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Podesta

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Everything posted by Podesta

  1. I'm not sure, but I believe it's likely gone to the trash bin. I mean, it's worth a look at least.
  2. Supernova, the crash from him and yours is very likely very different. I would recommend you creating a new post and providing the save file, with the mods list so it could be solved.
  3. Necroing the thread here, but last time I tried openxcom, and original xcom in general one of my biggest problems was the lack of fog of war. Really, it is so damn annoying not knowing what you can actually see and what you can't, especially after you have already revealed the map. Does anyone know a fix for this? Is there any mod that grey out, or make it clear in any way what area is outside of the LoS of your soldiers?
  4. Yeah, it is true, it makes it harder to get higher ranked soldiers. Maybe it worked better with XCOM because you had those pretty massive teams. Maybe it's just me being nostalgic, but it doesn't really matter as it's not doable. Thanks.
  5. Drages, is it possible to mod the how the ranks system works? Like change it from being linked to the amount of skill points you gain and make it instead linked to a pyramid system, similar to the original XCOM? Like You can have only one one corporal for every 3 privates. Only one Sargent to every 4 corporals, etc...? That would be pretty cool, and an incentive to keep cycling the soldiers more often, instead of keeping only one "dream team".
  6. Yep, definitely crashes. There seems to be a problem with them on them on Alaska, you are not the first one. EDIT: Yeah, try the 0.33 HF1, from the changelog it seems to fix it.
  7. Maybe related to the problem from @SoulFilcher? http://www.goldhawkinteractive.com/forums/showthread.php/13189-Crash-related-to-alien-construction-ship-base
  8. Yeah, this one also crashes for me. It is curious because an earlier post said something about the game crashing when they were detecting things on the "edge of the monitor". For me, your freeze happened if I moved the geoscape or not, so my guess is not with the position of your view, but maybe with the location itself, maybe the coordinates, I don't know. Also, try posting this into the Bug report of the CE edition. Source of the problem I mentioned: http://www.goldhawkinteractive.com/forums/showthread.php/13166-X-CE-0-33-Freeze-on-redetecting-ufo-with-interceptors EDIT: From the changelog it has been fixed in the new version 0.33HF1. You can wait for steam, or preferably check it out here> http://www.goldhawkinteractive.com/forums/showthread.php/13190-Xenonauts-Community-Edition-0-33-HF1
  9. If you want to I can pass the turn save and send it back to you until they can figure out what's going on.
  10. The TU's reserve points only for shooting, because there are so many possibilities, that adding them all would make it extremely clunky. You could have Reserve + tun 45. Reserve + turn 90. Reserve + turn 45 + crouch, etc... Every movement/crouch/turn cost the same amount of TU on every soldier, irrespective of the amount of TU's they have. Fox example crouching costs 3 TU. I believe this is an interesting suggestion, I don't feel like there is a need for it. You are having these problems because you just started playing, and are getting crushed by the aliens, which is normal. You'll soon learn how to better play the game, be more cautious, and get used to the TU system
  11. I also had no problem with that save, I can enter the battle without any problems. I'm on 1440x900 "windowed mode".
  12. It also didn't crash for me. Is it still crashing for you?
  13. Michael, most probably what is happening with the 1 or 2 extra TU's is that the place that you want to throw the grenade requires your soldier to face a different direction. Changing the direction you want to face cost TU, I believe it is 1 per 45ยบ. Number 2 is indeed an annoyance, I believe people have complained about it at CE, and they might work on it. Number 3 I believe is the same, but it doesn't take long to learn which grenade is each by the icon alone.
  14. @Jsleezy, I've made your mod compatible with the modular system. If you don't mind I can upload it here or send it over to you. It's basically adding a new .xml file so the mod tool can recognize it and reorganize a few folders.
  15. @Orlinos, yeah, we came up with pretty similar solutions. It all boils down to taking cover and how to prevent taking reaction shots when you are opening doors.
  16. Ok, so first a few tips. To place soldiers without any armor or shield in front of a door like that is asking for them to be shot. The only reason you might do that is if you are waiting for the aliens to open the door so you can kill them with reaction shots, but the very least you should place them behind guys with a shield. The door thing changed a lot through development of the game, I personally don't like very much that the doors auto close after each turn, and even though there is a mod for changing that, I don't use it, because I believe the aliens are not smart enough to remember to close them. Also you have to understand that now, even throwing grenades give the option for aliens to retaliate, so with your positioning, even throwing grenades would result in dead soldiers. So first I re-positioned the soldiers like this. Notice how they are all under cover, and I have two soldiers relatively close to the door so I can breach in quickly, depending on the situation inside the ship. Also, you have a prime spot for a sniper at the top of the roof, which is a bit rare when breaching ships, so I had to take advantage I'm not sure what's going on with the floor textures, It might be because of the "Fire in the Hole" mod I'm using, but not sure... Next is opening the door. Like I said before, In this case, I prefer to simply blow it up. Like you don't C4, the heavy weapons does an equally nice job. So you have to analyse the situation inside the ship. There are two aliens right in front of the door, so while I could manage to kill one with the "shotgun" guy, he would likely take reaction fire. So we have to either kill them or suppress them. You could use either the sniper guy or the rifleman behind the well for this, which is the one I use. Now I move in with the rifleman that were close to the door, to either flashbang him, or take a shot, but I realize I have a pretty good sight with the other rifleman behind the well, so I take a shot. Also, note the location he ends the turn, which is horrible. I'm not sure what I was thinking there, maybe it's because I had to breach it twice, because I realized midway that my "Function keys" were not working, so no screenshots first half of the mission. The situation was so similar and I replayed it the same way, that I'm not sure if I mixed the shots or not. Either way, bad location there, standing right up and open to enemy fire. Next up, I take that rifleman and try to flashbang the alien, which he misses and take a shot back. Luckily he survives, so I quickly take him out of the front. Instead I choose to kill the other alien with the rifleman I positioned close to the shotgun. He successfully suppress him, which is good enough to allow the assault soldier to move in and kill the alien that shot earlier in the turn. Next turn, as the other alien was suppressed I feel confident enough to get close with the shotgun and kill him. And then start to re-position my soldiers to prepare for the aliens that ran inside. Later on you have to be more careful, because the aliens start to quickly opening the door and spamming out grenades, which can be very frustrating. So notice how I leave my shotgun guy very close to the door with enough points for reaction shot, just in case the alien decides to be "funny". Next turn I open the first door with one guy and move in with the other, to save TU. Once I open the second I can see the alien. If I decided to move after that I would likely get a reaction shot, because he definitely had a few TU points saved. As I'm sure I can kill him with one shot from there I take it, and end the mission.Though depending on the situation you might be forced to retreat and reevaluate the options after knowing what was inside the inner part of the ship. Also, regarding night missions, you really shouldn't be doing them, especially this early in the game, unless you like the extra challenge. If it is not a terror mission on the other side of the globe, which is more tricky to better coordinate the time to dispatch Charlie, you really have no excuse to go into a night mission, you have plenty of time to wait for daylight. The disadvantage you have in them is massive, and if you are playing IronMan, one terror mission in the night, that you get wiped, can mean game over :'( EDIT: Quick link for the full album: http://imgur.com/a/IDPfz#0
  17. So, this is not a "proper bug" with the game itself, which is absolutely great, especially with the additions from the community modders. Sure, it has it's limitations that has been exposed a couple times already, but it is due to its engine, but that's not the point of the post. I don't know where else to post this, but this is a quite annoying problem, that while gives me a lot more headache I'm patient enough to bypass, but I can imagine not everyone, especially the newcommers are willing to do so. Every single google link for the forums redirect to the [Archive] portion of the forums, which simply does not work. So, any doubt or information I might want about the game I am redirected to a broken site like this. I can take the post number and title and use the search engine here, but it really shouldn't be necessary. I don't know if you guys can fix this, maybe redirect the [Archive] links to the proper forum post, but I really hope this is fixable, because it can be extremely annoying to google info about the game.
  18. Ok, so a small context first. I get a terror attack, and I quickly respond to it, and unfortunately It's at night, so you can imagine the outcome. I do manage to kill 3 aliens and have to bail, losing 5 of my soldiers... I then go back to my base and just fast forward a bit to wait more soldiers to get and heal a bit the shameful survivors, when all off a sudden I get a attack on my base (first time this happens, by the way). So here first a small suggestion, it should be given the players the option to equip the soldiers before the base defense. I have to missile batteries that do hit the ship that is attacking but the health from the ship does not change. So the base defense starts, and I have 4 soldiers, 2 of those absolutely stripped of anything but a regular rifle. I just stay at the control room, trying to protect it, and facing a zerg swarm (no, really, I probably have killed something like 15 aliens already..) and still have 2 remaining soldiers. BUG> So, all of a sudden the door closes on the alien turn (I imagined the aliens had closed it..) and I am kind of relieved since I was out of ammo and almost dead. I heal and get more ammo, and wait a couple turns, and since they don't get in I try to open the door, but it's simply stuck. I have already tried reloading, quitting the game and opening again, but the door is impossible to open, if I can't even try to move my soldiers out of the room (the path thing doesn't extend past the door..) If need be I can attach a file save...
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