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Everything posted by Omots
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Ditto first ground combat mission infinite Hidden Movement. I experienced it again after reloading the save file that was in use the first time it crashed. Go to https://www.dropbox.com/s/7ytmrhqtyxg5tpn/2013-08-30_12.36.19.sav Update: here's another save file just hit 'END TURN' and it will immediately hang on alien turn. https://www.dropbox.com/s/5cxcago53qli7jq/2013-08-30_20.26.31.sav Only Caesans were in the mission.
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V19 Experimental Build 6 hotfix 2
Omots replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Ditto that! -
I'm reporting this as a new bug because I recall this as previously 'fixed'. My humble apologies if wrong. I did not immediately launch the dropship when the terror mission first appeared. I canceled out and allowed some time to pass waiting for precision plasma weapon manufacturing to complete, updated my weapons loadout, and then responded to the terror mission. As the dropship approaches Mexico City, the 'UFO DETECTED!' info window pops up for the grounded alien ship. Immediately upon canceling out of that window, the 'CHARLIE - 1 IS LOW ON FUEL, RETURNING TO BASE' info window pops up. This is repeatable using attached save file. https://www.dropbox.com/s/iv2xggrdpiybu04/2013-06-10_21.09.50_A.jpg https://www.dropbox.com/s/6o05ef03wyuu3bk/2013-06-10_21.09.50_B.jpg https://www.dropbox.com/s/ijbm1wg7u504gxy/2013-06-10_21.09.50.sav
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Second floor, see jpeg and save file in Dropbox. Soldier is unable to walk in direction of arrow through blown out doorway. I exited game, restarted & reloaded the below save file and problem persists. I believe the door was shot out by aliens when this building was still in FOW. https://www.dropbox.com/s/o4y2u2bmzi2tmbn/2013-06-06_18.42.21.jpg https://www.dropbox.com/s/57asjk7aormbnh1/2013-06-06_18.42.21.sav
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In normal play, it appears the Hunter Scout Vehicle is now given only 50 TUs to start. It can move forward only two tile sets or diagonally one tile set before it has insufficient TUs to fire. With the scout at the rear of the dropship just driving off the ramp left it with too few TUs to fire. If this is intended, it is too restrictive for a 'scout' vehicle.
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Build V18.51 Hotfix 2 Released!
Omots replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I've sometimes wondered if the aliens have moved to new positions after firing at my troops from inside FOW. But in Waladil's video, if the point of origin (inside FOW) of the alien energy bolts is an accurate indication of the Caesan's location at the time he's firing, then, IMHO he doesn't appear to have moved after firing. This would put him 22 tiles from the troops at which he appears to be firing. -
[v18.51 Ground Combat] Alien sight range.
Omots replied to Sathra's topic in Xenonauts Bug Reports / Troubleshooting
Cwell, I'm currently in a daytime early mission without armor, and am getting hammered the same way. Straight tile distances are +/-20 and diagonal distances are +/-15. Can't get close enough to see the Sebillians without losing Hunter and/or squaddies before seeing them. In this instance they are not shooting through structures... -
Sathra, sorry to ask this if previously answered in another post, but I often have difficulty finding relevant previous posts. Can you say whether the diagonal sight range is also 15, or is it adjusted for 1:1.4 ratio side to diagonal length of a square?
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I agree with Gizmo, and would add that in this game where the aliens have a decided advantage (as it should be) throwing a grenade from cover is a rare jem, and then... I BLEW MYSELF UP WITH IT?!...fuel for the fire for sure. btw - In 18.5 I have had grenades occasionally clearing low cover (fence, single stack hay bale), and have even had a very few that appeared to clear taller cover.
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Sebillian behind train car is visible to squaddies, but not to me. Can't lock on with targeting reticle. I was able to reproduce the problem. JPG and save file links below... https://www.dropbox.com/s/b0qta51ptlyt70v/2013-05-24_14.38.03.jpg https://www.dropbox.com/s/vad9azpaqodfc86/2013-05-24_14.38.03.sav
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Am already a Steam user, and am so looking forward to the transition. I've never had a significant issue with Steam, and have had more that several squaddies' share with Desura. I do appreciate Desura for what they've facilitated thus far, but definitely won't look back. I'm hopeful there will be a cloud save capability so that I can switch same game play between multiple PCs, as I do now with other Steam games.
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Random Runtime Error Crash
Omots replied to Omots's topic in Xenonauts Bug Reports / Troubleshooting
Will forward a save file if it happens again...Haven't had any sort of crash since loading V18.5. -
Unsure if this is a bug or a normal alien 'panic' behavior - although I didn't think aliens experience panic attacks. At the end of a crash-site mission one Caesan remained inside the scout. Two squaddies entered on same turn and shot last Caesan located at cabin rear. Squaddies were out of TUs and knelt down. Caesan didn't initiate reaction fire when squaddies entered or fired. On next AI turn, the Caesan ran between the squaddies and exited the craft where a Hunter awaited well within Caesan range...Alien still did not fire.
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Makes sense...both aliens moved out into areas where cover was not within 4 or 5 tiles, as I recall.
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Makes sense...both aliens moved out into areas where cover was not within 4 or 5 tiles, as I recall.
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I had 2 different sebilians move into sight range during separate AI turns during a crashsite mission - V18.5. They seemed to have used up their TUs as they stopped within range of multiple soldiers but did not fire.
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V18.3 Ground Combat Balance Discussion
Omots replied to Chris's topic in Xenonauts General Discussion
IMHO, having to adapt the loadout to the mission at hand is an integral layer of planning/decision making, and flares are part of the mission kit. That said, I could live with 3 in the quick grenade slot, even though I would prefer to change the loadout as needed. Two flares was definitely too few; by adding 6 to 8 more flares, they would no longer be a major source of frustration, yet they would still require resource management in the field - especially with the larger terrain maps. In any case, having Tardis like storage that allows a soldier to carry an unlimited supply of anything diminishes the 'based in reality' element. I do like the size of the illuminated area, and the duration of the flare; just wish the problem with intervening objects sometimes cutting short the throw distance was fully resolved. -
V18.3 Ground Combat Balance Discussion
Omots replied to Chris's topic in Xenonauts General Discussion
When only two flares per soldier were issued, I thought I'd like to have unlimited flares. In hindsight, this might have been over reaction because they couldn't be thrown over objects, and provided inadequate illumination - making night missions a near certainty men would return in body bags. I absolutely dreaded night missions to the point that I was waiting for daylight before starting a crash-site mission. Now that they can be thrown over objects, and are providing adequate illumination, I realize I just had a huge frustration level. I'm disappointed to discover that I no longer feel a bit of terror gnawing at me throughout a night mission. I don't mean they're no longer risky, but being able to throw as many flares as I want without having to give a thought to judicious use of a limited resource goes against the essence of the game. It seems appropriate to make flares a choice just as with frag, smoke, flashbang, etc. I enjoy having to make decisions about how much and what to outfit for a mission. -
I have several soldiers with an alien in their line of sight, but could not get any targeting reticle to lock on to the alien. The reticle bounced around erratically with the slightest movement of the cursor. There is a train car between me and the alien. The car is ghosted so that I can see the alien. I did not overwrite the save (still have it), and went back to it to recreate the problem. Of course, the second time, everything seemed to work OK - although the alien's position behind the car was not the same as when the problem occurred. Here's a picture of the recreated event. https://www.dropbox.com/s/cguwcropwbs8z11/Can%27t%20Target%20Alien.jpg
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Random Runtime Error Crash
Omots replied to Omots's topic in Xenonauts Bug Reports / Troubleshooting
Matthew - Updated graphics driver for AMD Radeon HD 6570 - error still occurs. Ran game in both full screen and windows mode without alt+tabbing. It never got to a half hour before the error reccurred. -
On three different occasions, I have downed an alien craft in back to back air combat scenarios. I complete the first crashsite mission and upon return to geoscape select the second crashsite - immediate CTD occurs. It has occurred both when going straight from completed crashsite mission to second crashsite, and when stopping at the base then continuing on to second crashsite.