victorix58
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Posts posted by victorix58
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Polish people can move to Italy! Its an interesting story, not a bug.
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Discovered this on a nighttime terror mission. You throw a flare and it initially lights areas that it isn't located in. Once a character moves, the light levels lessen to their appropriate and normal behavior. This is sort of the opposite of a previous bug with the black bars at the end of the turn. Screenshots below.
Before throwing the flare:
After throwing the flare:
Once I move a soldier, light levels will go back to normal.
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This has been mentioned in various threads, but I thought it deserved an "official" bug report.
Only three Caesans spawn in ground combat. Happened repeatedly on light scouts and scouts for me. Then it happened on a Corvette and, I think, a terror mission. I have encountered no other types of aliens.
Edit: Fixed via hotfix. Thank you Devs!
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You can heal yourself with medkits???? I didn't know that, wahoo!
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Agreed with dmholt. I have no idea how to deal with psi attacks, so it is really a random death generator at this point. One mission with a psi enemy and half my experienced squad is dead, if not all of them (probably all of them when I have mag weapons). That is game over for me.
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I think this is the same problem as: http://www.goldhawkinteractive.com/forums/showthread.php/9582-V22-exp-Build-2-Ground-Combat-Black-Bars-After-End-of-Turn
Chris has indicated they will address it.
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I, also, have noticed that aliens cause berserk without LOS or squadsight. I cleared the area around a UFO and would continuously get berserked just waiting outside the doors. However, I just assumed this was intentional.
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After the end of a turn, black bars appear under objects/on alien ships. This is cured by having a unit look in a new direction, after which the black bars disappear. However, they come back at the end of another turn. (I think killing a unit will also trigger the black bars.) I am not sure of any other triggering conditions.
Here is a screenshot before the black bars:
Here is a screenshot when I click end of turn and the black bars have appearred:
Edit: The door to the ship remains open throughout.
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The option to build the Workshop and Laboratory do not appear. This did not happen from the start of my game, but only changed some point down the line. I am not sure when, unfortunately. I do note that I have upgraded to lasers and employed the base upgrade research. Perhaps the alterations to the missile defense options had something to do with it?
Here is a screenshot:
Edit: I just noticed that this includes the radar array. Yikes.
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? Isn't it standard for new builds to (most of the time) break old savegames? I wouldn't call that a bug exactly.
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The stability on this version seems good; I haven't had a CTD yet. The loading times are MUCH better. Things load almost instantly in comparison to other versions.
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I imagine that the "no earthly amount of heat" line implies that the researchers are now using an un-earthly amount of heat, i.e. heat derived from an alenium power source.
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Please read the stickied bug reporting thread for the manner in which to post in this forum: http://www.goldhawkinteractive.com/forums/showthread.php/741-The-Bug-Reporting-Process-%2A%28Updated-17-Jan-2012%29%2A
The Devs are currently handling a number of bug reports with the new version, and I am sure they would appreciate you using the standardized form.
To answer your question, these crashes are most likely a problem with the game. One of the recent versions has had reported crashes from the use of medkits. These crashes are unusual and have to do with the final adjustments that the Devs are putting on the game before release. Hopefully they will all be sorted out soon; this amount of crashing is certainly unusual for how we have seen the development process going over the last year.
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Ideally, I'd wait for final release. Some CTD bugs are being sorted out now and it will be a lot more enjoyable if you don't have to deal with that on your first playthrough.
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Cause you have to keep your head down when your squadmates are as likely to hit you as aliens. ; )
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@dpelectric if you are playing V20 and V21 that is your answer. I am playing V22 Exp1 and that is where all the crashes are. Also, I have continued from a V21 save so maybe that has something to do with it? I didn't start over when V22 came out.
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I have these terror missions. My main problem with them is crashes, though, more than deaths. I also have all the aliens seemingly running at the space ship (which I kind of like, makes it sort of the alamo mission). Usually, because of the CTDs in this version, I reload to an earlier save to shoot down the terror ship instead.
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I'm concerned about the 101 to 99 change. Because of the %TU cost of sniper rilfes, this has at least one pretty significant detrimental effect. I already posted this in another thread: http://www.goldhawkinteractive.com/forums/showthread.php/9478-Significant-Disadvantage-for-Gaining-99-TU-on-Sniper-Rifle?p=104668#post104668
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It was just changed from 101 to 99 in V22 Exp1, not sure why.
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Facts: As it currently stands, a soldier with a sniper rifle who has 99 TU can only fire one "normal shot" per round because the cost to fire is 50. When you have less than 99 TU, you can fire TWO normal shots per round. Thus, getting 99 TU is actually a significant disadvantage to your sniper's damage output.
Reasoning: It doesn't seem right to diminish a soldier's power when he reaches his max potential.
Conclusion: I think the TU cost to fire the sniper should either be changed to have only one normal shot per round, always, or always have it at two normal shots per round.
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@kabill - that was also my perception of the Corsair, i.e. a specialization aircraft.
I liked the corsair's quickness while I waited for marauders so I employed my corsair to shoot down loan scouts while i sent my teams of condors to deal with larger problems
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My personal play preference is to do four or five scout missions and then never do them again. I airstrike everything after that.
v22ex3 pulse laser crashes the game when attacking a group of 3 aliens in the city
in Xenonauts Bug Reports / Troubleshooting
Posted
I followed the DEP and C++ install instructions and it worked: http://www.goldhawkinteractive.com/forums/showthread.php/9549-V22-Experimental-Build-2-Released%21/page8
The crashes I encountered were gone. Thanks, TD!