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a_beorning

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Everything posted by a_beorning

  1. It's realy aircraft missiles? Not missiles for soldier's rocket launcher?
  2. Yes, this lights are elevator-teleporters. They worked in v17. Yes, they are broken in current version. Most likely you still have one or more alive aliens on 2nd floor. It is still possible to kill them with grenades blindly, but I think it will take as many load/saves as next fix wil be earlier I already reported it here
  3. Read more watchful: it is no problem for corsair, it is a problem for torpedo! If enemy UFO try to run away from torpedo, torpedo need more time to catch it. Torpedo have limited fuel. If enemy UFO is fast enough (carrier is), torpedo spend all fuel before catch UFO. Look torpedo in flight with maximal zoom and pause every half a second, and you will understend. Corsair have another problem: it cannot carry heavy torpedos, only light missiles. It is possible to kill carrier with missiles and gunfire, but it will take VERY long. Carrier will not wait for so many squadrons, he will better fly into space. MiGs are not so fast, but carry 4 heavy torpedoes each. And torpedo is not as fast and manoeuvrable as missile, but have at least two times more damage. So - two MiGs, heavy torpedos, thinkful tactic and - carrier is dead. PS. Carrier is not the heaviest UFO in game
  4. I do not think it's a bug. Carrier (as far as I understand) have two unpleasant (to us humans) quirrks: - anti-missile system: first two missiles will be intercepted (not "first two in every combat", just first two of all). - high velocity: if you launch torpedo from maximal range, it spend all fuel just before catch him, so - miss. My tactics: 1) attack with light interceptor, shot 2 any missiles, he shot them and exaust his anti-missile defence, I withdraw. 2) attack with 2 MiGs*4PlasmaTorpedo. Do not shoot in his back but disable your launchers and wait while he turns sidewise, so torpedos will need shorter path to catch him. Begin to withdraw MIGs immediately after launch to minimize risk AND lure him to torpedos
  5. In multi-leveled UFOs elevators do not work for humans. It means inability to get into higher-than-ground levels. Tested for: Cruiser, Carrier, Battleship. It is not so critical for Cruiser (aliens mostly go to ground level by themselves) It is sometimes bearable for Carrier, but only because a current mess of a map - Xenonauts in sentinel jetarmour somehow move to 2nd floor through black tiles of 4th floor. And if aliens will gather on first two floors, they are history. But if not - abandon mission. But for Battleship - mission really impossible.
  6. Beautiful. At least for my liking BTW, a sergeant on barrack picture - where did he lost his left arm? Will it be a part of story (perhaps somewhere in movie interlude)?
  7. Yes! Exactly! Developers, where did you find so good mind-reader and how much do you pay him? I will wait till release and then ask my boss to lure him away. And no more troubles whith stupid users inability to explain what they really want from us programers! Thanks!
  8. Now orders to sell items and to send to another base are called in one screen and with one button. It can cause user to sell items by mistake. He clicked needed quantity with arrows, selected base to send, pressed "Sell/Transfer" button - and all his precious MagRifles disappeared in thin air, leaving him with a ridiculous sum of money instead. Yes, it is his own mistake - he clicked wrong arrows. But it was so easy to miss. I propose: 1) Separate sell mode and transfer mode. When sell mode is active, no destination base is on screen. 2) When sell clicked, opens popup: Following items will be SOLD : (...items...) for (...sum..) Sell/Cancel When transfer clicked, opens popup: Following items will be transferred to ...basename... (...items...) ETA (...hours...) Transfer/Cancel
  9. Alien base. Hyperion hovertank ended its turn in doorway. If it was not Hyperion but Hunter, door will be crushed open forewer and all will be OK. But Hyperion do not crush things. During alien turn door closed. And now Hyperion stuck - it cannot move forward nor backward (but can rotate somehow), and soldiers cannot open door for him because way to this damned door is closed by Hyperion's fore and back tiles. Possible solutions (if it is bug, not feature): a) make doors do not close if something is in a doorway b) allow Hyperion to crush objects like Hunter, but only when stops (it's logical: it fly safely when fly, but crush when land). c) allow tanks (somehow) open doors
  10. I transferred a plane from one base to another. Target base had a free hangar. C17 with my plane onboard was intercepted and destroyed by UFO. Now target base have an hangar, occupied by non-existant plane: base with 6 hangars have a Mig, a Corsair, two Fs and Chinook (totally 5), one hangar drawn as empty, but "space used 6/6" and impossible to buy, build, transfer a plane or demolish hangar with an "invisible ghost of never-arrived plane".
  11. Now most of project data is stored in xml files. And some of them are not pure xml files but MS Excel tables saved in xml format. They contain vast volume of excess information (such as column size, font styles etc). This information gives no help to game but: - increase volume of files (it is critical - game already include over 180Mb of XMls) - force you to use two different data reading modules, and it is a potential source of sudden bug (I stepped on this rake in my projects). I propose to unify data format. Preferrably as real XML, not "XLS as XML" My second proposition is save game in XML format too. Yes, it will increase volume of savegame file, but (by my experience) very much simplify debugging process. And in final release you can just add any simple-but-reliable zipping+crypting procedure to prevent savegame cheating. Only big minus I see - such save will reveal some of game's "inner kitchen". How to rate this risk is up to DEVs. PS. If such themes are not disputable, or if you prefer not to discuss game innards openly (moreover with outsiders), or "just who are you a_beorning to teach us how to write software " - DEVs, just say so (here or in PM), and I drop it, with no hard feelings on my part.
  12. Hairyscreech, no, it's not the case. I moved squad in reserve, un-assigned.
  13. I try to manufacture Assault shield. When it's time for completion, game CTD.
  14. Max_Caine, have I understood correctly, post-battle procedure can somehow change soldiers who wasn't involved in battle? DEVs, there are no data isolation at all ?! [shocked]
  15. Situation: alien is not covered from your soldier, but covered from you (player). Effect: you are unable to aim him with your mouse. Game try to aim an obstacle. It's not 'too small % of hit' sutiation, but 'impossible to aim with mouse cursor' Only possible methods to kill such alien are total demolition of obstacles or using area-of-effect weapon. Example: Possible solution: non-alien map objects (walls, monuments, flowerbeds etc.) must be target-able ONLY in forced fire mode.
  16. Giovanni, I do not know how this bug works. After some in-game events transfer causes corrupted saves. Maybe something in base laying-out, maybe something in equipment, maybe something in roles. Maybe it's plasma weapon already invented, maybe existance of 2nd chinook.... How to reproduce? 1) Load my "before transfer" save. Bug-generating factor must be there. 2) Transfer un-assigned soldiers from first base to second. 3) Save game (new slot) 4) try to load.
  17. Empty Loght scout bug succesfully fixed. Now - Landing Ships Update: not every Landing ships. After 3 empty ones, I catch a normal one - with sebilians and haridans
  18. Trained crew for second base while it was under construction. Base complete. I transferred 6 soldiers - transfer OK. They are available, equipable etc. But every save after transfer is corrupted and load=CTD I loaded from pre-transfer save, repeated transfer - same effect. Save before transfer: https://www.dropbox.com/s/z6rtkps8tyztzu7/before_transfer.zip Save after transfer (corrupted): https://www.dropbox.com/s/k9drrhf5s5ua3n3/after_transfer.zip
  19. Maybe if not active UI map, it's possible to set a picture map as a background of loading screen? Just to give general idea of terrain. Picture need not be runtime calculated, it can be just applied to a map files. Style of picture is different for different type of missions: City map for terror missions (like this) Pre-landing polaroid foto for most missions (I am bad painter): Maybe "pilot's pen-drawn sketch" for some places:
  20. If I understand correctly, save file structure and data is changing from one version to another. It's a reason why savegames from prevoius release are unusable. It's good when some of most irritating bugs are fixed. But it's nevertheless annoying to abandon game and start everything from the scratch. Is it possible to supply new versions with a simple (maybe even command-line) tool for converting old savegames to new format? At least geoscape saves, not combat? If not, maybe include a version info in savegame, just to check when load and exclude situation when user guessing "is it a long loading process, or a bug, or I mistakenly selected a save from previous hotfix game?"
  21. V18 crates or v17.91 haystacks are not so terrible. It could be worse. In russian comedy movie "Peculiarities of the national hunt" there was a living cow, transported in a bomb compartment of Tu22M bomber.
  22. Subj. When click terror site, impossible to select chinook because it is in air. When click Chinook to redirect and try to select terror site, it does not became chinook's target but activate a popup "who to send here". Bug was in v17.6 (maybe earlier) and still exists.
  23. Bug still exists (maybe not every time). Symptoms: - possibility to see and shoot through UFO walls - UFO roof does not always vanish even with soldiers inside - no score points for "UFO secured" in post-battle debriefing
  24. Another map (not a same where haystack was) Savegame: https://www.dropbox.com/s/izzsbhqppi5emaq/2013-04-04_02.31.39.zip
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