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Bromley86

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Posts posted by Bromley86

  1. And did I really mix the shot costs up? . . . Nope, I didn't, I put a 2 instead of a 1. Completely different error.

    Ah, my bad. Actually I quite like my self-revised 29 aimed, 21 normal for the M16 as I've found myself using burst occasionally now.

    Although that throws out the M16 vs AK47 balance, not that that likely matters. Whilst checking into that I did notice that IRL the AK has a substantially lower practical RPM on full auto (two thirds of the M16's), although that's again not really important.

  2. Looks good to me. Comments:

    1. Sniper insignia might be better with scopes rather than flintlocks. Above the rifles, British format seems to be for an S rather than the skull. US format is varied, but skull seems relative common recently. Israel, Russia & France use a scope sight.

    http://www.militarysniperinsignia.com/collection.php

    2. Commando insignia. Single dagger seems fairly standard and a good metaphor for the up close aspect. As mentioned below, crossed hand grenades often feature in Germanic WW1/2 insignia for storm troops (which is partially what a Xenonaut commando is), but they used the stick grenades.

    3. Rifleman is a hard one to pin down (given the cross-over with snipers), so your crossed rifles is as good as any and there is a US patch that supports it.

    4. Heavy weapons is a tough one too. UK Royal Marines is HW & leaves.

    5. Assault troops. German/A-H ones often have hand grenades, but that role is taken by Commandos in this game. Skulls feature as well, so I think you have the right idea.

    Using a skull for Sniper and Assault isn't consistent; personally I'd probably go for Rifleman and Sniper both being (unscoped) crossed rifles, with the star above the rifleman and a scope or "S" above the sniper.

  3. . . . but one fact remains: Never, ever, EVER.. do terror missions at night. Especially with rookies :P

    I go the other way. In the original XCom, I used to avoid night missions as the aliens had better night vision, but in this game I find night and the light sticks makes for a much safer mission than blundering around during the day.

  4. A big thanks to the local machinegunner who kindly took on the Reaper that finished his turn next to 4 of my guys. He missed the Reaper and suppressed all 4 troops, but it's the thought that counts.

    I'd like to see the civilians moving towards the dropship, obviously running in the other direction if they bump into aliens. The local forces would move fairly randomly until they find a civilian to protect, at which point they'd follow them. If they see 2 civilians, they head for the one furthest from the dropship. In an ideal world, that'd encourage all the NPCs to fall back to the (presumably) safest position on the map with the local forces covering the retreat.

  5. A couple of UI tweak suggestions.

    1. Eight portraits. I'm still using the Chinook, so I don't know if troop numbers change later in the game. Even if they do, 8 makes more sense than 6.

    2. Dropships first. Most of my visits to this page are to reposition troops in the Chinook, especially when I start regularly taking heavy casualties, so it makes more sense for me to have dropships as the default display. Might not be the case for the majority though; perhaps they fiddle with the loadout of the interceptors more than I do, in which case leave it as it is.

    3. Troop class. I'd like to see the class on the green troop icons in the dropship, as that'd make it quicker to position R or C types near the exits. My current equipment strategies have the best players with the heavy weapons (inc. snipers), so I prefer to send my rifle and pistol redshirts out first. Perhaps a green circle overlay, like the number one but in the top right.

    4. Streamlining placements. Probably too late to include anything like this, but ideally I'd like to be able to specify a template that the game would try to fit my units too without me having to micromanage. So if I always have 3 C/R, 3 H (inc. rockets) and 2S, I'd like to know that, troop-types permitting, one of the light infantry will be at each side door and one in the middle of the main door (with the two snipers flanking him) and the 3 heavies will be lined up in the second tier. You'd assign it by right clicking the tile, at which point a red circle would be placed in the bottom right (perhaps as an underlay?) with the appropriate letter in it. Obviously, manually assigning a position to a troop would override the automatic placement.

    5. Chinook range. Doesn't really belong here, as it's not a UI issue, but please increase the Chinook range to 41K (or whatever is necessary to reach the exact other side of the world). I know that part of the fun of the game is going to be trying to get the base on the other land mass set up in time to prevent the governments there from leaving, but failing a terror mission because you're in Mongolia and it's in Peru isn't fun. If you need to justify it, most governments would allow the refueling of a helicopter on the way to save a city from the aliens and there's (probably, AFAIK) fewer operational barriers to refueling a long distance chopper mission compared to a fast interceptor one.

  6. Summary: Interrupting terror mission by shooting down UFO en route seems to have corrupted my saves, leading to CTD 8 days 12 hours after the incident.

    -----------------------

    My game is crashing straight to desktop from the geoscape on 5 Nov around 17:00 (between 17:00 and 17:02).

    I've cancelled all projects and don't have any pending deliveries. No intercept boxes appear.

    I went back to before the month end and hit fast forward; still crashes.

    Luckily, I have 2 saves that bracket when this problem was written into the save.

    Savename: X8

    28 October 1979, 04:11

    Savename X9

    28 October 1979, 05:01

    Something happened in those 50 minutes that taints all future saves, including autosaves, and ensures they'll crash 8 days 12 hours later on 5th Nov. The reason for the saves - X8 has a UFO (a Medium & 2 v.Smalls) close to my base and X9 has a crashsite in nearly the same location where I've shot it down. In my initial timeline, I went on to raid the crashsite and carry on playing (until the CTD). Whether I play that crashsite mission or not, loading X9 (or any subsequent save) leads to the CTD. Load X8 or any earlier save and there's no CTD.

    However, that ship was on a terror mission, as I can see if I load X8 and don't intercept.

    X8:

    http://www.filedropper.com/2013-05-02194836

    X9:

    http://www.filedropper.com/2013-05-02200936

    ---------------------------

    Happening again with the new timeline. Bear in mind, when I ran the tests before, I let the timer run well beyond the CTD time. So this timeline was okay when I did nothing. The time the CTD occurs is now 10:30am on 5 Nov.

    Two files again.

    A2 Post (28 October 10:14). Saved just after I finished the Beijing terror mission that occurred when I loaded X8 above and didn't shoot down the terror UFO:

    http://www.filedropper.com/2013-05-03190747

    A3 (31 October 10:14). Saved just after the game announced another terror mission, this time in Perth. Not sure if the 10:14 is relevant (it certainly seems unusual that it'd occur exactly 3 days after I finished the last one, but could be a coincidence):

    http://www.filedropper.com/2013-05-03192322

    I do seem to be getting spammed with terror missions. When running through from A3 (when I've completed a terror mission 3 days before), I had the Perth terror mission on 31st and a Tiksi terror mission on 3rd. I didn't play either and the game crashed on the 5th. Whereas running through from A2 and everything's fine.

    Looks like I'll try from A2 then and skip the Perth terror mission.

    ------------

    Arrgh! New timeline's corrupted again. No terror mission this time, just a corvette mission. With saves before the mission, no problem if I let it run. With saves after it's 5 Nov CTD time again.

  7. By wiping out the last alien you have succeeded in the mission. So, you shouldn't be missing out on anything from the funding nations.

    Just finished my first mission vs. a landed (rather than shot down) UFO. All good - I got the alloys/elerium and any surviving components that the aliens didn't manage to blow up as I was unloading from my dropship on the other side of the map. However, no points for securing the craft, so I got a "bad" rating for the mission.

    EDIT: Ah, ignore this. Likely I bumped into the "no points for secured UFO if load occurred" bug.

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