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Blaster

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  1. Just did some testing using the new patch over a fresh install. (v16 stand alone-> v16 to v16.1 (tass), v16.1 to v16.2(v2, chris)) I've managed to have one CTD on the farm map so far out of about 10 or so missions, both caesan or otherwise. That one CTD was actually against sebillian troops, light scout, and on reloading the save several times I wasn't actually able to reproduce it. Strangely enough there was still an invisible friendly on the map. I can send the save if interested. So although I still had that one CTD, playability has increased for me heaps. I've only had one mission against a crashed scout so far, caesan, and it went without a hitch. Will see how I go once I get into larger battles. So I'm pretty sure all the fixes made so far are actually working, there might just be more offending units. Edit: Just had another CTD, similar scenario: sebillian troops, scout, farm, a couple invisible friendlies. Couldn't get to reproduce again.
  2. I suspected the problem was with caesan vaulting as well, so I added a vault animation set to alien/none/soldier_spectre.xml, and haven't had this CTD after quite a bit of testing. I'm using v16.2 on a fresh game. It's worked for me so far--really hope this is where the problem is!
  3. Following a post of Chris' in the bug report forum about the problem being a missing animation, I tried adding a vault animation set to soldier_spectre.xml in units/alien/none (I pointed to the unused vault animations from ceasan guard, since there weren't any vault sprites in that particular folder). I've tested the farm map four times with this addition, twice with caesan being present, and haven't had a crash yet. I'll keep trying to see if this stops the CTD. The vault animation doesn't fit of course, and might be unused for a reason, so it looks a bit silly. But no crashes so far... will keep testing.
  4. I've just done some testing using the 16.2 patch as well, and got a CTD on the farm map, first round, using a new save. My hunch is that it is something to do with caesan troops, as battles with sebillian troops almost always play out without hitch--even on the farm map. I had a couple of trouble-free battles against sebillian scouts on the farm map before the CTD farm battle in 16.2 as well. Unfortunately since the crash often occurs on the first round, I can't confirm that 100%, but it is overwhelmingly the case for me. It was this way for 16.1 as well, which I've been playing all day and have a game well into november! (it's been a blast, didn't have the oct save bug this time either--that might be related to using the reload-troop-pool workaround, which I didn't use this time, will have to test that)) CTD usually occurs with caesan in terror missions as well, and I have also reproduced that using the 16.2 patch. Edit: That being said, I also still think it's related to fence jumping...
  5. I agree with the general consensus regarding 1). Blanket upgrades to recruits doesn't sit well with me, feels bland and would leave me questioning it as a player. Occasional sergeants etc. in the recruiting pool is the perfect compromise, and would generally make the recruiting pool just more interesting. Rather than have this increase over time, I would prefer a set chance for their appearance in the pool that doesn't change, or changes depending on country relationship. If you're good to a country, having that country willing to provide its more valuable troops makes sense (player rewarded for their efforts, game reacts to your decisions, all positive things!). Like most x-com players, I've always prepared for and accommodated for casualties by rotating members anyway and I haven't considered it a problem at all, but a fun part of the game. Regarding 2) I agree with you that I don't like the idea of the 'cheating' ufo positioning. The geoscape would lose a lot of credibility if I knew that was going on and would lesson the impact of my decisions on where to place my base(s). I'm not against the idea of alien craft occasionally crashing on their own accord or due to non-xcom forces, but to really solve the problem I would suggest: -To seriously consider Jean-Luc's ideas regarding cheaper base creation. It wouldn't need to be as complicated or game-mechanic changing as making the player pay for different sized chunks of land (although that would be awesome), just reducing the initial cost of new base deployment (say to something as cheap as 300,000) while slightly increasing the cost of the actual buildings would allow us to make specialized refuelling spots for the chinook. (simple entrance+hanger, maybe storage/living quarters) -Increase the length of time alien crafts stay landed, thereby increasing the number of ground missions without necessarily increasing the number of crashed air craft. I don't think I've actually managed to attack a single alien that wasn't a terror mission or a crashed craft. Is it even possible? -I know that this has been out-right dismissed before, but since I like the idea and think it would fit in nicely with specialized bases I'm going to suggest it again: missile batteries having AA capabilities on the geoscape. I really don't think this would replace the functionality of interceptors. Interceptors would still have the advantage of being far more versatile, more range, and slightly less likely of giving away exact positioning of your base. Just a simple short-range measure that doesn't make bases feel helpless while your air support is still getting its legs, and letting your chinook leave the base with slightly more safety. Having your chinook shot down is probably the most cold-hearted thing the game can deal to you. Edit: regarding chinook range, with cheaper bases this wouldn't be a problem, but the game should let you know that a destination is out of range before setting off for the target. I've accidentally messed up a couple terror missions this way!
  6. I also agree that a little national flag next to the soldier nation or in the corner of the soldier portrait would be a great, small addition that would add a lot of flavour and personality to the soldiers, and was about to suggest it myself!
  7. This was my first surprise in the game as well! Like Gorlom mentioned I read somewhere that general balancing of the campaign hasn't happened yet, so instead I'm treating it as a challenge for now. I've had quite a bit of fun restarting to try out different approaches to countering the alien air force. I haven't made it past mid-october (due to saving bug at the moment), so I can't tell if my solution is valid, and also haven't browsed for tips, so I'm sure there are others who have already figured out the best way... But so far my answer is 'yes!'. The first thing I do in the game is start expanding my hanger space and start investing in mig31 research (for alien spacecraft too quick for the f17s). Haven't tried out the first new missiles available from research yet, as stopping power isn't so much my problem at the moment as numbers are. In my latest game I had 3 f17s & 3 mig31s, and I wasn't quite able to handle the increasing number of fighters. I think I need another f17 or two so that I can rotate damaged crafts and prevent having to use the migs too much in dog fights (might reduce number of migs to 2). My current problem is that by investing so much in one base, I haven't been able to expand to an operational second base yet, and funding in regions outside of my only base are suffering, while replacing aircraft is the the number 1 expense of our operation. If I feel I'm constantly one or two steps behind of the aliens I think the balance is just right, I like that feeling of dread and being over-whelmed and under-prepared. I had one quite incredible moment when my chinook was being tailed by 3 alien fighters, and I had to use two migs & an f17 to take them out only just in time. Managed to get away without losing a ship somehow! It's definitely a different feeling than in the original x-com. I like having a suddenly increasing number of alien aircraft--feels much more like an invasion. But like everyone else has said, it likely becomes unmanagable (in a not-fun way), so there is definitely a lot of tweeking to be done. Edit: edited wrong post!
  8. Just want to chime in and thank everyone on the team as well! I've been following the project for yonks, and it's shaping up to be a stellar product. Don't lose heart and keep it up!
  9. Ah, that's really unfortunate. Hope you guys can find a solution! I'm not sure if it would be too much to ask, how big a job it would be, or if you're allowed to at all, but is it possible to release a simple zip with the updated files in it that we could simply extract to the game folder? Can't afford to download another 2 gigs!
  10. I'm a bit torn on this one. On the one hand... the more information available to player->the more tactical combat is. On the other hand, having less understanding of the alien foes makes them more mysterious & adds to suspense. My ideal solution wouldn't be a toggle for this kind of information, but for this kind of feedback to become available depending on how far down the research tree you are for that specific unit. After having done an autopsy and captured a live alien of a specific species, it would be nice to have feedback in combat on the health & state of those aliens when you see them (including whether they are supressed or not). But altogether, I'm more than happy with what we've got now. I chose partial.
  11. Can confirm that duplicated soldiers are still happening in v16. I'm not sure when it occurred, as I only just noticed that I've got a duplicate (exact name & stats). Note: In this save I have often used the workaround of starting a new game, then loading my previous save in order to get around the empty hire screen. Dismissing one of the duplicates causes crashes on re-entering the personal screen, and if visiting the soldier screen (after dismissing) the suspect soldier doesn't have a face or portrait. Here is the save: http://www.filedropper.com/2012-10-16124540
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