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cb6dba

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  1. I was hoping that the OP Psy stuff would have been dealt with, before we start giving our Psy affexcted troops thier full TUs with which to reek havoc...
  2. I am at the start of a battleship assault and I guess the Psi Alien survived as each turn all my troops feel dread. What I did notice as I am saving at the end of each turn (to test this9 is that although I leave me troops with very few TUs, they can still act when mind controlled. I had a Miss Gomez left with 9 TUs, and she still managed to get ne shot off and run about 4 squares - with 9 TUs.. Having seen that, I think the only way to deal with this is to give up on reaction fire and do what is said above, pack the weapons in the backpack at the end of each turn. Fun when there are reapers about. Any word form the Devs on sorting this out yet? All my troops have had 99+ bravery when mind controlled and if they get to act in the alien turn, it is going to lead to at least two deaths if you leave enough TUs for reaction fire (if not, maybe only one death).
  3. This only a minor point, but the Hyperion Hovertank picture looks like it has a main weapon and a two rocket launchers. Would be more consistent to either alter the Rail gun to be non explosive weapons and let the player also equip the tank with a rocket launcher, or change the picture (most likely both not really possible at this late stage)..
  4. Hi Chris, not sure how to get a screen shot, but here is the save game.. To reproduce just go to the middle level, the alien standing in front of the door will trigger a crash when it is killed on that tile. The work around is to run through the other door, for some reason this triggers the alien to leave the spot it is on. On the other mission I wrote about, the alien on that tile seemed to get stuck - the graphic was walking but the sprite did not mover. There are also a few soldiers with pistols and shields so you can easily check the problem with the quick reload function if the pistol is in the wrong hand. combat_bug.sav combat_bug.sav
  5. Having just gone through a carrier ground assault I would say they Psy abilities need a little tweek. Just getting to the carrier cost me 4 soldiers as the aliens seem to be able to see my troops when I cannot see them (from inside the carrier I guess - I know there were none outsider as I used the game as a test to go and see). Although the bug I reported with the carrier assault made it worse, having a solider mind controlled every turn was not fun. With the other abilities, they all seem to just trigger my troops firing on each other... Would it be possible to stop soldiers using reaction fire on soldiers that have been mind controlled? I had one mind control cost me 5 troops - the mind controlled killed 2, 2 were taken down by friendly fire trying to kill her... When she dropped I was so sick I just reloaded.... Added to the problem I posted in the bug section, this one mission has kicked a lot of the fun out of the game... It is almost as bad as the blaster launcher/mind control missions in the OG...
  6. I have managed to reproduce the crash. Happens on carrier ground assault and always when an alien unit is killed on the same tile... It can be worked around as long as the aliens do not have any units that can mind control, if the do, you may as well just go back to a geosphere save, the alien seems to like to stay put - every time you send guys up, they get controlled and the alien stays put...
  7. Update, I do not think the second bug is to do with the pistol, I have triggered this bug every time I made a killing shot on one of the Aliens that are encased in the white suit or armour. I can't say if this is something to do with the alien being killed or the map (I tried to stun it bit no purple smoke graphic was displayed.
  8. Hi, while playing I have noticed one bug and maybe a potential bug (has happened 75% of the time to me, maybe someone else can check). Mission was an assault on a downed carrier. I noticed that when using a plasma pistol/advanced shield combo, if the pistol is in the right hand slot (as you look at the combat map), the quick load slot is not populated and you have to click on the pistol to make a shot. Going into the equipment screen and swapping the pistol/shield there will solve the issue. Is a minor bug but also a silly one. Potential bug - 75% of the time I have made a killing shot with a postol on this mission (ok, that is only 3 occasions) the game has crashed. I thought the two may have been related but it happens with the pistol in either position (hand).
  9. I am not sure if I have the same issue, but I am getting freezes during hidden movement. I have restarted the mission a few times (loaded a geosphere save with the drop-ship on its way) and it either freezes after hitting the turn button the first time or on one of the subsequent turns. So far have not managed to get further then 3 turns in. The only difference between this mission is that it is the first in which I have used the shrike (is modded, 16 crew) - is it normal that soldiers can walk through the side walls of the shrike? Edit: reduced the troop number back down to 12. This solved the walking thorugh the side walls but the game still froze on the third alien turn.
  10. Now that is freaky - Although I cannot load any of my save games that were saved on the Geosphere, I can load up a save I did while in combat, save on the Geosphere, exit game and then load that save up... tested this after a restart, seems I have a random some save games will load and other not. Saved inside a combat mission to test, save game could not be loaded. However loading from a combat save I know to be ok worked, I could also save on the Geosphere and load it up. Don't really have the time to create a test plan for this :-(
  11. I take it the swap has broken the save games? I just tried to load mine and the game crashed :-( (in Steam it says I am on the experimental branch, but in the launcher is says V21 Stable)..
  12. Although I do not like the % of TUs system per shot, it fits better with the application of roles to the weapons. Under the old system the MG was just a big rapid fire rifle - however I really liked the old Rambo-style MG soldiers... More annoying for me is the situation where you open the UFO door, one guy shoots in, and then 4 aliens get reaction shots (some multiple, I had one alien shot two bursts) out....
  13. Hi Hety, for some reason the quote function isn't working to me so I have had to copy the info here (thanks to Max_Caine and Phiveaces). "Open config.xml Find <PercentageWeaponCosts>1</PercentageWeaponCosts> Set that to 0 Job done." "ah.. not really.. cuz then all costs for all weapons are set to % values edit weapons_gc.xml in assets folder ... very much prefer war over pot shots...". As said in the second quote - setting the flag to 0 takes the values listed in weapons_gc.xml as the amount of TUs used (for example, flag =1 MG uses 80%, flag =0, MG uses 80TUs).
  14. Has the TU/shot system gone back to a percentage of the soldier's time units? As a matter of *cough* interest, how would someone change that back to a fixed amount?
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