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CJueroX

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Posts 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. 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.

  3. 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.

  4. I figured it was really an FN Minimi (available 1974), but I been calling it a SAW because that's it's weapon class. It doesn't have to be an actual American M249.

    Ah, my mind automatically associates the SAW with the M249 (what a fun weapon :) )

  5. I am pretty sure they will change that, or I think they absolutely should. The equipment you recover from the craft should reflect what you ended up with and the penalty for your troops killing civilians must be increased. Civilians dying by the aliens is one thing, dying by your troops, is another.

    I completely agree, I just am taking advantage of the situation how it stands now :)

  6. 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?)

  7. 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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