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Omots

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Posts posted by Omots

  1. 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.

  2. 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

  3. ...one of my soldiers was no longer able to be clicked on. He additionally was able to be moved through by other soldiers (as if he was actually an empty square). ...

    I've seen this bug multiple times, but am unable to recreate it because as soon as I reload the ground combat save, the soldier is fully accessible. IIRC the problem has occurred in multiple maps (farm, desert, industrial), and soldier is always next to an object - dropship, rocks, wall, etc.

  4. 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

  5. I JUST HAD AN EPIPHENY! I bet the aliens are moving back to better cover AFTER they fire at you! Remember, they have quite a few TUs, so they can fire and move just like the Xenonauts. So, the sight range is right, they're just taking advantage of the slight amount of difference between distances we can see them at! The solution is to show them when the fire and which way they move for just a second afterwards! Or alternatively give them less sight range or TUs. Any counting of range HAS TO be done on a alien that can't move to be valid. Why didn't I think of this! I frequently hear alien steps after they fire, maybe it's them moving back. That's real common tactic I use and it's used IRL too. Run out of cover, fire, and get back under cover. If aliens even have ONE tile advantage in spotting range this becomes a VERY good tactic for them to use. They can move up, see you, and fire without receiving reaction fire from your point man then retreat back to safety. Try tossing some smokers into the LOF then move up.

    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.

  6. Is it a night time bonus for Sebillians ? Because from the base 15 to 20+, it feels harsh since we already get quite a penalty in night time (i had the 1st one at close to 25 tiles, give or take a couple, the second more than 20 for certain)

    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...

  7. Sebillians are only meant to have a sight range of 15. There's something off about sight range.

    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?

  8. For me the real problem with grenades is that they can be tossed at sniper rifle range. (as of 18.51+fix)

    I sincerely believe it should not be possible to throw a grenade past a pistols optimum range; otherwise they just get immensely overpowered.

    Yep, agree with Stinkspray too. There was a suggestion, a while back, that it match effective shotgun range or something of the like - about the same as pistol. IMHO that would seem reasonable.

  9. Not putting the grenades above the other bugs here, but that really should be fixed before the steam release. Like, the kids on steam will tear it apart, "Lame, grenades suck, blah blah" and the game will get a bad rep from the get go. Even if it pushes back the steam release, they should be fixed.

    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.

  10. 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.

  11. 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.

  12. Other people have seen the same behavior and also noted that they don't seem to take up good defensive and use regular (not reaction) fire on the Xenonauts. I think something went wrong with the AI in this release. Chris made it sound like it should be better than the previous release, but it appears to be worse.

    Makes sense...both aliens moved out into areas where cover was not within 4 or 5 tiles, as I recall.

  13. Other people have seen the same behavior and also noted that they don't seem to take up good defensive and use regular (not reaction) fire on the Xenonauts. I think something went wrong with the AI in this release. Chris made it sound like it should be better than the previous release, but it appears to be worse.

    Makes sense...both aliens moved out into areas where cover was not within 4 or 5 tiles, as I recall.

  14. In Terror missions I've noticed alien moving towards the fire zone, but not on crash-sites. Anyone else noticed this?

    Also, I'd love some feedback on the feasibility of having random numbers of aliens on a ship. My mod does this (with some at times crazy numbers) but I never get feedback on it :P.

    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.

  15. 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.

  16. 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.

  17. 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

    Can't Target Alien.jpg

    Can't Target Alien.jpg

    577e7caec4b9a_CantTargetAlien.thumb.jpg.

  18. 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.

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