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_Quinn

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  1. My apologies. I thought I had, so I deleted the saved games directory and started over.
  2. (Although this did happen after an alien assault on my home base, the symptoms are different, so I don't think it's quite the same bug.) I noticed that I could only assign five soldiers to my dropship when the scout car was in it. Curious, I went to the dropship loadoat screen (excellent feature, btw) and saw six soldier circles. Two of them were for the same soldier; I could only change the position of one them. If I removed the duplicate soldier (from the personnale screen), trying to move the "phantom" soldier resulted in a CTD. The "phantom" soldier functioned normally during ground combat, but since she wasn't "assigned" to begin with, I couldn't remove her afterwards, so the workaround from the other thread wasn't applicable. Assigning the duplicate soldier to the dropship caused a sixth, unselectable soldier to be rendered in the dropship in ground combat (the selectable duplicate may have had the wrong equipment, as well). Returning to base and deselecting the dupliated soldier left the "phantom" soldier in place as before.
  3. An example of this problem: my missileer drops his rocket launcher and finishes the mission with his pistol. On the next mission, he doesn't have a rocket launcher. To me, that's counter-intuitive: I went through the trouble of assigning him a role and making sure the role had the right equipment so that when I see "missileer" on the equipment list, I don't have to worry about what the soldier is carrying. This is especially irritating because I have an infinite number of rocket launchers; it's not like he was wounded and gave up his laser rifle for the team. As far as restoring inventory on exiting the hospital, the same thing applies: the soldier should always leave base with his role's default equipment, unless I've specifically assigned him other gear. (This is distinct, by the way, from the list of gear that soldier happened to be carrying at the end of their last mission.) If that default equipment includes gear that isn't available, complain when I assign him to the dropship.
  4. No. In the Stream version, that button -- whose purpose didn't become obvious until you named it that -- has a tooltip that says "Soldier Status Window... not implemented yet". So I never tried it. Having toggled that button, the height bar does what I would expect. However, I'd suggest both starting with the roof toggle off, and treating the buildings and the helicopter the same, given how confused I was by treating them differently. As it stands, when you start a mission, unless you frob the roof-rendering button, using the height bar does nothing except change how much of the helicopter you see, which is extremely counter-intuitive to me: I would never have expected the render-height buttons to treat the buildings and the helicopter differently, which they do when roof-rendering is on. I also agree with Ol' Stinky's observation and suggestion. Thank you for your quick and polite reply.
  5. <p><p>Welcome to the forums!</p></p>

  6. I've played a bit of both the Steam "official" release and one of the recent "experimental" releases (on another machine, so I don't know which one; sorry) and both have a serious UI issue because of buildings obscuring parts of the map: I can't see things my soldiers can, which means I can't have my soldiers shoot things that they can see. It's clearly intended to work -- Xenonauts renders buildings transparent when your soldiers are behind them -- but not when your cursor is over them. This makes it way harder than necessary to shoot aliens in the street "behind" (from the camera's POV) a building, especially near the edge of the map, where clicking on the alien-head icon doesn't (can't) actually center the screen on them. (It's frequently hard even when it does, because the screen is frequently a sea of absolute darkness.) It also makes it extremely difficult to order a soldier shoot at an alien in a building from outside of it. (This may be a difficult task to perform, but that doesn't mean it should be hard to order someone to try.) I think this would be mostly resolved by having the "height bar" (lower-right of the screen) be a global control -- right now, kind of like the transparency, it only functions when a soldier is inside or right next to a building (or vehicle). This makes it almost useless as a way to get minimize how much of the battlefield is obscured by the camera angle; I'd like to be able to shoot the alien in the street from much further away than the base of the building its standing next to. Another option, of course, would be to have the buildings become transparent based on where the cursor is, instead, but that may (I don't know) cause problems in terms of targetting the wall(s). It may also help to render aliens that your soldiers can see (e.g., whose icon you can click on) fullbright (like the UFOs for that one bug), although I could also see that being deceptive.
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