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CJueroX

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Everything posted by CJueroX

  1. I have had saves go corrupt completely randomly. Usually during ground combat - Sometimes the game will crash immediately on saving (which tells me right away the save is corrupt), other times it will go a turn or so after the corrupt save before crashing (either with End Turn or randomly like having a flare be thrown onto a cover sprite). Problem is that I cannot for the life of me reproduce exact steps for these corruptions - every time it happens it is different. Sometimes I can go for an hour or so without having a corrupt save or crash, other times I will get one 5 minutes after launching the game and loading a 'safe' save. (V 19.6 HF 2) Right now I am probably going to stop playing the game a bit. It is irksome if I go a few turns without saving and encounter a crash + save game corruption when I save next.
  2. So far so good SnowiiFrog - you do have a habit of saying 'So' quite often, but I put that down to English being your Second (or third?) language right?
  3. I found this bug completely by accident, I sent a chopper to a local forces downed UFO (by the way, on that note: why are UFO's shot down by LOCFOR always 'Undamaged'?) and, as it was nearing the destination, a research completed. I clicked on the button to view the data about the research and then opened the research screen. The moment I opened the research screen the chopper hit the mission site and asked if I wanted to Engage, which I did. The result was that scrolling to the edge of the tactical map reveals the UI for the base research screen in the background. Picture: http://steamcommunity.com/sharedfiles/filedetails/?id=170603613 I will try to re-create it after work to see if it is a persistant bug or a random wonky bug.
  4. Nice looking changes - I will have to check out the research to see how much it will affect things of course (I get the idea behind it, but if the AI progression isn't slowed accordingly it could be very bad for people like me who aren't optimal with research) One question: Could someone point me to the change log that talks about how air combat was changed? I haven't been able to play for quite a while (I don't remember what experimental build it was on when I last played) and I noticed this morning that the air combat is tougher and my 'dead' interceptor (2 interceptors vs 1 light scout and I actually lost an interceptor, not complaining... just a little shocked) isn't really dead? [The interceptor in question is showing in my assets list and is in my hangar with 0 health] I have noticed that the AI seems a tad brighter than it was when I last played, they take up pretty strong defensive positions and make it a bit more strategic to take them out. There is still an issue (at least I think its an issue) where supressed enemies will still fire on me though.
  5. Ah, my mind automatically associates the SAW with the M249 (what a fun weapon )
  6. I completely agree, I just am taking advantage of the situation how it stands now
  7. The SAW would be a perfect weapon for Xenonaut squaddies, unfortunately we are a bit limited with the time frame the game is set in - late 70s early 80s we were pretty much limited to the 'crew served' lmgs (see Goetikmagus' post for why I put 'crew served' in quotes ) [two time veteran here, Navy and Army [was in artillery in the Army - desk pogue though]] I do agree with some of the suggestions behind modifying the current game LMG though - as it stands I rarely carry one with me (it is 'cheaper' to use a rocket launcher [in terms of TU]). Since the penalties for collateral damage are so minimal (-2 points / civvie killed by xenonaug forces iirc) and there are no penalties for property damage (nor does it seem to affect what you get from the recovered craft) the rocket launcher just makes it easier to have a hw backup team. Maybe to balance out the LMG with multi-round fire, change it so that the ammo belts take up more space and weigh more (maybe turn them into ammo cans that are roughly the same size [inventory space wise] as the rockets?)
  8. Did you remember to actually click on the newly created role? I thought that the custom role system was bugging out until I realized that, after creating the new role, I was not actually selecting it for my trooper.
  9. Very good book, it managed to bring me more into the frame of the game setting.
  10. The shields seem to be bugged right now (I have read a few threads talking about crashing related to the shields). I have only noticed the shields crashing when I try to enter inventory if I have one equipped (now I am just ignoring them until the devs can look into it)
  11. I have seen the same issue off and on - It doesn't have to be the end of combat all of the time either, sometimes just the end of a round.
  12. I actually enjoyed some of the useless research in the original XCom - who didn't get a chuckle when they first saw the Alien Surgery research page?
  13. Well thought out list - Xenonauts already has Ironman mode by the way I mostly agree with your points [though I found cover to be fairly useless when weapon fire tends to magically go through it and hit you (more often than I like)]. I have enjoyed the new XCOM but only because I take it for its merits, if I compared it too heavily to the original game then I would probably be disappointed. So far Xenonauts looks to recreate much of the original XCom while improving in some areas that should make the game shine [the events system is a nifty addition].
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