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Puciek

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Posts posted by Puciek

  1. 3 minutes ago, Chris said:

    Thanks. Unfortunately I can't reproduce this, and without the logs it's tricky to know what's going on. There's another minor crash we're planning to patch out in a mini-hotfix that doesn't break save games that might fix this though, so maybe if we're lucky this won't reoccur...

    A shame. Any idea why my game would not be producing logs? I tried reinstalling, removing my games/xenonauts 2 etc, no luck.

  2. I tossed a stun grenade on a wound reaper and a frag grenade (it landed 2 squares north-west in current perspective from where stun grenade went off), and the moment it exploded the game crashed to desktop. Sadly I do not have the logfile, my game doesn't make them for some reason, but I did manage to snap the error with a screenshot: ffRas1Y.png

     

    Also attaching closes in time save

    auto_groundcombat_turn_10_start-163.json

  3. Screenshots in chronological order: https://imgur.com/a/THgKai5

     

    In first screenshot before throw, in second after throwing one stun grenade, and then after lobbing the 2nd stun grenade (you can see them disappearing from the access inventory on right hand side), and the cloud they create seems to be of a smoke not stun grenade. Not sure if it's just visual or actual game confusion. Attaching save too, soldier used to try: number 1.

    auto_groundcombat_turn_9_start-161.json

  4. I just intercepted destroyer with 2 escorts and decided to try something else by fitting all 3 interceptor with torpedoes and setting them all right onto the destroyer. To my surprise as soon as the torps hit the destroyer and it went down, the air combat has abruptly ended with victory (even though the two alein escorts were still alive and mostly untouched) and the escorts just dissapeared of the map. That doesn't seem right, as this means as long as I can get the torps out on target, the escorts do not matter much, unlike if they were to continue chasing my planes down.

     

    Attached save just before interception.

    auto_strategy_before_intercept-44.json

  5. 6 minutes ago, Chris said:

    That does sound very weird, yeah. Unlike X1 the boundaries of the map are relative to the UFO, though - so if the aircraft and the UFO are travelling at the same speed and in the same direction then the aircraft will never escape. But an Angel is quicker than a Destroyer so I'm not sure why it woudn't have been able to escape ... I think maybe retreating planes fly more slowly perhaps.

    Just to be clear though, you're saying that you can't see the entire battlefield by scrolling up? You should be able to do that. Maybe the air combat doesn't handle 21:9 resolutions very well.

    Since that I've tried scrolling with wasd and directional keys, holding mouse, nothing happens. Anything else you would want me to try?

     

    Re retreat speed, they do seem sluggish on retreat, though can the low fuel be cause of it?

  6. This is a weird one, I have an alien that was in stun grenade gas cloud, then took some hits, and now is showing as valid target for shooting, but the alien itself is not taking any action. The other alien i knocked out with batons do not react like this, so there is something weird going on. I wound up batonning him into a stun.

     

    Attaching save of when the stuck alien shows as target

    user_stuck_alien-14.json

  7. So I had a bit of a weird situation, went to intercept a destroyer with low-fuel planes and sure enough few had to retreat. One was already at the edge of the north border and should've escaped easily... except the ufo followed it off-screen and killed it there, and then I heard shot and saw "ANGEL-2" hp go down, while all of them were past the north border. Meanwhile the other plane (ANGEL-1) safely exited through the east boundary. That doesn't sound right to me that a plane gets killed off screen like that? At the time when they started shooting at one another, both models were already past the border.

     

    gruY8VT.png

    auto_strategy_before_intercept-7.json

  8. Thanks chr

    43 minutes ago, Chris said:

     

    So the big problem with saves posted for things like this is that save games break quickly as we introduce new features, so one of these save games is generally only good for a few days before it just crashes when we try to load it in Unity. Fixing the camera / hidden movement system is likely to take a few days, too, so I didn't want to look at it while we had more urgent fixes to do.

    We've spent all the "fixing" time this cycle fixing crashes and major gameplay issues but I'm happy to take a look at the general camera / hidden movement weirdness in V15. I think we'll need to wait until the first hotfix comes out before we start collecting examples (so there's less changes happening to break the save games) but then we can start to put together the instances where things are going wrong and try to get them fixed.

    Thanks for that Chris! Will there be some announcement when you are interested in HM bug samples? I'll gladly take some time then and produce bunch of saves :).

  9. 1 hour ago, Chris said:

    Yeah, that's not how they're meant to behave - a few aliens are meant to be aggressive but in general they're meant to wait for you to come to them. It's happening because the combat AI isn't really implemented properly yet, but we should have a way to make certain aliens more passive even at this stage. I'll have a chat with the coders about it and see if we can update it for V15.

    Thanks! I wasn't sure if a bug so posted about it here instead.

  10. I honestly like the ghost idea, reminds me a lot of the old xcom indeed (I need to make the time and try openxcom some day ha! I have fond memories of TFTD) and if this will be communicated clearly shouldn't be causing much confusion. Right now it for sure confused me, as on one end my guy cannot see the alien, and yet he could hit and kill him just fine, and despite having no vision on the target I saw the hits and alien death.

  11. I quite like the current AI, it's pretty aggressive, moves on your troops and this puts a bit of pressure instead of letting you deploy and move troops in peace. But i have one issue with that behaviour and that's during ship/base assaults, as this means right now I did not have once to actually enter a ship (not to mention go and clear rooms, which is a high risk play), as all the aliens will come into the front room and I can just kill them from the outside form up.

     

    This is even more obvious when assaulting alien bases, as all the 3 times I went through that mission all the aliens simply converged at the entry room which while results in a very intense fights (there is a lot of dangerous aliens in that base) it also means that once you fight your way through that horse the base is, well, empty, with usually just one alien at the far edge of the map. IMO that makes for a bit of weird base assault where once you are past the insanely hard initial fight, with what seems to be endless amount of enemies, then you can just walk through the base relatively confident that there are no more enemies to jump you, instead of going through the base and fighting on room-for-room basis.

  12. This is as simple suggestion as they get, right now all squaddies can follow the lead of singular scout (hello MARS!)  and without any penalty take shots at whatever alien gets spotted, no manner how far of their own vision as long as they are within weapons range. I think that it's a bit too easy, as even though you are still blocked by LOS and so on, I would rather see some penalty for using that instead of having direct vision. To not make it too annoying the other way around, maybe it could change based on weapon equipped? For example:

    Sniper rifles - no penalty for using squaddie vision, they have those fun scopes and long range optics which they can train on the enemy.

    HMG/Assault rifles - small penalty as those still usually come with optics that work perfectly fine up to 200 meters.

    SMGs - massive penalty as those are usually fitted with reflex/iron sights or even laser pointers, not suitable for long range fighting.

    Pistols/Shotguns - can't be used with squad vision

     

    I think this would make sense in terms of perceived realism and put even firmer distinction between different weapons and their purpose. Maybe even buff the now a bit less useful pistols shotties and SMGs when in close range?

  13. 1 minute ago, Chris said:

    Thanks, will check the save later. There's meant to be Reaper cocoons in that room - did you destroy them or were they invisible? Maybe they're blocking the movement.

    No eggs, and all of the fighting was in the entry corridor with exception of the one alien in very last room. Maybe the egg is there and just doesn't render? Would explain it.

  14. I have in xenonauts sound settings set to be of reasonable level of noise (30% master and then 50% sfx, music off), but so far I've noticed that:

    1. Rocket hits from MARS rover

    2. Rocket hits from the walking machine aliens

    Seems to be ignoring the settings and instead just blast at full volume, to shaky results of my house. I assume that's not intentional?

  15. As per picture, I was able to shoot at the alien which apparently my soldier cannot see, but it was spotted by my other squadmate (before, since then he has retreated). Attaching screen and save, either the view indication is broken and my soldier was seeing the alien, or he shouldn't be able to shoot at it, i think, or at the very least this should incur serious aim penalty but it doesn't seem to.

     

    AIk6kaM.jpg

    user_odd_view-7.json

  16. On 5/29/2020 at 9:58 PM, Chris said:

    I don't actually know if it's possible or not. I'll ask the coders; if it's something simple then yes - but I'm a bit concerned that it might not work well with our UI structure. Can't hurt to take a look though.

    Can't ask for more than that! It's not a big issue, but a nice to have when possible :D. PS, congrats on parenthood!

  17. This is sort of a feature request, but would it be possible to allow the xenonauts 2 window to be dynamically resided? I found that I cannot do that either by hand, trying to drag the window corer, or by using software like divvy (https://mizage.com/windivvy/) which allows you to "slot" applications on your desktop, very handy for larger screens when using apps/games when not in full-screen mode. 

     

    It would be great if xenonauts2 could work with those applications so when I don't want xenonauts 2 in full screen mode, I could neatly slot it with the other windows on my desktops.

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