Jump to content

thixotrop

Members
  • Posts

    614
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by thixotrop

  1. Yeah, I can imagine that. And when the dragon whelps emerged, two camps had to "Gruppenkuscheln" (="group hug") so that those whelps could be gathered and AoE'ed to pulp...some people did use "/hug" with other players then....*sigh*
  2. An aiming help for the selection of soldiers that are fully or partly behind an other object would be really good. Although the object becomes partly transparent - trees, walls, railroad wagons, dropship etc. - the aiming cross cannot always lock onto that soldier. Most annoying thing for me is, when you want to heal a soldier who is crouched next to a wall or a tall box and thus he is nearly totally hidden. Now either the aiming cross has only some small pixel area to lock on or nothing at all. At walls the soldier has to stand up otherwise targetting is not possible and I heal the wall *sigh*.
  3. After a successful alien base mission the game turned back to geoscape and nothing moved anymore. The dropship was fixed on the position of the former alien base as was the day-night animation. It was possible to change the game speed with the numpad as normal, i.e. the buttons were highlighted correctly, but the time did not move either. Buttons were useless. Loading the autosave did not change anything. The game had to be closed completely and started again. Then everything was normal again. Thus I think the autosave is not helpfull here. If this is known already, sorry.
  4. Found another graphical error. Soldiers can walk, see and shoot through a rock formation, it was ony this one rock in that level. Is there a problem with desert maps? This one is also on such a map.
  5. I have read a bit about region funding and an idea sparked, which I think will make the game more random everytime you start it anew. What if the map of the world would be created with different continents whenever you start a new game? Maybe like in "Civilization" with different preferences for world creation. Imagine an archipelago where it will be hard to salvage ufos as they have to crash on islands. Everytime a new world with a fresh challenge to position bases. Along with the randomization of funding (in that funding thread) this would make some games really tricky. The nationalities does not have to be invented then, but maybe that too. I guess that will be a lot of work, world mapping and nation inventing with all of the "lore" of soldier background and so on behind it. I don't expect that in the standard game, just for a mod. As I am not capable to do such things, maybe some of the modders out there like the idea. If that has been discussed before, sorry.
  6. This maybe right as I have had also many problems with aiming and LOS in a similar mission with cruiser UFO, see here.
  7. I am using the mouse, don't have a laptop and never will. Got a standard PC with monitor, keyboard and mouse. I just wanted to help and hint a possible solution to aid those laptop-users.
  8. I do not have the problems with it as I absolutely detest laptops. But...Is it possible to enlarge the sliders when the cursor is hovering over it? Just like a popup of a tooltip or a magnifying glass? You could even put a game options (use it or not) behind this, like "Laptop aiming help" for all those tiny interaction thingies the laptop mousepad is too clumsy for. Just a thought.
  9. I post these bugs together as they might be connected. Ground mission, Cruiser shot down. (This mission was started and saved already with the former game version.) Now soldiers can see aliens on 2nd floor of UFO, but not from all angles and not all aliens at once. This was not before the hotfix. Dropped medikit looks like a ballistic rifle on the ground. Not before hotfix. Similar like 2nd issue here? Two alien grenade in equipment. In the grenade view, right-click on grenade picture), there is an empty slot with the number 2 inside. This is the alien grenade, but there is no graphic. It is thrown correctly. Before hotfix no alien grenades could be thrown at all, so completely new. A buzzard armor guy (in upper images on the roof) becomes invisible when flying and stays so for the rest of the mission. He will not be visible if the soldiers are switched through. If the game is reloaded the guy is visible again, sometimes. But sometimes he stays invisible and when he is inside the ufo, parts of the ufo are invisible too. The white arrow in the image below is the invisible guy. The ufo appears again when the mouse-wheel is used to select another soldier. The guy stays invisible though. All not before hotfix. Last used soldier has a white number near him in the next round after the alien turn. Is this similar to this post from v19? And no bug, but it seems that the overall movement speed of the soldiers is increased. Good.
  10. In my opinion a game that is 16.99€ on Steam... ...even when it is not finished yet ...that is so much fun already ...despite the bugs ...with the fantastic community here ...the immersion into the game ...the fun of gaming ...the nostalgic feeling of the original (ok this may not apply to those who do not know the original) ...did I mention fun? is worth the money!!!! The XCOM game from Fireaxis was nice too. BUT it was much more expensive, had terrible game-stopping bugs (I guess I had all of them) that ceased gaming for month in between, and that I will not start again for some time. I did started it a second time after a couple of major patches, various DLC release (which i didn't buy) and stopped it after some hours, because it was not as interesting anymore. I have Xenonauts started three times now and I am still interested. That is worth of money in my eyes! This constant interest in a game is , for me at least, the major aspect to buy a game. Not some reduced price, or tons of new content (DLC) when the main game is not fixed yet. (Hello Civ5, do you hear me?) Sorry to get so enthusiastic about it...
  11. In this post there are some links for air combat that will give you some hints about what to do.
  12. Yes. FMEA ftw. ...but maybe only other "similar doing" people recognize this.
  13. Alien base assault against Sebillian: - The first room my squad entered was a hangar. In there was a small alien vessel, something like a shuttle I guess as it is very small. I think it is intended to be very shallow; however enemies and soldiers can shoot through. Some outer parts of that vessel can be crossed and the vessel graphic is above the soldier/enemy. I have seen complete crossings in v19, as if the vessel was not there. - If a soldier carries an alien ammunition clip (the red circle object) and drops it out of equipment to the ground the graphic is that of an ballistic ammunition clip. Picked up again the clip is alien again in backpack.
  14. This was discussed here already. By the way, the doors in the own bases (during attack) seem to be possible to be opened only. There is nothing to close them again. Bug or feature?
  15. Yes the terror missions have changed. In v19 there were some really "terrorly" terror mission. The one with the Androns seemed like judgement day with an unstoppable Terminator platoon coming at you just right from the beginning.
  16. Now I have searched and read some former posts over night missions and the suggestions to change; night vision tools, more visible range, larger light circle of chemlights and so on. I will not discuss those. My though is that the night missions are too dark. Ok, maybe the aliens cut the power so that all lights go out in the city/village/industrial/whatever area, but why are the civillians and local forces moving around like they see everything? Additionally I think it would be better if some lights were still working, like street lamps, changing traffic lights, building lights (doesn't need to have them all powered). Imagine a street lamp at the edge of sight range, suddenly an alien rushes in and out back into darkness. Thrilling effect to the soldiers! And further, the aliens could intend to kill the lights when in battle, to make it harder for the soldiers and force them to throw chemlights repeatedly. Sorry if this was discussed already. I haven't found it then.
  17. Yeah I thought it was designed in that way. Although you can be in the air for more than one round and enemies are spotted too. But what about the rooftops turn invisible and the view over an obstacle? That should work I guess, when spotting enemies is possible too.
  18. Brand-new buzzard armor for my sniper - It is strange that it is not possible to fire when airborne. It seems that the soldier has to stand somewhere. I know that this was possible in the original game. However, if this is not a bug I can live with it. - When the flying soldier is moving from rooftop to rooftop and is under fire, he stopps (ok, normal reaction). But then the rooftops are not visible anymore! Thus the area to land in has to be found by memory. It is not possible to make the rooftop visible again by changing the height level, switching roofs on/off, or using another soldier first. When the soldier is (luckily) arriving on the rooftop the roof will be visible again. - At night mission: When a soldier becomes airborne (max height) to look over an obstacle, e.g. the bus in the terror mission, the already illuminated area becomes not visible. The soldier has to land there to turn it visible. Not good! - Also terror mission: The highest building (north-east edge of rectangular mission area) has two roofs at different levels. The top roof (wall around) cannot be accessed by the flying soldier, though there are 2 or 3 more height levels in the control bar. But these cannnot be selected for view either.
  19. Alien base assault (Sebillian): A soldier with wolf armor shall throw C4 explosives. As soon as the C4 is in his hands the iso-3D graphic is changed to Jackal armor. The equipment view still shows the wolf armor. When the C4 is thrown away the graphic instantly switches back to wolf. Don't know if that happens with higher armor too. With basic armor this does not happen.
  20. In barracks view, the list of soldiers in that base is intended to be sort by the columns titel. This only works for the values and for status. Names are not sorted by alphabet. (Tyra Nordin has a space in front of her name, underline = space: _Tyra Nordin) Also not the roles. Is it sorted by something special? Ranks are not sorted by ranks. Maybe I am not familiar with them but this succession seems wrong: SGT / CAP / CPL / CPL / SGT / MAJ etc. and the other direction: CPL / PVT / SGT / MAJ etc.
×
×
  • Create New...