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Tomsk

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  1. I had one recruit show up with WOUNDED 7119977 and one with just WOUNDED from a batch of 4.
  2. I have 2 problems occuring on the same map: 1. auto-target doesn't work inside this building : you have to select the weapon, then mouse over the target 2. I can see through the wall of this UFO : maybe there's a porthole?
  3. Here's my trooper with her gear: no problems here! I dragged the shield over the shotgun, and where's ma gun gone? The pistol vanished.
  4. Correct on both counts Gorlom. The shooter was standing and the trooper in the line of fire is the 'blocker'. When the shooter is kneeling the matrix looks like this: Blocker kneeling : snap : hit 48%, block 13% normal : hit 66%, block 20% aimed : hit 69%, block 22% Blocker standing : snap : hit 26%, block 44% normal : hit 16%, block 65% aimed : hit 10%, block 72%
  5. Build 5 auto-updated and has fixed this issue for me in all cases, Matthew.
  6. Thanks for the feedback Chris. I'd just like to point out that in my example there is no railing or drone for the blocking to move between. There is just a trooper, so one object is giving different blocking depending on shot choice.
  7. Here's a picture of the same thing in action I think. I have a save if necessary. aiming picture here's the matrix of hit/blocking chances: Blocker kneeling : snap : hit 42%, block 11% normal : hit 60%, block 17% aimed : hit 74%, block 22% Blocker standing : snap : hit 30%, block 36% normal : hit 33%, block 55% aimed : hit 27%, block 72% 1. an aimed shot less accurate than a normal shot but only if the blocker is standing. 2. block chance goes up as a more accurate shot is used. Doesn't seem quite right to me
  8. i don't have permission to add attachments so here's a link to a screenshot: This is what happens when I try and re-role my troops. The role icons and names are missing, clicking on any of the place holders causes a CTD after a few seconds. Occurs in both a saved game from before hf1 and a newly created hf1 game.
  9. Assaulting a shot down cruiser, there's a big spinny thing in the center of the engineering section. A stray shot hits something explosive, and it doesn't go well for me. I reload, and the big spinny thing is gone. It doesn't come back. Everything else I have LOS on seems fine.
  10. Yeah, here my screeny of the same thing. The guy to the left and the right of the poor sniper can both acquire and shoot. Is the screenshot issue a known bug?
  11. Started a new night mission, went to throw some flares: max range (for my entire team) is strength/10 rounded down. The formula in the release notes indicate a minimum max range of 10, seems like the base 5 tile range isn't being added. It's been the same each time (4 or 5 now) I reload this mission from the autosave.
  12. No save sadly. it was v18, the only steam version available when i posted
  13. Many thanks, I knew my scientist don't have a very high opinion of the engineers but I'd hoped they had worked out that a 2x1 facility would fit into a 1x2 space! The rocket thing, I send out a guy with a mix of stun and HE rockets, if I wanted to take 3 of each type it'd be useful to know which is loaded.
  14. I launched 2 interceptions from the same base. Both reached their respective targets simultaneously as far as I could tell. 2 Condors intercepting UFO A 1 Foxtrot intercepting UFO B What happened? A single engagment message, then air combat with a hybrid squadron of 1 foxtrot and 1 condor engaging 1 ufo. Once combat was won I returned to the geoscape to find both target ufos downed and my planes reformed into the original squadrons. Things continued as normal.
  15. (on Steam) 1. So I ordered a nice new Condor, and it came with Sidewinders not the Alenium Missiles fitted to my existing fleet. Is there an interface option to bring it into line? I went out and unloaded the sidewinders into a handy nearby ufo, and it rearmed with more sidewinders. 2. How do I rotate the 2x1 base structures? 3. In the equipment screen how can tell what rocket type is loaded into an equipped rocket launcher?
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