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chiroho

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Everything posted by chiroho

  1. Out of interest, where is your main base located? Or what did you call it? Mine is in Africa so always seems to come up first because it's first alphabetically regardless of what other regions I put a base in, but it looks like the bases in the last are being ordered alphabetically.
  2. I completely agree. But given that the Xenonauts are supposed to be drafted from the elite military units of the participating nations, they should already be very well trained in both the skills and the mental state required - even if they're still rookies in terms of facing non-terrestrial beings. That said, I had a mission today where the soldier with the HEVY launcher managed to, twice in a row, actually fire in the opposite direction of the target and hit the wall behind them, injuring both themselves and the soldier next to them. Which seems ludicrous. Even someone with little to no experience with a gun/grenade launcher isn't going to fire it backwards.
  3. I've had general concerns about this as it's definitely happened to me before as well. Things like the soldier using the HEVY Launcher shooting something immediately in front of them, going almost 45 degrees either left or right, or even shooting half as far or twice as far as the target. While I certainly understand the fairly low chance to hit that sometimes comes up, these are supposed to be soldiers pulled from the elite of the elite of the world's military, come to fight against an alien menace. And even though the HEVY launcher is a newly researched item, it's not really that different from many grenade launchers used throughout the world's military. So while there only may be a small chance of hitting the target, it would make much more sense to me if a miss resulted in going a few squares left, right, over, or under. The lower the hit possibility, the more likely to be further away from the aiming point. So some sort of grid or circular template with possible hit chances around the target would make a lot more sense than the current behaviour. Similarly for throwing a grenade. These aren't civilians who have been conscripted into the fight, and throwing a grenade directly into the tree right in front of them seems extraordinarily unlikely for any highly trained solder. They may not hit the exact square they're aiming for, but they're not going to miss 45 degrees to the right and half the distance they were aiming. Even people who aren't great at throwing objects like balls usually can manage to get it in the general direction they're aiming. Anyway, that's just my thinking on this, but it would probably entail a significant redesign of the way things work. I totally agree though that the shooting at your feet that happens quite a bit in the game seems pretty ridiculous given who our soldiers are supposed to be.
  4. Not sure if this was intended to be addressed in the 7.4 beta, but it still seems to be present.
  5. Try loading the attached autosave which is from immediately before a terror mission. In addition to entering the terror mission and encountering the instant "Mission Complete", I have also loaded this save file twice and both times the mission completed within a couple of seconds of the ground combat screen showing. So all you should need to do is the following: Open the save Start the mission Wait for ground combat to load After GC loads wait a few seconds for the "Mission Complete" message. Interestingly, if I went back and load the autosave that is generated for GC, the mission does not automatically end I am able to start it normally. However, when I hit End Turn after initially moving my troops I get a CTD. strategy-19.json
  6. It looks like the art for the 10 man dropship in V7 hasn't been updated properly on that map. I've not seen that problem in any missions that I've been on, but I don't think I've managed to get past anything larger than an Observer in any of my run throughs, and this is obviously a much bigger UFO.
  7. I'm on Steam so I had it check the integrity of my local game cache and ended up with three files being replaced. No idea what happened, I certain that I hadn't manually changed anything, but after doing that I see a 30% resistance for Kinetic damage and 20% for Thermal and Shock, which I'm guessing is normal. Chalk that one up to something weird going on.
  8. I definitely agree that loading a save game after closing the game and reopening it does seem to be related to some of the issues. I definitely notice the list emptying then. I've also noticed that soldiers disappear when changing from GC back to Strategy. However, I just completed a mission in which I had 10 soldiers on the dropship, and 6 assigned to various recruiting missions. I immediately looked at the Soliders list as soon as I got back to the Strategy view and while the 6 assigned to recruiting missions were not there, and I don't think they had been since I loaded the save, the 10 on the dropship did appear. So while this may well be part of the issue, it doesn't seem to be the entirety of it unfortunately.
  9. In the attached save game, I have just shot down an alien fighter which generates a mission where it is possible to recover materials. However, even though I have three soldiers available and showing up in the soldiers list as simply "In Training", the game will not let me assign them to the mission. The three soldiers at the bottom of the list just returned from another operation where they removed an Alien Infiltrator. The other 10 visible are on the dropship on the way to a crash mission. (Probably another 12 floating around somewhere that I've recruited that are not showing up.) These three soldiers are disabled in the selection list for the mission and I cannot seem to make them available. user-20.json
  10. I have just built Skylance launchers, and when I manufactured some and went to equip them to my aircraft I noticed that although the number of available weapons changed, the display on the right didn't refresh to show the change in weapon - it still showed the default cannon. If you open the attached save game, you will see that Falcon-3 located in Africa, which is my main base, has two cannons as its' armament. If you go to change the loadout by clicking on one, there is one Skylance launcher available. Select it and in the display in the middle of the screen the available weapons changes to show that just a cannon is available. However, in the view on the right, two cannons are still shown. Only when clicking to Falcon-2 and then back to Falcon-3 does the newly equipped Skylance show. user-19.json
  11. Seriously, I think I have three different soldiers called Chris England that I've either recruited or are available for recruitment. Each has a different portrait, but the name seems to keep showing up month to month. I'm guessing part of this is that the pool of names isn't yet expanded to what it will eventually be, but I thought it was amusing.
  12. Weirdly, if I load that save file then the resistances show at 900%, not 20%. So it seems to be something sticking with my game. I don't remember exactly what happened because I didn't notice at first. I seem to vaguely recall equipping and unequipping armour, and then suddenly the value jumped to 900. It was more something that sort of flashed in the corner of the screen rather than anything I was specifically paying attention to. I'll have a look back and see whether I can potentially reproduce the problem. I think I have a save immediately following a mission where just two soldiers were equipped with combat armour as that's all I'd been able to build at the time. If not then I'll start a new game and see if I can reproduce that way.
  13. Totally get that this isn't a bug per se - you want to have the half wall providing cover. But in the case of it simply being raised ground, in a normal situation it would actually make the unit more vulnerable as they're more easily seen by anyone looking that way - a bit like a unit standing on the ramp to the dropship (which is also a bit weird at the moment as they seem to hover in mid air, but that's something I'm guessing you just haven't got to graphically yet). I also think I noticed the same behaviour when playing in a 6.x build a couple of weeks ago where a Sebillian climbed up onto a flowerbed and walked right next to my soldier who was sheltering behind the same flower bed. Even though the alien was standing visibly higher, it was still getting that 30% cover bonus. So I guess it will just come down to what rules apply when. If you need me to test anything then just let me know.
  14. Obviously if the landed UFO takes off that's a different scenario, and why you have a CAP around to make sure to shoot it down so you can then do the ground mission anyway. But having missions not despawn if there's a dropship on route would certainly be good. Also, and not sure if you're doing this in X2 since I haven't made it that far in the game, if it's possible to build faster dropships as well that would also be a possible solution, but getting that hit in the early game is a pain otherwise.
  15. From my recollection, and it's been a while, I was able to finish the final mission without any casualties - though the first time through was definitely not easy. And even with all the reapers spawning, so long as you're out of their sight range they won't attack anyway. So just make sure everyone is up near the final room and the reapers cannot see you and hence don't attack. I think the only problem I had was that when fighting the High Praetor I had a shot miss and hit the door behind it, resulting in the door to the exit not being able to be opened when I finally killed the High Praetor and hence dooming everyone on the mission. So if you can ensure that there isn't something finicky like that in order to actually make it out of the mission this time around that would be great.
  16. I noticed this initially when only some of my soldiers had Combat Armour. But as I've equipped more with converted alien weapons, it doesn't seem to be happening as much. So I'm not sure exactly what is triggering it. I'll see if I can create a reproducible case and get a save uploaded.
  17. Okay. I wondered whether that might be the case. Makes it easier to shoot down some of the more difficult UFOs for the time being though.
  18. One thing I've noticed with V7 is the change to the central base with the Skyranger and multiple regional bases with Radar and Interceptors. If an Alien Raid mission occurs in say western North America and your main base is in Northern Africa, the Skyranger is so slow that the raid almost invariably disappears before it can get there. So you take the hit in the region and likely lose funding at the end of the month, but have no way to address that. Given that there is no mechanic for having soldiers or other Skyrangers located in other bases, how will this be addressed? I don't think that you want to go back to something that is essentially X1 with a slightly nicer interface, but if there is no way to get to a raid mission before it disappears then that means countries will be dropping out left and right with no way for the player to address the situation. What are your plans around this?
  19. Just wanted to mention that I just saw this again in version 7.3. It's possible that it simply hasn't been fixed yet, but I wanted to make sure you knew that it was still coming up in the latest patch.
  20. If I enter the combat screen when attempting to intercept a UFO, even a Probe, my planes always suffer at least some damage. However, if instead of going into the combat screen I choose to auto resolve, I never receive any damage and the UFO is shot down. So far I've only tried this with UFO's up to Scout size, but will see if this continues with larger UFOs.
  21. After researching and manufacturing Combat Armour, I noticed that all my soldiers seemed to be "Resisting" many enemy attacks - I'd come back from a mission without suffering any injuries. It hadn't occurred to me why until I looked at the resistances in the Armoury screen - when wearing Combat Armour everything is pegged at 900%. In the default Tactical Uniform it's 0%. Not sure what the values should be, but I don't believe that 900% across the board is correct. I don't believe that this is save game specific, but I'm attaching a Geoscape save so that you can easily see the difference by swapping in the different armour types. user-12.json
  22. I'm sure they were there in 7.1 and 7.2, but I'm not seeing them either. Stun Gas grenades are definitely there for the belt, but no Stun Baton.
  23. Once you have researched stun weapons, the Stun Baton and Stun Grenade simply show up in the Secondary and Belt tabs respectively in the loadout tab. Unlike the Combat Shield, these do not need to be specifically manufactured. That's why they're not in the Engineering panel.
  24. When an alien spacecraft appears on radar, when you go to Launch Interceptors the bases are listed alphabetically rather than by the closest for the interception. This means that you have to scroll down the list of bases to see which is the closest to the UFO in order to intercept it in the smallest amount of time. My recollection is that Xenonauts 1 sorted the interceptors by distance to the target, meaning that the ones at the top of the list were usually the closest.
  25. When an alien is standing on a raised area of ground, for some reason this seems to be providing cover for the alien. Given that they are simply standing on slightly higher ground I'm not sure that this should be the case. See the following screenshot: And in this instance the solder taking the shot firing out the door of the Skyranger so should have been on the same level as the Psyon, if not slightly higher, so there was no reason for the change in elevation to be providing any sort of cover.
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