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thixotrop

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Posts posted by thixotrop

  1. 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.

  2. 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.

  3. 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.

  4. 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?).

  5. 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

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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).

  11. 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.

  12. I know that this was an issue in a former version, but I haven't encountered it for some time.

    Now I have landed near a massive terror mission ufo instead of going into the city. I have never seen that so far. Also my soldier had dread the first time, which I guess is because of the evil master alien.

    However, outside the ufo some Androns were hiding behind cover and shooting at me, but my soldier could not reach them. The ufo was highlighted green when trying to aim them, guns or grenades. If the ufo was not highlighted the aim did trailed away from them and grenades could not be thrown.

    landed terror mission ufo 1.jpg

    landed terror mission ufo 2.jpg

    Inside the ufo I could see aliens outside, but couldn't aim. They could and shot also. They did hit the hull of the ufo multiple times but some shots got through and a red number hovered somewhere to indicate loss of life. However, the "hit" soldier was not wounded unless it was a direct hit which instantly killed him in one go.

    As mentioned this happened before, but the hovering red numbers are new to me.

    landed terror mission ufo 3.jpg

    landed terror mission ufo 6.jpg

    Also reappearing as I haven't seen it for some time is that there are overlapping graphics.

    landed terror mission ufo 5.jpg

    landed terror mission ufo 1.jpg

    landed terror mission ufo 2.jpg

    landed terror mission ufo 3.jpg

    landed terror mission ufo 6.jpg

    landed terror mission ufo 5.jpg

    577e7cc5304ab_landedterrormissionufo1.th

    577e7cc536781_landedterrormissionufo2.th

    577e7cc53bf51_landedterrormissionufo3.th

    577e7cc541d0f_landedterrormissionufo6.th

    577e7cc546db5_landedterrormissionufo5.th

  13. I don't know if it still applies to the actual (V19 stable) version, but for the "infinite hidden movement screen" there is a workaround from BeornBlackClaw. See this older thread here (...download the fix. You might need...).

    For me the "infinite hidden movement screen" issue still happens and the workaround seems to work, but I admit I don't want to wait forever with the hidden movement screen. So it may continued by itself if would wait, but nevertheless I still use that tool.

    Just FYI, the game stucks (for me at least) when you are in ground combat where the Reapers appear. They are often together with the Sebillian, so you may not see them in the beginning.

  14. I haven't changed to desktop when the game returned to the world map. Maybe it was during the ground mission, I am not sure.

    I am aware of the problem with alt-tabbing to desktop and back when on worldmap. But I haven't experienced this behaviour when I did this in ground combat and the game returns itself to world map. I think the world map is loaded anew after the ground combat and does not inherit some bugs from the ground combat routines, maybe I am wrong then.

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