. That's definitely the issue then. Here's a small excerpt from the log file. 2020-12-29 04:11:43,479 [WARN] (F:\Jenkins\workspace\X2 (Build)\release-0.63.0\Assets\Code\Screens\Strategy\Data\EntitySelectors\Specific\MyGeoBaseSelector.cs:37) Target is not set. 2020-12-29 04:11:43,482 [WARN] (F:\Jenkins\workspace\X2 (Build)\release-0.63.0\Assets\Code\Screens\Strategy\Data\EntitySelectors\Specific\MyGeoBaseSelector.cs:37) Target is not set. 2020-12-29 04:11:43,486 [INFO] (F:\Jenkins\workspace\X2 (Build)\release-0.63.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:632) HandledExceptionReport: ExceptionReport: Exception : Newly construct building can't transition to the enabled or disabled state. --> EntityMutationException : A crash occurred during delayed entity mutation - Mutation [ID: 1332, ComponentID: 12 - TaskComponent, Next: Task:Artitas.Systems.EntityAction, Added: True] --> EntityMutationException : A crash occurred during entity mutation - Mutation [ID: 1332, ComponentID: 589 - ProgressPoints, Next: ProgressPoints [0 - 90 - 90], Added: True] I'm guessing the ProgressPoints thing is related to the building progress of different constructions in the base. I will update the main report with the relevant information.
  4. I am building a training room and a medical room. It could be the same bug, though it is strange that it happens exactly at 18:00:00. I will try cancelling the medical room!
  5. Description: I finished my first ground combat mission of this campaign, got my soldiers back home and got the autopsy research, then at exactly 18:00:00 in-game time the game encounters a fatal error and crashes without warning. What Happened: The medical room finishes constuction and is what causes the crash. Further information: It seems to be an error occuring due to the medical room not being able to transition into a enabled or disabled state. Apparently the MyGeoBaseSelector script doesn't have a target, could be related. Reproduction steps: Load up the save, play along at the second highest speed. Just close any research that pops up and keep playing time until it hits 18:00:00, which is when the medical room finishes. output.log user_after_ground_combat_geoscape_ctd-1.json
  6. DaReaperZ

    [V11.3 Combat] Can't put down a weapon

    It is. I have V12 on Steam currently.
  7. I think they're called boots. Or at least, that's what I've heard. I really don't see the "webbed feet" unless you thought they weren't wearing shoes.
  8. I've had this as well, you can reload them by manuall drag-and-dropping ammo onto them and they seem to "turn" into advanced lasers again (i.e. their ammo capacity goes up again). As a result of this I mostly stay away from laser weapons and go straight from accelerated to gauss.
  9. Yup, it would seem that there's no animation for it dying.
  10. I've also had this happen to me in the current build. The hidden movement screen is up and I hear someone firing, hitting (sometimes killing) a human. Then I have to wait and see until it's my turn and it turns out it was one of my guys that was hit.
  11. Description: Straight up crash when using burst fire mode with the electroshock gun to stun the tentacleman. What happened: I moved up Christopher as the picture shows, then fired a burst to stun the poor tentaleman. He turned around, furious at my attempt to probe his netherrealms, and promptly crashed my game. Further Information: This might be one of those obvious bugs that are already known, but I couldn't find anything on it. It's easy enough to reproduce, just load up the save, move Christopher and try to three-round burst the thing, it should result in a crash, with a quick flash of a null reference in the error log. I should also mention, I almost accidentally won this one before being able to capture the Bossman McTentacleboy overhere due to the turn timer for "capturing the area" almost screwing me. user-65.json output.log
  12. It is always missing on all those walls on every UFO. I believe it's a known bug. The Exosuit is also missing textures.
  13. Yup, the aliens probably just clicked accept on everything ^^ Yeah I've seen the name being that way, seeing as it's very common it's probably known, it looks like the picture could show this bug, the UFO is very far away I'm guessing? Considering the heading of that Falcon I should add a picture too, don't know why I didn't think of that.
  14. Yeah it happened completely by accident so it was very lucky indeed! It seems that the multi-select menu doesn't respect the privacy of undetected UFOs!
  15. Description: Managed to send interceptors to chase a UFO I didn't know existed and was far outside my radar range in the Soviet Union. What Happened: I had just finished an alien raid mission waited for the month to end. Then I felt that I wanted to run some more comms tower missions to get a few more scientists, so I click one. Then I get the option to select either the comm tower (staging) or a UFO. So just for the heck of it I select the UFO and press the option to launch interceptiors. Then I see the red line tracking the UFO's position and I also notice it produced a Radar Anomaly in that area. Further information: I'm afraid I do not know how to reproduce this exactly. But perhaps the logs and save will prove useful. Considering the UFO's are actually there even when they aren't "detected" by the player, this should hopefully prove easy to solve with the saves. It seems to only work when they're close to something that causes the menu to pop up asking you which target you want to select. Two saves are included. The first save is before I sent the interceptors and I tested it just now. If you load up the save and click the comms tower in the center north of the Soviet Union as fast as possible it will ask you to select either the Strategic Operation or UFO-8, you can then launch the interceptors. The second save is the save I created after I had sent the interceptors after UFO-8. Good luck! This picture was taken after waiting a while so it could be seen very clearly, but the comms tower to the left of the invisible UFO is the one I clicked. output.log user-8.json user-7.json