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chiroho

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Everything posted by chiroho

  1. I have noticed when returning from a mission that soldiers often return to the default loadout after the Skyranger makes it back to base. For example, if a soldier has a loadout of Infantry yet you have assigned them to carry the HEVY Launcher, after completing a mission their loadout will return to the default for Infantry. It seems necessary to create a new loadout with the HEVY Launcher in order to prevent this. Similarly, soldiers that have been assigned to wear armour other than the default for the loadout, usually end up back in the default armour for that loadout after returning from a mission. This is not something new to 7.3 as I noticed it in 7.2 and 7.1 but didn't realise what was happening.
  2. When attempting to save a game, the list of game names on the left of the screen is always blank. Each time you have to type in a name for the save. This means that it is impossible to overwrite/reuse previous save game names. If you do type in the same save game name, you end up with multiple saves with the same name - for example "V73 Geoscape". All the saved games show up okay in the loading screen, but not in the save screen as worked previously.
  3. I agree. I've seen this as well - almost immediately after starting the game. Hired 4 soldiers and went into the Soldiers view shortly afterwards and there were no names there. Couldn't assign anyone to recruiting missions, etc.
  4. It's also possible that, because Psyons are an easier kill and I didn't encounter them on a terror mission, I didn't notice because I probably didn't reload as much.
  5. When starting the game, the vast majority of hit chances for the Machine Gun are <20%, so I'm not entirely surprised when only one of the shots hit. It's only when firing at very close range, for example immediately over an obstacle, that you get a chance to hit much higher than 20%. So in my experience it has seemed to be working as expected.
  6. Yes. I had definitely been doing some save scumming in order to get the best results on the shooting from my Xenonauts. Exactly how many times I might have loaded I can't say, but I know that I probably reloaded a couple of times at least in order to try and get hits. So that definitely makes sense. You could, of course, consider it a penalty for save scumming, but I'm sure not everyone would go for that ... Question though. Given that I'd probably done some reloading in my previous missions as well, I hadn't noticed Psyons taking large numbers of moves. Is it just more obvious with Sebillians? I'm assuming it would impact any units that hadn't yet acted, right?
  7. It's difficult to say for sure given my other issues with Sebillians, but I don't remember seeing them generate all their hit points in the save I attached. Some, yes. And in several cases it seems like a lot. But the initial regenerate didn't seem to be of all the damage that I had inflicted. That said, perhaps the issue here is related to the other problem I reported where reloading a save multiple times could queue up turns for units that hadn't acted. If a Sebillian regenerated some HP in one turn, and then had a second or even third turn consecutively, is it possible that they could regenerate more HP in the consecutive turns? So if you're able to correct that other issue, this one may be resolved as well. @Emily_F One of the issues I reported turned out to be related to multiple reloads during a turn resulting in stacking up turns for units that hadn't moved. Would you have done any reloads while fighting Sebillians? It's possible that if they had multiple consecutive turns they could have regenerated multiple times.
  8. If you load the attached save file, the Skyranger will be swarmed by all the Sebilians in the area who all seem to be able to move at least 20 squares as well as use automatic fire 3, 4, or more times in a turn. In most cases they will run all the way up to a solder, use automatic fire on them, then run to another solder and do the same. They almost seem to keep moving infinitely and every single Soldier will be dead by the end of the turn. While they have always been difficult enemies because of their ability to regenerate, this amount of movement is a huge increase from the V6.x betas, and makes them impossible to fight. Did you change a characteristic about them which had an unintended impact? The Psyons I've fought seem to be largely the same in the V7 beta as the V6. user-144.json
  9. If you have just one of a converted alien weapon type remaining and switch the loadout on a soldier which results in using the last of those weapons, it disappears from the list of available primary weapons. If instead you drag the weapon into the primary slot the weapon does not disappear but shows that 0 are available. Load the attached save file and use the following steps: Go to Armory Select the weapon below soldier 6, Emilie Gauthier, to go to the loadout screen Change the loadout from Assault to Infantry The converted alien mag rifle disappears from the list of available primary weapons Change back to Assault and the weapon reappears Instead of changing loudout, simply drag the converted mag rifle to the primary slot This time the weapon is still listed in the primary list but has a quantity of 0. This is what should happen when changing the loadout In doing this swapping back and forth I was regularly encountering issues with equipment not displaying in the loadout screen. Hopefully you can reproduce that problem as well while looking at this one. user-135.json
  10. After researching alien magnetic weapons, there are two engineering projects that can be assigned. The first is a converted mag rifle, which works fine as those weapons are available in primary weapons. The second is a converted mag-pistol. Even after having engineering create two of these, there is nothing in the secondary weapons tab to assign to soldiers. I'm wondering if the issue is that there is no art yet for these weapons since the art for doing the conversion in engineering is temporary, but the problem does occur. The attached save file takes you to the point where I have just finished converting two mag pistols. user-132.json
  11. I hadn't seen it in my 7.2 run until this morning when I opened up a save and went immediately to Soldiers and it was blank. So yes, unfortunately still there in 7.2.
  12. Understood. And when I used that checkbox it definitely played out differently. So that makes a lot of sense now. Sorry for not noticing that before and asking the stupid question.
  13. In the attached save game, in which I just threw a smoke grenade this turn, I have found that the blonde soldier near the base of the ramp to the Skyranger is hit by the visible alien every time I load the save game and end the turn. From my side, any soldier that tries to fire through the smoke has an automatic 0% chance of hitting. And although the alien must have a reduced chance of hitting as they typically fire several shots and only one hits, that blonde soldier has been hit every single time I've loaded the save and ended the turn. Which seems weird given the smoke. And the rock in the way which seems to reduce my aim by 40%. Also, my vision of the alien doesn't seem to be obscured by the smoke, as I would think it should be - a line of sight block so the alien doesn't even see me to aim, and vice versa. Given that I know LOS doesn't seem to be blocked by other things like stun grenades and smoke from explosions this may make sense, but I wanted to try a smoke grenade in order to try and avoid a guaranteed kill by the alien and had some questions on the functionality. user-16.json
  14. It may be deliberate, but when I fired up version 7.2 I immediately noticed that I couldn't load any save games from version 7.1 - I wanted to do this to test whether things like the missing soldier issue were resolved. This seems to happen whether it's a manual save or an automatic save. Loading a save game, once I created one, from version 7.2 works fine. It's not a problem overall for me because I simply started a new game in version 7.2, but I wasn't sure whether or not this is something that should have worked.
  15. Unfortunately it looks like this is still happening in 7.2. I didn't see it crop up when I first started playing, but as soon as I had Combat Armour created and started assigning it to soldiers before a mission I started seeing a problem. At first it would be that one of the items in the belt wasn't displaying - though if you hovered over it you'd still get the fly by. Then weapons started disappearing as well, and armour. Though not usually both at the same time. I'm attaching a save game from 7.2 in which I was in the middle of assigning as much Combat Armour to my team as I'd made. If you open this and then start putting that on as many soldiers as you can, the error should appear. As before though, it's a finicky and tricky thing to reproduce in that it definitely isn't consistent. I'll see if I can work on getting something that always causes the problem because I know that's needed. user-72.json
  16. Thanks. I also found that clicking on any Hanger in the Main Base tab also does a CTD. I'm suspecting this is because it is trying to bring up the Aircraft screen and so is the same crash. But wanted to make sure that you knew the crash occurred this way as well.
  17. If I try and throw a grenade, the chance to hit and time units are tiny as seen here: Compare this to the same values when shooting a gun which are normal, and I actually like a lot as a change from the V6 beta: I am running 1920x1200 with fantastic display.
  18. As can be seen in the attached screenshot, sometimes the tool tips follow the mouse even after the button has been used. For example, I just had a soldier crouch and then noticed that the tool tip was still following the mouse. Because I use the crouch button a lot I've noticed it the most there, and it isn't consistent as to when it happens, but probably at least once a turn I've seen this happen. Save file attached as well if it helps. I am running 1920x1200 with fantastic quality. user-35.json
  19. I thought I had a reproducible case in 7.1 but it doesn't seem to be consistent. This happened to be a couple of times so I created a save and followed these steps twice and reproduced issues but now can't seem to reproduce them again: Open the attached save Go to the Armory At this point going into any soldier everything appears fine Go to Soldier #6, Mariana Vila Replace the armour she's wearing with Combat Armour Go back to the All Soldiers View Select any solder and you will see that their primary weapon doesn't appear I thought it had something to do with putting the combat armour on, but as I said it isn't consistent. I tried exiting back to the main menu and loading the save, or going all the way to the desktop and loading the save, but sometimes it happened and sometimes it didn't. Hopefully this attached file helps somewhat. I've also seen the problem where the primary weapon appears, but another piece of assigned equipment, for example on their belt, does not - you can only tell this by dragging something into a seemingly empty space and finding that the cell highlights red indicating something is already there. I'm running 1920x1200 with Fantastic display settings. ETA: If you keep playing around with assigning and removing Combat Armour, at least in this instance, the problem does eventually occur where something obviously is missing from the display - a primary weapon for example. But if you go back out of the equipment editor and come back in again then the problem usually resolves itself. ETA2: Here is a screenshot showing the problem. In this instance you can see that there is a ballistic rifle as the primary weapon but all that can be seen is the ammunition. Similarly the medikit is there but not visible. There are also other items on the belt that are present but not seen. user-21.json
  20. I just experienced this as well. If you load the save game that I attached for the CTD issue with the Aircraft tab, then select the Soldiers tab and there are no names on the list. There are currently 6 assigned to ground operations, and 10 assigned to the drop ship which show up if you select Armory, but if I go to the Soldiers list then it is blank. When I let time run forward so one of the ground missions completes, then those three soldiers show up back in the list. Also, if I go to the Main Base tab, it shows that living capacity is only 5/30, when obviously those in the drop ship are still there. But it also doesn't seem to be counting Engineers and Scientists assigned to the Workshop and Lab respectively. ETA, if you load the attached save and go to the Soldiers tab you will see that it is blank. In the Armory there are 10 assigned to the drop ship, and there should be another 6 which are simply "In Training" as there are no ongoing ground missions. user-47.json
  21. I just started a new game of the 7.1 Beta and after completing my first ground combat mission I selected the Aircraft button and immediately crashed to desktop. Restarting the game, loading my save, and selecting Aircraft again caused the same problem. I have attached my Geoscape save, but given that this happened on both occasions it may not be necessary. user-20.json
  22. I wonder if the fighting part is somehow related because on the recent test where I did have a ground combat mission during manufacture, I didn't end up with unlimited batteries and just got one. But when I didn't perform any ground combat is when I received the unlimited laser batteries.
  23. Started another new game and followed the steps you outlined Chris and this time I got 2 laser rifles and an infinite number of laser batteries. Which is different behaviour from what I saw yesterday. Still had the same issue with the infinite number of items changing to 1 after the first battery is moved, but so long as I didn't actually put a battery on the belt then I had no issues with equipping a loaded laser rifle. Not sure what is causing the different behaviour though because each time I play I seem to get something slightly different.
  24. Running the 1.3 build from December 10th In X1, if the player maintained control of the crashed alien ship for three turns the mission would end regardless of aliens remaining on the map. This functionality currently isn't working in X2 as I had a mission today where I killed all the aliens in the crashed Probe and waited 10 or more turns but the mission did not end until I searched the map and was able to locate the remaining alien and kill it.
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