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thixotrop

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Everything posted by thixotrop

  1. I had it with alenium grenade, rocket launcher and recently with alien heavy plasma launcher (or how it is called, the single shot one with explosion) .
  2. In my assault of an alien base (small, caesan) I had rocketed a wall behind some cowering aliens. After the blast the wall part with a large alien display next to the targetted wall had moved one tile further into the room. You could still target/fire/walk through that, so it seems to be a graphical error only. The same happens when a grenade (alenium upgraded) was exploding at the other targetted wall (that is the image below).
  3. It were the C4 packages. Thats why I wonder. I have never seen plasma charges so far.
  4. I don't know if this is a bug. During a terror mission a couple of aliens were hiding in a super market, for whatever reasons... Wanted to make a "new" entrance through a wall by some explosives direct to the wall. Two explosives couldn't break the wall, not even scratched it. The glass fronts next to the walll did go to hell. A shot from a rifle did scratch it and with some laser weapons the wall could be destroyed. Shouldn't the explosives be able to collapse walls? I think it is even mentioned in the xenopedia.
  5. In a mission: During the animation of a soldier running or throwing grenades, time units are lost when the "crouch" icon is clicked; the crouch is not happening. It is also possible to click multiple times to crouch and more TU are lost (each=4TUs). In the former version v19 the crouch/stand-up was appended to the actual animation and no TUs were lost. I know I am impatient with my soldiers.
  6. I haven't seen that, but something seems to be wrong with TU and percentage, at least sometimes. Sometimes and then only once in a mission: When a soldier (especially the sniper) is aiming, the percentage value does not change with TU spent. Sometimes really good (72% hit chance with the lowest TU required) sometimes not (28% regardless of TU spent). Distance seems not to be the cause here.
  7. I can confirm that for some fights, but this is not always the case. This is not just for the light drones but for all. In a alien base assault two drones (the middle and the largest one, don't know the name) were in a large room as my soldiers opened the door. One round everything was ok: targetting and shooting of my soldiers worked. Next round both were invisible, despite the icon. However, manually targetting could hit them. They could shoot back nevertheless.
  8. I have now played two further night missions, here the chemlights behaved nomal. The mission I related to in my first post were a terror missions. I haven't had this up to now, but I will keep my eyes open.
  9. I have read about that "problem" in an earlier post, but didn't know it was settled to this. Thanks.
  10. Situation was, that a chemlight was thrown to illuminate an area and a soldier was watching. At another position a different soldier did the same with a different area. Then an enemy appeared and in that second area and all soldiers had to turn to it, firing and kill it finally. It took two or three rounds, not sure anymore. After that the soldier in the first area turned back to the first area and the illumination was gone. In the second area the illumination was still there and stayed for the rest of the mission as that soldier never moved or looked away away. So I admit my feeling of the time may different because of action in the other area but as this light never stopped and the other did I noticed that.
  11. Also reported for V19, but still valid. When an enemy moves in front of a machine gun soldier with an empty gun the sound of the machine gun firing is hearable for multiple times. Each time the hidden movement showes this enemy walking. It stopps the sound comes, the enemy moves a bit, sound, move, sound and so forth. Experienced up to 6 repetitions so far. Yeah and the enemy is not shot by the way. I haven't seen this with other weapons.
  12. The chemlights used in night missions stop working when they are not in LOS of a soldier for some time. That means, if a soldier is watching the area with the chemlight, everything will be normal. Now when the soldier turns for one or two rounds looking in a different direction and then turns back the chemlight is not illuminating the area anymore. A new chemlight will illuminate the area again. Additionally the old chemlight is still visible with a bright glow in its graphic. I know that these lights should stop working after some time, but either the time is decreased heavily or they are malfuncional (cheap equipment?).
  13. I treid that already but this does not work for me. Although I have time units enough, when I open the backpack and click and draw a rocket to the launcher I hear the buzz sound from the not-enough-time-units thingy. Edit: I have tried it again and it just requires the full TU. If you have moved a bit it doesn't work anymore. Thanks. So this is no bug. /closed
  14. Meaning the new red icons in V20. I would like to have these icons either above or next to the small unit sign with the number (1-8) and the three colored lines (life, TU and the other). Don't make them too small.
  15. My rocketeer has three frag rockets (red) and two stun rockets (purple). The frag rockets are regularly used, and when they are empty the ammunition icon says zero, this is correct. I can't choose to reload stun rockets also not when there are still frag rockets in the backpack. The choice should be possible similar to the grenade, but this window seems not to exist.
  16. With the workshop it is possible to start new projects without engineers allocated to it. Regardless if they are available or not. So they appear in the list below. With research this is not possible. At least one scientits has to be there and free. Also, if you decrease the number of scientists of the current project when having the desired research project in upper view, you can't start that research yet. You have to switch to another and back to start it.
  17. If less than 8 soldiers are assigned to the dropship, the lower positions in the list will be empty. Now when one of this position is reached with "next" or "previous" button a screen appears saying that there are no soldiers in that base. This also happens when one soldier is set to unassigned and this place in the list turns empty then. To return to the equipment screen another button has to be used before the equipment icon again.
  18. Because of the new version the old save games can't be loaded anymore. As far as I know it is because of rewritten code and the possible errors that may occur. I have read somewhere - for playing the old v18 save games after the v19 release - that it is possible to reload the former version files via Steam. I don't know if that procedure is still possible and how it really works but the post is HERE.
  19. In a ground combat rooms in a building were not accessible. The same was in v18 and v19 and I also posted it then. The issue seems to be with the same building type. New:
  20. On my way back from a ground combat suddenly a research result appears with the Caesan autopsy. The Caesans were encountered in that mission the first time. The Sebillian autopsy was finished before that mission and the "real" research action was set on other things. So why did that result appear? This happend in v18 and v19 also and someone mentioned it should represent an autopsy in the dropship. Storywise this seems not right or are the soldiers medical experts with second profession? And I haven't seen a fully equipped surgical room in that dropship too. Edit: Now this happened with the light drone wreckage also. I have seen that shortly before this "instant research" popped up, the research screen had an entry of ##### in category and sub-list. Again no scientists were available.
  21. First, I want to tell you that I really like the new version. Second, somebody told me not to post all my bug findings in one common post, so that you can find the single issues. I think this is a good idea, but please don't think spamming when I will do a couple posts in a row. Now... When something is delivered it still says tht something is delivered to the corresponding base, but it also still does not say what. It will be really great if you can add some information of what has been delivered (what staff, what items whatever).
  22. Just recently experienced: In ground combat. When opening the inventory of a soldier then click&hold-ing the left mousebutton to move an item, it is now possible to scroll with the mousewheel to another soldier and drop the item in that inventory. The item will be duplicated. This is repeatable. For me this is possible with the C4 explosives. When trying this with a weapon (in hands) or with ammo clips the game lags and crashes to desktop. I haven't tried other items yet.
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