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dragond81

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    WI, USA
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    Web Developer/Programmer
  1. From what I've seen of the aliens shooting through walls, I'd look at the semi-transparency logic for when units are next to the wall. I've taken to keeping my units 1 tile away from the walls if I think an alien is on the other side. As long as they don't have squad site this seems to work, while if I move against the wall and it becomes semi-transparent the alien sees the unit and fires. I tested this on a previous play through on terror mission with the walls of one of the corner shops.
  2. If you reserve TUs and then change equipment the reserved value is still set at the value for the first weapon. Most easily noticed when changing from MG to Pistol and then trying to move. This also applies when switching to other items such as Medikits that don't have Reserve TU options of their own. You can work around this by clicking on a Reserve TU value after changing equipment(click on None for items without Reserve TU options, even though it is greyed out). This happens to be the issue behind my earlier bug report on the Medikits sometimes going to 1HP even though the unit has more than enough TUs left for normal healing options. I have not yet retested the Medikit bug where it only uses 1 TU when showing the 5TU/1HP option.
  3. From what I've seen the UFOs mostly target the first craft in your squadron regardless. They will fire at others if they get in range first, but if you send the first craft one way and the others another, all UFOs seem to chase #1.
  4. If you just want to cancel firing by using the mouse only, why don't you just click back on the weapon itself? If you click on the weapon it activates forced fire mode and clicking again toggles it off. Works for weapons in hand and grenade quick slot. I like the right click to switch aiming options so I can quickly compare TUs to accuracy. I'd prefer if it would also cycle through burst, if available on the weapon, so I can compare/switch all, but it isn't that hard to move the mouse down and switch modes. I also like the fact that we don't have to select a target, then click what fire mode to use. It saves clicks when doing multiple shots, not to mention your cursor stays over the target.
  5. I think I may have found the cause for this. It seems like it is related to Reserved TUs. Rifle in hand. Reserved TUs set (Snap shot). Put rifle in backpack and put medikit in hand, without removing reserved TUs. It looks like the calculation for the medikit is being based on the number of TUs left above those reserved for the no longer equipped rifle. I have also noticed when unequipping a weapon after setting reserved TUs and then moving it will still show the reserved TUs and not move beyond. Clicking on 'None' for reserved TUs clears it. Clearing the reserved TUs also fixed the 1HP for 5TUs showing up when I still had over 20TUs remaining in my latest battle.
  6. I had a lab finish being built, immediately followed by scientists arriving. I clicked goto base on the first popup and the 2nd appeared over the base screen. I clicked goto base again. Time resumed so I clicked on the Geoscape icon and back on the lab icon quickly and it CTD. I reloaded my last save and set time to max and it happened again. I tried several times. My results are below. If I click goto base, followed by ok on the 2nd popup it seems to be fine. Ok, followed by goto base is also fine. If I click goto base twice and then click on the Geoscape icon twice it also seems to be fine. After the first click on the Geoscape icon you can see the Geoscape loaded behind the base at the top. Clicking any of the base tabs will cause the crash.
  7. Sorry I wasn't clear. Let me rephrase the statement: I have had 2HP options come up with 6TUs and 8TUs with around 30TUs remaining and as remaining TUs drop to lower 20s it changes to 5TU/1HP. Should probably be: I have had 2HP options come up with COSTS OF 6TUs and 8TUs with THE UNIT HAVING around 30TUs remaining and as THE UNIT'S remaining TUs drop to lower 20s THE USE COST changes to 5TU/1HP. So, in summary of the key points, the issue occurs when the unit with the medikit has more than 10TUs remaining and is standing next to the injured unit and facing it. With less than 9TUs remaining I see this as likely to be intentional behavior. The problem is when my unit has enough TUs to heal the wound but is unable to do so due to the cursor only offering 1HP for 5TUs. Easiest reproduction steps would be the above mentioned turning in circles to use TUs and checking TU cost to use each time you are facing the injured unit. By the time I'm down around 20 TUs remaining for the unit I've almost always had the issue show itself. For testing I setup 2 units side by side and shoot one of them (though the issue can show up testing on uninjured units as well), and then have the unit with the medikit try various things until the cursor shows 5TU/1HP cost, while they still have over 10 TUs remaining. The turning in circles has worked in my recent tests, but I have also done kneeling/standing up and trying from an angle and caused the issue to occur. Since the base cost for the medikit is 9TUs, once the unit with the medikit is under that I move on to another unit. Since this was originally in another post I'll add in a summary of the key issues here as well. The 2 main issues are that when it switches to 5TU/1HP it will not heal wounds and that it only uses 1TU, not the 5TUs listed. It will not allow you to use the medikit if your unit has less than 5TUs remaining, but even at 5TUs remaining it will just drop you down to 4TUs remaining . Right clicking also will not allow you to change the # of TUs/HP, even if you have enough.
  8. Same issue on first desert battle, light scout, sebillian. Heard 2 shots fired, centered in the FOW, just the lower edge under the unit info was outside the FOW, then froze. From what I could see, the shooter was outside of the UFO. +1 to the debug mode/log option.
  9. I have posted results of further testing of the medikit in V18 in a new thread. http://www.goldhawkinteractive.com/forums/showthread.php/4421-V18-Hotfix-Combat-Standalone-Medikit-5TU-1HP-not-healing-wounds
  10. I originally included this in a multibug post for V17.91 (http://www.goldhawkinteractive.com/forums/showthread.php/4324-17-91-Ground-Geoscape-Standalone-Multiple-bugs-%28Load-Game-Grenades-Med-kit%29). I have done some more testing in V18 based on Mathew's questions in that thread. I have tested with various combinations of kneeling and at angle as well as standing side by side and can recreate the issue in any state. It seems more related to TUs remaining/movement than specific position. I have had 2HP options come up with 6TUs and 8TUs with around 30TUs remaining and as remaining TUs drop to lower 20s it changes to 5TU/1HP. I can recreate the issue by having a unit that is already standing next to the wounded unit use TUs by turning and keep checking the medikit after each turn, or just turn until I'm around 30 TUs. Units at a distance also can show 1HP, though also not showing a clear sign of why. It doesn't seem to be distance as farther units were fine before causing it by moving. Some units can be showing normal HP while others are showing 1HP. As long as I have enough TUs to move from 1 non-angled side of the wounded unit to another, it reverts to working as normal in all of my tests, so far. Moving away and back to the same tile does not fix it, only if you are now on a different side of the unit.
  11. The above was not from a loaded game. It was just after landing, 1st or 2nd turn.
  12. I also had this on a terror map where the shots passed through a bus and the building next to it (in 17.91).
  13. I'd have to do some checking to be sure, but I believe the medikit issue happened even when both were standing and not at a 45 degree angle. I can pretty much rule out the 45 degree angle as I rarely had them that way when using a medkit. I did have the injured unit crouch sometimes, but usualy I had them move to the unit with the medkit and then back out of the way so they would normally be standing while being healed. I'll have to replay and watch, though, to be sure as I did not record that in my notes.
  14. Intercept Terror site - Unable to target Terror site from airborne Charlie-1. Select Charlie-1, Click Select new Target, Click on Terror Site. Rather than targeting Terror Site it brings up the Mission Launch Control popup which will not allow selecting the airborne unit. The only way to send the unit to the Terror Site was to return to base and send it out from there with Mission Launch Control popup. Load Game during Terror Mission - After loading a Saved Game during a Terror Mission, after the mission ends a Terror Site popup comes up for each time the game was loaded during combat. After clearing all of these popups time is stopped, Esc no longer brings up the menu and no other auto popups work. You can adjust time manually to start it and enter the base through the tabs. Closing and reloading from the end of combat autosave works. I have also found that clicking the Intercept tab and selecting any location to bring up the Mission Launch Control popup and then canceling out of it will restore proper functionality. Equip - Using Equip Default Loadout does not return items to stores. Unless you manually remove limit quantity items first they will simply vanish. Wounded Equipment - Any soldier that is wounded is fully unequipped and all equipment vanishes. Limited quantity items are not returned to stores. Equip CTD - Using Equip Default Loadout when you do not have enough items will cause a CTD. I had this with Wolf Armor and Toxin Grenades. Toxin Grenade - Research says we can produce these with current tech and will be unlimited, but are produced in manufacturing not unlimited. Invisible popups - When ignoring a Terror mission, after it had ended, instead of the bad relations popup there was nothing displayed. I heard the sound and the Esc menu was again disabled. Fixed same as above. Text: The text for the Terror mission has a typo. Last sentence of the 2nd paragraph says: "... and would lead significant drop in funding." it should probably be: "... and would lead TO A significant drop in funding."
  15. -- Research - using the popup to go direct to research time does not stop. Returning to the geoscape and returning to research through the tab stops time. For this one I have also done a bit more testing. It occurs if there is a go to manufactures popup after the go to research. If you click go to research clicking either option on the go to manufactures popup will cause the timer to start again on the research (I'm forgetting if the timer continued on the manufactures page if you went there or just restarted when returning to the research page, cancel restarted right away). If you cancel the research popup and just go to manufactures, or cancel both, all is fine.
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