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tycho

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  1. It's not in v21. I had a copy of that on CD and checked the xml file.
  2. if you using C4, it should as well as rockets. They work in V19 Stable.
  3. It turns out the definite problem is that my video card got overheated and is slowly dying. Air combat stresses it just enough to reveal the fault.
  4. I would rather just see a pop up that says something like " XX has reached bingo fuel and needs to disengage now." and then let me plot the route. The program just starts the countdown to crash status.
  5. same with stable 19. The door to the front gives the open icon but clicking does nothing. I've verified that the door has not been damaged.
  6. But is this not as the developers intend? At some point, players should be scrapping their condors for advanced craft. The end of the month would be the most logical time to do so.
  7. I always thought this meant that the object isn't big enough to impede movement.
  8. In the aircraft.xml file, there are values for armor for each aircraft type. I assume this value is the same as armor mitigation in combat. Any reason there are no values for the larger UFO, thus reducing the effectiveness of any cannon type on larger ships?
  9. In answer to the first part: The ship has to be undamaged and fully fueled to allow you to change weapons: a slight bug, if you ask me. If these conditions are met, you should just click on the slot and the available weapons will appear. (You do have to build the gatling laser first.)
  10. I've seen this happen frequently enough to get a better idea of when it happens: It seem to depend on the number of planes involved in the interception. I rarely get it if there are three, somewhat if there are two, much more if there is only one. It seems to have something to do with the way the plane diagrams on the right side are being updated. Sometimes I will get the crash after I have clicked on something there.
  11. That should be it. The lockup only occurs at the end of the deployment phase. Reloading the autosave file should allow the game to progress but the soldiers positions will be back to their original locations.
  12. You could mod the prerequisite to be items.alienreactor, since comm arrays are supposed to be present in all bases and that is where the reactors are found as well.
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