Jump to content

Solver

Members
  • Posts

    2,523
  • Joined

  • Last visited

  • Days Won

    49

Everything posted by Solver

  1. It's more like two structures because you start with 2 living space available, so an extra lab needs an extra living quarters as well. Which you also need to build if you're getting an extra workshop, sure, but worth noting in the context of this discussion.
  2. I'd agree that the UI is the bigger issue here, it's very unclear how much each scientist is contributing, and also unclear what the effects of hiring more would be. Same goes for engineers. Ideally, starting with an extra lab (or extra workshop) should be viable but not mandatory. Currently, scientists have such diminishing returns that it's not really viable, but I'm confident the right numbers can be found there.
  3. Tangentially related to suppression, can we have the return of the X1 feature where aliens started with half their TUs on the first turn of a combat mission? In X2 especially, aliens are often within sight of the dropship and it is IMO annoying to shoot at them and be immediately hit with reaction fire. Later on reaction fire is perfectly fine but feels more frustrating than challenging on the first turn of some missions.
  4. I agree - but I think you can get it to a fun place instead with numbers tweaks only. If normal weapons (not LMGs which are for suppression) don't do enough suppression to suppress aliens most of the time, but instead it happens occasionally under mass fire - think once or twice per campaign - then it goes from a "win more" mechanic to a "saving throw" mechanic, where your initial failure suddenly has a silver lining. That's similar to soldier revival mechanics then, which would be a very bad feature if the rate was too high but otherwise provide a fun saving throw.
  5. With such fixes that are mostly to the game logic and item stats, wouldn't it be possible to continue a previous save? The changelog does make it sound like there's no changes to the serialisation of data so it could perhaps be possible to load older ones nonetheless?
  6. This sounds like an excellent solution to me. It accomplishes what feels right to me (near-dead aliens being easy to stun) and avoids the stunned-by-actual-guns problem. On suppression, I'm surprised you're suddenly having second thoughts. Going back to X1, I thought suppression was one of the clear major improvements compared to the original X-Com. It's a very useful tactical tool, you spend some actions that are unlikely to kill the alien but you weaken the alien for the next turn. Suppression makes them fire less on their turn, and eliminates reaction fire, so it's great for situations when you cannot kill the alien outright. It mostly works the same way in the final version of X1, each bullet applies a (small) amount of suppression along its trajectory, and then I think a bit more around the impact point. So the trajectory suppression lets you suppress your own soldiers by firing too close to them, and the impact-point suppression means you're likely to suppress the target by hitting the ground in front of it with a few bullets. I like gunfire suppression as well as long as it's a dedicated gun / fire mode. The current LMG is pretty good IMO with two fire modes, but the 10-round mode is a bit too weak at suppression and the 3-round mode a bit too weak at actual combat. I'd make the 3-round burst more accurate, boosting it in a direct combat role, and I'd make the 10-round mode more reliable at suppression, though I think the current 10-round burst is almost good enough at it. X1's mechanics resulted in the occasional suppression from concentrated non-LMG fire, too. That doesn't really feel important but an Xcom-style game benefits from such rare interactions.
  7. Ah, the idea of decreasing stun endurance with HP is what I wanted to suggest, but seems like it's already in place, perhaps just with suboptimal numbers. If I'm reading you correctly, you're saying that e.g. a 60-HP alien reduced to 5 HP will have a stun threshold of roughly 30 HP (original 60 reduced by ~50% of the 55 damage taken). That would explain my observations why the alien can still survive smoke or a stun gun shot (have to agree with Emily that they're really weak now, even accounting for the fact that stun batons are meant to be better). Perhaps a unit's stun endurance could be limited to, say, three times their current HP, in addition to limiting by max HP. If I have badly wounded an alien who's barely alive at 5 HP, it seems the alien should be stunned very easily. Might also be good to reduce the stun effect of smoke and instead let flashbangs have some stun. A max height for grenade arcs seems like a good idea to me - I'll post screenshots of some arcs I find weird when I encounter them. I'll get a better sample size for the engineering stuff eventually, but my bottleneck is the air force upgrades in the fourth month - with the time it takes to build a couple extra planes and weapons for them, it's a very slow process. With three workshops, regular infantry weapons like Laser Rifles take more than 2 days to produce per gun. I'm talking about the time specifically, I haven't been having alloy shortages or even many money shortages, my workshops have been producing stuff nearly constantly but even so it seems they're unable to keep up with the demand. Maybe I'll experiment with expanding production even more by setting some up at the second base - wanted to put this out there but I'm not ready to definitively state that production is too slow.
  8. A couple more thoughts. I know grenade arcs are an incredible pain in the rear, but I find some of the current arcs unsatisfying. You can throw grenades over many tiles of intervening cover, such as over a building or over one of those jungle plant clumps on a tropical map. Such a throw means the arc would be very high at its highest point, which indeed the graphical preview confirms, but those arcs are well beyond what seems realistic. It just messes with my expectations as a player, on both sides. I was on the receiving side of a very surprising Wraith grenade on a jungle map, and I several times found my soldiers being able to make throws that intuitively felt impossible. A height ceiling might be in order there - grenades are powerful in any case, and they probably work better if they're limited to paths that are somewhat realistic. Throwing grenades over walls or hedges is good, being able to throw them over wide buildings is too much. It's a grenade, not a mortar. On the economy side, I'm getting the feeling that manufacturing is impossible to keep up with. There's a lot to manufacture and, having built a third Workshop at my main base (with adjacency bonus), I'm constantly behind. It's great that you have to pick priorities and can't build everything easily, but I am not sure if the balance is right. Even the basic Angel interceptor is buildable (unlike X1), and we have to build aircraft weapons as well. Early on we get access to Accelerated guns but building a full set of those is slow so more gets researched, and some time into a campaign I find myself very behind on manufacturing. I don't have a full set of the latest weapons for my team, I don't have Alenium missiles on all my planes, I can't even think about upgrades like Alenium Generators. Perhaps that's intentional or I'm not playing right, but my intuition is that manufacturing is about 20% too slow - though I certainly love that it's overall tougher and requires more planning than X1. Stunning aliens is weird, you can have a nearly-dead alien survive smoke inhalation and stun gun fire. I understand they have different health/stun pools but it would feel more intuitive if the stun pool also dropped as their health drop, to some extent. A badly wounded alien shouldn't be too difficult to stun.
  9. I have possibly the same bug, though not a very useful save. Researched Cleaner Operations some time ago but never got the data capture mission. Here's a save where you can confirm Cleaner Operations research from the Xenopedia, but no capture mission spawned as said. I also don't think I encountered any mission loading into the wrong one like Emily describes. user_day_109_manual_save-3.json
  10. I am a certified idiot. I missed the fact that I can build planes from the workshop as normally, and the "no hangars" message actually means "no planes". For whatever reason, I was thinking of X1 where you get the basic plane and dropship from the Hangars screen, not the workshop. Might need some clarification in the UI though, there's probably someone else who will make the same mistake eventually.
  11. So I'm getting this in 24.2 as well, on a different campaign. Hangars shown: Can I get the save file into a human-readable format so I can try to figure this out?
  12. If you're trying to find a bug within Unity itself, you're braver than I am! Oh yes, I'm familiar with that article The reason I asked about LINQ is that I'm seeing a few hitches here and there that feel like the main thread having a spike of something, so I had to mention LINQ because it causes the garbage collector to occasionally do that kind of stuff, but sounds like you've already managed to keep allocations to a minimum. We're on 2020 LTS right now. I tried updating to 2021 a few weeks ago but it turns out 2021 has some kind of bug in the UI system that makes Unity hard crash as soon as out main UI canvas loads, so waiting for Unity to patch that one. That's probably karma for the earlier 2019 -> 2020 upgrade, which was perfectly smooth for us.
  13. Very odd because the save is permanently bugged for me, reloads or not. Will keep an eye out.
  14. In some places it just feels like an aesthetic choice, but others like the Recruit Soldiers button definitely feel wrong. I'm trying to figure out why and I think it has to do with UI conventions and the button state changing. When I open the Recruit Soldiers screen, the button is inactive. So I register its current appearance as inactive. Then I select a soldier, the button should be active but it's still displaying the same stripes... instead there's a very slight change in the shading. Going from just the picture I'm posted, I'm sure most people would interpret it as an inactive button due to e.g. not having the money. So part of the problem is the pattern itself, and part is that the distinction between active and inactive buttons is really subtle. I like having a more subtle UI but buttons changing to active should be much clearer.
  15. Probably the same bug, adding a hangar at your main base doesn't let you have an additional plane either - seems that the game never increments a base's hangar count properly.
  16. Here as well perhaps, this definitely reads as "not available" to me. I'm a bit surprised these patterns made it into the game, it's just so counter-intuitive.
  17. One issue I encountered with the MARS now was that I brought one on an abduction mission. It promptly destroyed several abduction tubes while passing past them. I appreciate it's difficult to give them special intelligent pathfinding so perhaps it's worth it to just make the tubes indestructible for MARS - but currently it's frustrating to see them literally wreck your mission objectives.
  18. The Latin American base in the save won't let any planes to be built, claims there's no hangars at the base, although the base screen confirms a Hangar. user_hangar-4.json
  19. Yes, if dev time is limited for this, I'd recommend removing it from the weapon selector and the fire mode selector at least. That would get rid of the impression that those buttons are somehow unavailable. My fault for reading poorly, but I think an easy fix is to make "+3 Alloys" display above the tube when you activate it, similarly to how combat status text pops up. (For the tech team I guess) - is there something unexpected going on like using LINQ to log stuff over collections of game entities, or even reflection anywhere? Asking because we also log a fair bit in Old World but the perf impact of that is negligible, and we made several unpleasant discoveries with just how much LINQ murders perf in Unity.
  20. One more ground combat thing, we have the return of a X1 problem - grenades are way too accurate. The only limitation for grenades is range (and obstacles), not accuracy - my soldiers can reliably land grenades where wanted, and the accuracy shown is often 100%, otherwise it's >95%. This shouldn't be the case, grenades should not be a more accurate weapon than sniper rifles.
  21. I haven't been able to get very far into a V24 campaign because of crashes but I still gathered some thoughts on this iteration. I'm once again really pleased with how the game is coming together - with far less quirkiness than X1, this is looking to be a classic in the genre. New UI Great job with the UI rework! The soldier action UI is much clearer than before, and the best iteration so far. It no longer displays the soldier's flags but I assume that's just an oversight. Overall the understanding of what soldiers can do, and their status, is much better than before. I would argue for removing the very common striped pattern from UI backgrounds, however. It's very noisy visually and doesn't convey the right thing to me, my association with such a pattern is "blocked", "not available", etc. As a purely aesthetic choice, I find it very weird. One specific feature I'm missing is an indicator of whether there's enough TUs to fire my secondary weapon. Here's a fairly common situation - a soldier fired their main gun and has some TU remaining. Can I fire the pistol or not? As it is, I have to switch to the pistol to see that, it would be really nice to have some kind of indicator showing that it can be fired. Many new tooltips in V24 deserve praise. I especially like the accuracy calculation tooltip, it does seem to have some issues but the idea is great and adds some excellent transparency to the game. Combat / balancing One point I'll repeat from V23 - demolition grenades are too effective. I think the numbers were changed after my feedback in V23 but they're just as effective as before, i.e. a demolition grenade consistently takes down an entire wall. They should be effective at making new holes in walls / cover, not large-scale demolition. Related, I disagree with the decision to remove C4, I think it's more interesting, and thematic, to have demolition grenades for small-scale stuff (blow a hole in the side of a building) and proper demolition chages (C4) for large-scale stuff or reinforced targets (UFO doors, blowing up an entire factory wall, destroying a small building). I've been trying to make the HEVY grenadiers work but they're useless in the current iteration of the weapon. Normally the idea with that kind of weapon is that the area of effect makes it useful even with near misses. Currently, grenadiers don't even score many near misses - often the shot just flies out of the map, and sometimes they fall short of the target, destroying some useful cover or even wounding the grenadier. Basically, the gun is way too unpredictable now. With the latest tech tree changes, there's now more options for production at the start of the game, which is good but I'd tone it down a bit. I think having too many options available on turn 1 can confuse players in a game that already takes a bit to learn, so it might be better to limit immediate production to just two options (move stun weapons to later?). Other thoughts Actual varied mission objectives are really cool! Abduction sites need a reward for rescuing extra civilians (is there one I missed?) but the concept's great, and I really like having a mix between Firaxis Xcom 2 style timed missions that reward aggressive play and the more traditional Xcom crash sites. For the first scripted Alien Research site mission that pops up at the start, I'd add a couple Cleaners in there, just for the story, highlighting how Cleaners work together with the aliens. The effect from adding more scientists (building a third lab at the base) is confusing - it does seem to speed up research a little bit but it's quite marginal and there's no good UI explanation of how much you're getting per scientist. Technical note - could it be possible that the game's Unity builds have too much debug stuff turned on, or that the game logs too much? Even with a very good PC, load times are quite long, and I know that just enabling the dev build setting in Unity, which you need for stack traces in cloud diagnostics, doesn't normally add that much overhead. Not a big deal all in all but I'm a bit surprised at how long loading and even saving takes. Will update if I can manage to get through a few more missions somehow.
  22. Another turn on the alien turn in a terror mission, but I think this one is different from what was just reported in the other thread, my crash seems to do with a melee attack attempt. Crash: 2022-10-12 23:19:49,530 [FATAL] (F:\Jenkins\workspace\X2 (Build)\release-0.74.0\Assets\Code\Screens\XenonautsMain.cs:626) Exception in Unity lifecycle, marked as handled: Exception: [INITIAL CRASH] - A fatal error occurred during Update[] - Conflict wasn't properly setup: , AttackerAddress is not valid, TargetAddress is not valid -- ConflictType: MeleeConflict, Ability: Ability: Melee - Melee, Attacker: GlobalEntity 7608 - Combatant - Species:sebillian, RoleGroup:default, Ethnicity:default, Gender:default :: LifeStatus:Conscious, Target: GlobalEntity 7355 - Soldier [Name:Lisa Hoffman - Rank:corporal] LifeStatus:Conscious, AbilityKey: Melee, AbilitySource: GlobalEntity 7622 Item - Name:Sebillian Claws, AttackerVisionAngle: 360, AttackerVisionRange: 26, AttackerVisionVector: [0.0, 0.0, 1.0], AttackerAddress: [F:-1, I:109, J:93] / [X:54, Y:-1, Z:46 - tID: -586], ID:-2467 Type:Centre, TargetAddress: [F:0, I:91, J:35] / [X:45, Y:0, Z:17 - tID: 1405], ID:5726 Type:Centre, ChanceToHit: -1, RoundedChanceToHit: -1, TargetIsVisibleForAttacker: False, TargetWithinAbilityRange: False, AttackerDirection: West Context: - Process:global::Artitas.Events.DeltaTimeEvent - DeltaTime Event[dT: 0.0222917] - Log:string - Exception in Unity lifecycle, marked as handled: IndexOutOfRangeException: Array index is out of range. Common.Boards.Board.GetSlot [Int32 addressID] [at F:/Jenkins/workspace/X2 [Build]/release-0.74.0/Assets/Code/Libraries/Common/Code/Concepts/Boards/DataStructures/Board.cs:287] Common.Boards.Board.GetSlot [Address address] [at F:/Jenkins/workspace/X2 [Build]/release-0.74.0/Assets/Code/Libraries/Common/Code/Concepts/Boards/DataStructures/Board.cs:277] Xenonauts.GroundCombat.Scripts.AActorDataB - Log:string - Exception in Unity lifecycle, marked as handled: IndexOutOfRangeException: Array index is out of range. Common.Boards.Board.GetSlot [Int32 addressID] [at F:/Jenkins/workspace/X2 [Build]/release-0.74.0/Assets/Code/Libraries/Common/Code/Concepts/Boards/DataStructures/Board.cs:287] Common.Boards.Board.GetSlot [Address address] [at F:/Jenkins/workspace/X2 [Build]/release-0.74.0/Assets/Code/Libraries/Common/Code/Concepts/Boards/DataStructures/Board.cs:277] Xenonauts.GroundCombat.Scripts.AActorDataB - Conflict wasn't properly setup: , AttackerAddress is not valid, TargetAddress is not valid -- ConflictType: MeleeConflict, Ability: Ability: Melee - Melee, Attacker: GlobalEntity 7608 - Combatant - Species:sebillian, RoleGroup:default, Ethnicity:default, Gender:default :: LifeStatus:Conscious, Target: GlobalEntity 7355 - Soldier [Name:Lisa Hoffman - Rank:corporal] LifeStatus:Conscious, AbilityKey: Melee, AbilitySource: GlobalEntity 7622 Item - Name:Sebillian Claws, AttackerVisionAngle: 360, AttackerVisionRange: 26, AttackerVisionVector: (0.0, 0.0, 1.0), AttackerAddress: [F:-1, I:109, J:93] / [X:54, Y:-1, Z:46 - tID: -586], ID:-2467 Type:Centre, TargetAddress: [F:0, I:91, J:35] / [X:45, Y:0, Z:17 - tID: 1405], ID:5726 Type:Centre, ChanceToHit: -1, RoundedChanceToHit: -1, TargetIsVisibleForAttacker: False, TargetWithinAbilityRange: False, AttackerDirection: West Xenonauts.GroundCombat.BaseConflict.Compute () (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Screens/GroundCombat/Logic/Conflict.cs:444) Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext+<FindAllAttacks>c__AnonStorey0+<FindAllAttacks>c__AnonStorey1.<>m__0 (Artitas.Entity enm) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Screens/GroundCombat/Systems/AI/GroundCombatAISystem.cs:81) System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[Artitas.Entity,Xenonauts.GroundCombat.BaseConflict].MoveNext () System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Xenonauts.GroundCombat.BaseConflict,Xenonauts.GroundCombat.BaseConflict].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Xenonauts.GroundCombat.BaseConflict].MoveNext () System.Linq.Enumerable+<CreateDefaultIfEmptyIterator>c__Iterator2`1[Xenonauts.GroundCombat.BaseConflict].MoveNext () Common.Util.EnumerableExtensions.MaxBy[BaseConflict,Single] (IEnumerable`1 source, System.Func`2 selector, IComparer`1 comparer) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/Utilities/Extensions/Datastructures/EnumerableExtensions.cs:141) Common.Util.EnumerableExtensions.MaxBy[BaseConflict,Single] (IEnumerable`1 source, System.Func`2 selector) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/Utilities/Extensions/Datastructures/EnumerableExtensions.cs:113) Xenonauts.Combat.Data.AI.Behaviors.CombatantAttackAIBehavior.TryToAttack (Artitas.Utils.Bag`1 path, Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext context) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Screens/GroundCombat/Systems/AI/Behavior/CombatantAttackAIBehavior.cs:167) Common.AI.BehaviorTrees.DelegateBehavior`1[Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext].OnStart (Artitas.Utils.Bag`1 path, Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext context) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/DelegateBehavior.cs:87) Common.AI.BehaviorTrees.Behavior`1[Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext].Start (Artitas.Utils.Bag`1 p, Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:113) Common.AI.BehaviorTrees.Behavior`1[Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext].Update (Artitas.Utils.Bag`1 p, Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:72) Common.AI.BehaviorTrees.DecisionBehavior`1[Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext].OnTick (Artitas.Utils.Bag`1 path, Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext context) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/DecisionBehavior.cs:204) Common.AI.BehaviorTrees.Behavior`1[Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext].Tick (Artitas.Utils.Bag`1 p, Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:127) Common.AI.BehaviorTrees.Behavior`1[Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext].Update (Artitas.Utils.Bag`1 p, Xenonauts.GroundCombat.Systems.AI.GroundCombatBehaviorContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:83) Common.AI.BehaviorTrees.DecisionBehavior`1[TContext].OnTick (Artitas.Utils.Bag`1 path, .TContext context) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/DecisionBehavior.cs:204) Common.AI.BehaviorTrees.Behavior`1[TContext].Tick (Artitas.Utils.Bag`1 p, .TContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:127) Common.AI.BehaviorTrees.Behavior`1[TContext].Update (Artitas.Utils.Bag`1 p, .TContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:83) Common.AI.BehaviorTrees.DecisionBehavior`1[TContext].OnTick (Artitas.Utils.Bag`1 path, .TContext context) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/DecisionBehavior.cs:204) Common.AI.BehaviorTrees.Behavior`1[TContext].Tick (Artitas.Utils.Bag`1 p, .TContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:127) Common.AI.BehaviorTrees.Behavior`1[TContext].Update (Artitas.Utils.Bag`1 p, .TContext c) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/AI/BehaviorTrees/Behavior.cs:83) Xenonauts.GroundCombat.Systems.AI.GCAISystem.Handle (IEvent event) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Screens/GroundCombat/Systems/AI/GroundCombatAISystem.cs:510) Artitas.DefaultProcessStrategy.ProcessEvent (IEvent event) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Artitas/Artitas.Core/Code/World.cs:929) Artitas.DefaultProcessStrategy.Process () (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Artitas/Artitas.Core/Code/World.cs:863) Artitas.World.Process () (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Artitas/Artitas.Core/Code/World.cs:677) Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/Lifecycles/ScreenLifecycle/DataStructures/WorldManagedScreen.cs:49) Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/Lifecycles/ScreenLifecycle/ScreenManager.cs:165) Xenonauts.XenonautsMain.Update () (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Screens/XenonautsMain.cs:682) UnityEngine.Debug:LogException(Exception) Common.Logging.UnityLogAppender:Append(LoggingEvent) (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Libraries/Common/Code/Debug/Logging/UnityLogAppender.cs:46) log4net.Appender.AppenderSkeleton:DoAppend(LoggingEvent) (at c:/log4net/tags/1.2.15RC1/src/Appender/AppenderSkeleton.cs:317) log4net.Util.AppenderAttachedImpl:AppendLoopOnAppenders(LoggingEvent) (at c:/log4net/tags/1.2.15RC1/src/Util/AppenderAttachedImpl.cs:92) log4net.Repository.Hierarchy.Logger:CallAppenders(LoggingEvent) (at c:/log4net/tags/1.2.15RC1/src/Repository/Hierarchy/Logger.cs:576) log4net.Repository.Hierarchy.Logger:ForcedLog(Type, Level, Object, Exception) (at c:/log4net/tags/1.2.15RC1/src/Repository/Hierarchy/Logger.cs:688) log4net.Repository.Hierarchy.Logger:Log(Type, Level, Object, Exception) (at c:/log4net/tags/1.2.15RC1/src/Repository/Hierarchy/Logger.cs:428) log4net.Core.LogImpl:Fatal(Object, Exception) (at c:/log4net/tags/1.2.15RC1/src/Core/LogImpl.cs:983) Xenonauts.XenonautsMain:OnApplicationQuit() (at F:/Jenkins/workspace/X2 (Build)/release-0.74.0/Assets/Code/Screens/XenonautsMain.cs:826) Save: user_melee-3.json
  23. Yeah, hopefully you can debug this successfully. I have no firm idea of the trigger, but I did equip that plane with missiles before the previous ground combat mission, so that's the only hint I have.
×
×
  • Create New...