silencer
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Posts posted by silencer
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If you have a save on the landing I would suggest attaching it here. It might give more clues about the situation rather than screenshot. Never happened to me and I think I had all map encounters
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Intercept UFO with multiple squadrons.
When UFO gets out of radar range, squadron 1 gets a target lost message. Squadron 2 still follows now invisible target. If target vanishes Squadron 2 gets message "Ufo entered space".
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1. Shriker walls in ground combat are passable - mirage walls.
2. The icon in craft equipment (the top right part of the page) is not centered correctly.
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Yes, I meant only to change roles in the barracks. The equipment stuff is only for troop equipment and I am all fine with that.
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I also found strange behavior for scoring.
Downed ufo:
No points for killing all crew (Ufo Secured:0 points, red placeholder as if bad thing happened)
Secure UFO: get points for secured ufo, get negative points for escaped aliens.
Ufo has landed: killing all crew gets you points only for shooting down, green placeholder.
Also: no negative points for losing Xenonaut soldier, no points for killing aliens, surviving civilians.
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I think the bug about crashing after GC and going to troop inventory is related that when Charlie is out and going to TI you can still select troops that are outside the base. The crash never happens when Charlie returns to base and I go straight to troop inventory.
Edit:
Spoke too soon. Also when the Charlie arrives can have a crash.
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I think I should cancel the point 2 and rename it to something else. It seems that killing aliens increases the morale beyond the starting limit.
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Please add the ability to change troop class in the barracks menu as you can assign them to Charlie.
It's pretty annoying that after filtering out soldiers I need to go to troop equipment find the soldier I want, make him what I want, then go back to barracks and find another one.
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1. They teleport (can they do that?). What I've meant that I've cleared the first Corvette Room and closed the door to the second one. Suddenly on alien movement he just teleported without opening the doors. The doors when then opened by the Caesian guard.
2. Psion power (whatever it is called and whatever it does) does affect the morale of entire squad in strange behavior.
The morale of my whole squad changed to 99/99+ (check image) despite he psi-attacked only 1 of my squad member.
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I think it is related when troops gain HP during mission and their current health status doesn't update, only the total HP (that's my hunch).
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-Almost every time after the ground combat going to troop equipement makes the game crash. Loading autosave and going straight to troop equipment is ok.
-Loading a save game during ground combat dosen't render units such as reapers or the small discs (only small shadow is seen). Making a change in their animation (for example hitting) they suddenly appear.
-Soldiers who didn't lose any HP suddenly at base have 97-98% status (maybe a HP increase only increases total but not current?)
-Combat experience for my Greek soldier has #### (missing text?)
-After throwing a flare and raveling an alien, the icon doesn't automatically shows - or either that alien shouldn't be visible until other soldier makes move. This I think only occurs if soldier who threw the flare is at the edge of visibility range.
-Black version of Sebillian, despite the Xenopedia stating that they are blind, pretty much can snipe you from range of 2 screens just fine even when hiding behind cover. So the information fight them at long range is pretty much a big fat lie.
-After finishing a Terror Mission (success) there were a gazillion popups that city is under terror attack.
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Gauss Guns from TFTD
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After throwing a flare all soldiers should do visibility check. I think that should fix a problem. In X-COM I think it worked that way.
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Well all ground combat is buggy - I had a situation that alien shoot inside of UFO to get my troops somewhere outside it. The result was him hitting some explosive thing, blowing himself up and half of the UFO wing. Not only that - they even try to shoot through few obstacles that are either indestructible or take few shots to blow them like hedges. Simply put AI's squad sight needs improvement.
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What Hadrian said, but in theory after alienium Sidewinders and Avalanches should be taken out of existance.
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Same thing goes for aiming time - if you set a rifleman to take aimed shot (40 AP) and select another one and aim - he will also try to use 40 AP. In Jagged Alliance every shot made reset on the AP count. Honestly don't know which solution is better.
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I've never been able to kill basic aliens with level 1 grenade - sometimes I'm not able to kill them with 1 rocket - unless I weaken them first. Talking from Veteran difficulty perspective.
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Hadrian may be up to something as I had one chance from the starting point of the save (before I saved the movements) to bypass the deadlock - but couldn't reproduce it afterwards.
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But if grenade doesn't kill aliens is there any point to use them ? Bah even direct hit with Alienium Rocket don't kill anyone.
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What the above said - once I saw heavy plasma shot fly through wall only to hit another - luckily only suppressing my troops.
The AI should be aware of the obstacles using squad sight.
Also you don't need rockets to blast through doors. 1 salvo of Laser Scatter should destroy doors.
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Ok downed the bastard - 6 stun nades worked for him - threw 6 just for precaution.
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Just because real world NVG's in 1979 was useless as xcorps says doesn't mean that the game version must be. After researching alienium you could have NVG's that have batter that could last as long as the mission needs to.
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You can try securing the UFO for 5 turns. Beats me what that means - probably enter command room and stay there for 5 turns.
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I think also that low cover like rocks, fences, benches should not interfere with the throw.
Standing 1 point away from the fence can result in thrower actually hitting that fence which is silly.
Same would go for damaged hedges which are low covers.
Electroshock grenades
in Xenonauts General Discussion
Posted
I experimentally tried to use shock grenades over gas grenades. I've found that they explode after turn end. Is that normal behavior for those grenades. Also how do you compare capturing quality over shock grenade vs gas grenade as you can have both.