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victorix58

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Posts posted by victorix58

  1. 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:

    before.jpg

    After throwing the flare:

    after.jpg

    Once I move a soldier, light levels will go back to normal.

    before.jpg

    after.jpg

    before.thumb.jpg.18aed8cee0c342f19681345

    after.thumb.jpg.3866b44caf3219a76cc76322

  2. 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!

  3. 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:

    before.jpg

    Here is a screenshot when I click end of turn and the black bars have appearred:

    after.jpg

    Edit: The door to the ship remains open throughout.

    before.jpg

    after.jpg

    before.thumb.jpg.1b27cb60403f5c74898b080

    after.thumb.jpg.73337b4d2e91f15464d8451d

  4. 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:

    2014-04-06_00001.jpg

    Edit: I just noticed that this includes the radar array. Yikes.

    2014-04-06_00001.jpg

    2014-04-06_00001.thumb.jpg.5c32d9867f988

  5. 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.

  6. 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.

  7. 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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