Jump to content

silencer

Members
  • Posts

    863
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by silencer

  1. 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.
  2. You can try securing the UFO for 5 turns. Beats me what that means - probably enter command room and stay there for 5 turns.
  3. 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.
  4. Well I guess that either make escorts intercept transport carrier or make terror ship undetectable.
  5. If you think this is a bug - please move it to proper place.
  6. That is strange then - I've left him with tiny bit of health that one laser shot should kill him - threw stun nade under him - he was covered in purple gas and after end turn he didn't scream or anything, just stood there.
  7. Beats me what alien did it - surely there were Sebilians, Reaper and Zombie. You can load the save and check who does the "thump" sound I'm guessing it is the noise of Sebilian. Oh and the repeating Terror Mission invitation is back - I mean sometimes after Terror Attack I get few more invitations until the game decides to clear the UFO I guess. But after loading again a save it doesn't happen so I guess it occurs when you save a game during combat, quit the game and come back after time.
  8. Is he important? Because the stun gas doesn't affect him. If he is please don't spoil how to capture him.
  9. The xenopedia is wrong. It is said to be corrected soon.
  10. That is the question. It is October - second month. I have Terror Mission... Charlie is on it's way, but before reaching it's destination a Medium UFO is spotted on the crime scene.... So I thought maybe I could get daily double and score both UFO and Terror Mission. (BTW I am playing on Veteran). At first I thought what could happen then I saw this green cyber thingy - but full rounds of M60 (or whatever that HMG is) put him down so I wasn't scared anymore - even that big white thing fell to shotguns and M-16. So yeah after a while I managed to kill all the Corvette crew and stopped the terror mission too as it seems. That brings me to question. Should I be able to do that? I mean I got more money and better score after dealing with that UFO rather than going crazy with terror mission. Shouldn't those escort fighters engage my Charlie to protect the corvette? Or maybe those aliens should rip my troops to pieces without a flinch...
  11. I've reloaded laser sniper rifle - still 4 shots. I've also checked other guns - every balistic weapon I think has different number in geoscope and in combat mission. However in inventory screen it says 6/6 after inventory reload but when going back to battle screen it goes to 4/4 and back in inventory it is 4/6
  12. So why aren't they sold like alien plasma guns after the mission?
  13. I've had a situation where my Charlie couldn't get to Terror Site. It was just over the icon but few seconds before touchdown a message popped - not enough fuel. The base location was somewhere in the French/Switzerland/German borders location. The destination was Anchorage.
  14. The workaround don't work when you do it few minutes before the freeze - at least save distance is 1 hour.
  15. Well if they cost 40 TU's to throw and low % of perfect throw their damage should be almost as the HE rocket - maybe not that big but at least the basic grenade should destroy anything wooden or small fences.
  16. I am very shocked at how utterly useless are the first grenades. Even the wooden bench doesn't get destroyed by the Alienium grenade. Shouldn't grenades be good for flushing out aliens out of cover? I have thrown two Alienium grenades next to wooden bench and after 2 explosions the bench didn't break. Also why grenades dropped under the first aliens feet don't kill them? I think they need serious upgrade in destruction power. Not only they cost 40 TU's to throw - the % of hitting is very low and the damage is meh.
  17. You can pass through this "wall" http://oi42.tinypic.com/4jp1mf.jpg (large image) And no - this is not just the pathfinder error - you can literally pass through it - though I think shooting will not work.
  18. True on that but if soldier goes from Wounded to Injured he should get his gear back - it's very irritating to manually set again a soldier
  19. That is a strange thing having 2 different places to store same data
  20. Ok nevermind the invitations of terror mission - that was some mumbo jumbo after finishing the terror mission.
  21. When soldier returns from mission wounded - most of it's equipment is taken off. For example I had soldier with Assault Rifle, Medkit, 2 mags, 2 Frags, 2 Stuns, Jackal Armour. After that he is holding only Assault Rifle and 1 mag. If this is "Feature" then I guess a very wrong one as it irritates me. I think equipment should be perma locked to a soldier.
  22. In base it show 6 shots - during combat 4 shots. Somewhere is a wrong number
  23. I managed to bypass it by loading older saves. If a dev manages to fix this hang, after returning to geoscope I had again 3 invitations for terror mission in same place.
×
×
  • Create New...