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a_beorning

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Everything posted by a_beorning

  1. Middle of 3rd month in my case. My soldiers just get their first plasma rifle. Chances for civilians are small but still are. I'll say: - The same sort of chances vietnamese peasants (untrained but with AK-47s) have versus US army in 1970s - The same sort of chances afghan talibs (mostly untrained but with M16s) have versus USSR army in 1980s - The same sort of chances any guerilla warrior of any epoch have versus well-armed foreign invader. Chances to survive or at least to make them pay a real price for your life and your land. If they succeed in suppressing a single alien with flashbag and then kill him (3 to 1 is possible even with pistols), they already have a good, brand new, shiny alien gun. And then - let's rock! Simple. Dialog: "Base civilians versus armed to the teeth aliens. Nearly impossible battle. Will try / Surrender base " (User-side explanation) 'Cause attack catched them naturally with pants down. It's not base storage weapon - it's their personal, under-pillow, "never sleep without" Colts and TTs. (program-side explanation) Classical "XCom"s has a feature "pre-battle equipment screen". "Xenonauts" have no such feature. It is NOT a garrison. It's an absolutely emergency measure for cases: - garrison is not yet arrived (first weeks of new base) - soldiers are on the mission etc. My idea is to give very realistic feature more-or-less cheap in sence of programming hours. It's up for user to use it or not. I don't like and never use mashineguns - is the labor of its designer in vain?
  2. No, no, no. Not "research smelling salts". Research stun weapon. And in a stun weapon xenopeadia text added a line: "We also added a smeling salts in our medpacs - just for case" or somethig like that.
  3. After several hours normal play get the same bug. Loaded pre-combat geoscape save, start combat - bug still here. Repeated twice more. Exit game, restart, load, combat. Everything Ok, no bug. Memory leak?
  4. If there are no soldiers at base, it doesn't mean base is absolutely unmanned. There can be engineers and scientists. And there are for sure: - logistics manager - fuel engineer - radar operator - repairman - cook (starring Steven Seagal ) - janitor (Roger Wilco forewer!) and so on. Aliens attacking. Yes, all this personnel are untrained civils. But they really want to live! They get what they can found and try their chances in seems-to-hopeless battle. ---------- Now inside-game point of view. 1) If base is attacked and there are no soldiers, game "hired" several (2-4) "soldiers" with names "Civil worker №" and low characteristics (slightly less then average private). All this "soldiers" have (hidden) template "civil" - no crafted weapon, no armor, only what can be bought (in game terms) "for free and immediately". I think, pistol or shotgun and 1-2 grenades will be ok. 2) Normal battle in "base attacked" style 3) After battle, if base is still here, game automatically "fired" temporary soldiers AFAIR, possibility to arm engineers and scientists in emergency already was in one of XCom games - but not in first two. ---------- Of course, it's for Chris to decide how difficult is such feature to implement.
  5. Get this effect on two different mashines with different literally everything: mainboards, videocards, OS... So I think it's not a driver issue. Didn't report earlier because: - it was reported already - bug is rare, I do not know how to surely reproduce it - bug is not so annoying comparable to other bugs
  6. Maybe our new alienum-powered secret interceptors can only land on specially designed and outfited landing pad, so no landing in civil airport. Still don't understand why cannot land and refuel standart Condor - we did not build it, we bought in on market! And petrol was not so rare commodity in 1960x. And of course Chinook can land anywere except sea. Let's assume that its old good secrecy reasons. We self-destruct our copter after landing so nobody can crack our radio scrambling and friend-or-foe beacon. By the way, it was normal practice in 1960x. At least all Soviet aircrafts capable to fly out-of-borders were equiped with small explosive device to destroy radio-hardware in case of imminent capture. So - Chinook land near any residential area, and aliens have a possibility to start a misson to kill or capture our crew (as we have such possibility when they make emergency landing). Of course, if they are in range. If UFOs were not in range, or were intercepted by other base planes, or aliens lost a battle - game asks to which base survived soldiers should travel (from list of bases having enough living space). And then our boys&girls will go by normal civil means. By trains, by cars - bought or stolen, by buses, by airlines, by ferrys and so on. Hitch-hiking was already invented in 1960x And humans (our soldier ARE humans, you remember?) can easily merge into human society, much easier than caesans. Of course road will take long days - but not weeks! It's 20th century, not 19th. And - security means - all equipment is destroyed too. After battle, of course.
  7. Get same bug yesterday. When alien is near the rear end of ufo (closest to barn), he is vulnerable for grenades - you throw them outside of UFO but he is in the hit-range. ... Jack Daniels bugs? Workaround: try Laphroaig instead of it (with no ice, no soda - don't spoil good taste!)
  8. Month later same thing in Port Morsby. All identified UFOs in air were Cruisers and HeavyFighters
  9. I think of several features: 1) Dynamical (in air) squadron management: - possibility to split squadron in air (example: low-fueled F's come home while MiG continues pursuit) - possibility to join several planes (even from different bases) in a squadron to allow them attack UFO together (of course, planes to-be-joined must be in same waypoint or tailing same UFO) 2) Dynamical (in air) base/hangar reallocation: - if a base have a free hangar and my plane (from another base) is near it - why I cannot land it here? - why do I need unarmed C-17 to move my MiG from base to base, when distance is less then MiG range? (Interface: when selected waypoint for squadron is base but not home, and have enough free hangars, popup "Fly to waypoint/Land and set as homebase/Cancel") I do not know if these features are possible, and if possible how hard to implement. But IMHO they are useful and give even more reality without breaking game balance. Maybe in add-on if not in final release?
  10. One of my base (without soldiers) was attacked and destroyed, presumable by Cruiser UFO. Interceptors from this base were in air (intercepting another UFO). Two seconds later game crashes.
  11. My third terror, first two (Buenos Aires and Istanbul) were OK. Chinook landing it L.A. Popup "Engage/Abandon" - select "Engage". Game begin loading ground combat mode and crashes. I had a save in geoscape just before sending chinook. Loaded, repeat - same result. Desura or Standalone - no difference
  12. Start game, fight month or two. Build new base, wait for storage and living quarters to complete. Trying to hire soldiers for it. Done: empty selection.
  13. Saved with several UFOs and Interceptors in air. One of UFO groups was LandingShip with 2 Heavy Fightert support. Game crashes when load.
  14. Not every time, no dependance of cargo. Send 4 alienum torpedoes from my first base to second - arrived OK. Send to another base (farest from sender) - game crash when cargo plane must deliver. Both bases have identical constructions, both have storage. Tested in desura version, tested in standalone. Where to send savegame? "Manage Attachments" button do not work (shows error 404)
  15. When advanced medpacs are invented and old medpacs disappeared from inventory selection, all my solders lost their medpacs. It's very disappointing to suddenly find during a ground battle then you have no medpacs and cannot bandage wounded solder. And later, on base, to discover then your wounded solder died on battlefield just because someone made better medpacs (?!) Suggestion: a) old medpacs remain available OR b) (IMHO better) when adv.medpacs invented, they replace old medpacs not only in available equipment list but in soldiers equipment too.
  16. I sent two interceptor groups (from different bases) to intercept two different UFOs. Groups catches UFOs simultaneously (plus/minus seconds). I get popup "Engage/Disengage/Tail" from first group (2*F17) - choose "Engage". Game switch to air battle mode. Then I get popup "Engage/Disengage/Tail" from second group (2*F17 + 1*MiG) - choose "Engage" too. I have two planes on screen and three planes in right column! And enemy kills my planes in a window I even cannot see! I get this situation several times both in desura and standalone versions. Once I even get a "research complete" popup during air battle. Suggestions: a) Air battle can be a window with possibility to minimize and/or switch to Geoscape or another air battle window OR b) When air battle engaged, geoscape time paused - no other battles, no popups etc. till end of battle IMHO, both variants are acceptable (when first is more in-game logical and second is more easy to code). This bug doesn't really need immediate fix (I will try not to fight simultaneously in Alpha), but (IMHO) must be fixed in Release.
  17. I never had crashlanded Fighter UFO - not in v17.6 nor in 17.9 No matter what I try (missiles, machineguns), they all were destroyed. Did I miss some branch of technology tree? Or it's normal and fighters just self-destruct to avoid capture?
  18. First corvette I shot down and pillaged had 18.010 alien alloys It was a wery pleasant sum of money, but I'm not sure is it a feature or bug?
  19. Situation when UFO is crashed and all crew dies seems possible for me. But if game engine alredy knows there are no aliens at crashsite why load ground combat mode? No actual soldier activity, no training, no risk - just waiting for mode switch, soldier deployment on first turn and waiting for mode switch again. Why not to show message "found 6 alloys and no survivors" after Engage button pressed, without mode change?
  20. The same situation: 1) some tiles are empty 2) loading ground combat causes de-syncronisation between soldier position and soldier picture (game shows soldiers where they were when I saved, but when I try to select any solder game thinks he is in leftmost corner om map). 3) loading autosave of ground start causes error 100% Desura version. Total removing of game and re-install didn't help.
  21. Allows to make annoncements during missions: "Please do not panic. It's anti-alien operation. Civilians are invited to evaquate thru [choose direction] part of the area"
  22. It's simple, but it cannot be understood on pure game-mechanics level. To me, ANY good game of ANY genre (except maybe puzzles) is somehow a role-playing game. Not RPG in game-mechanic aspect. Not "dice-randomized game with character classes and adding bonuses for experience". Good game creates imaginary world and allows player to fill this world with persons. World inhabitants do live their lifes and make their desicions according to their personalities and current situation in a world they are living in. They know nothing of our game, of game balance etc. And it's annoying to me when most natural desicon of in-world person became impossible not because of in-world causes, but because of totally out-of-world "balance reasons". It looks like protagonist of a first-person game who can jump over 10-yards-wide chasm but cannot step over two-feet high fence. I understand inevitability of such barriers - sooner or later - because there is no PC powerfull enough to model a universe as a whole in all its aspects. I understand all necessity of game balance. But I try to found a way to reconsile inner (in-world) logic of game with outer (our world) game-balance and model limitation. My propositon was not "it's good for game balance". It was "it's logical for in-game people, cannot we allow it without destroing game balance?" It is not socialism for outside-of-game me. It is a socialism ("you allowed to produce only things you ordered to produce, no entrprising!") for in-game persons. And (out-of-game) I empathize to (in-game) commander. So why do we do all this micro-management at all? If a game is just a military operation sim, why to bother with research, manufacture, base maintenance? Why not to limit ourselves with supplied battle units - in a PanzerGeneral style? Because Xenonauts (like a classical XCom) is not just a military operation sim.
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