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Patupi

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  • Biography
    Brit moved to the US
    Done CNC Machining/programming, engineering, clock repairering/making, concept art work, claysculpting, writing... and occasional computer programming and modding
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    Florida, US
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    Scifi books, movies etc,
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    CNC Machinist/programmer/setup guy & tool selection/regrind etc
  1. I kind of wondered about that. Before I switched to XCE 0.31 I'd been having a weird error where the game would lock up and not accept any orders after the first attack I gave, and it wouldn't matter whether I loaded from a save in the ship, or from the geoscape. When the 0.31 version fixed that I just went with my save from at the beginning of the battle *sigh*. Seems like that was the wrong choice, but I don't really feel like starting that mission over again. Thanks for the info though.
  2. *sigh* just had the same thing. Wall of Reapers coming up behind, and no-where to go. I think I nuked the Praetor with multiple missiles across the map (extra missiles stored in someone else's Predator backpack), as he wasn't present when I finally got to that room with the four 'beds' and the throne in it. Rear door still firmly locked shut after taking damage, even with the 0.31 XCE release (candidate 2, with both balance and settings as well as the armoured assault mod. No other mods installed.) Looks like I'm going to have to assume I 'won' even though the game disagrees with me. Um, just before the large attrium with the heavy drone in the middle there were two side corridors leading off. Do these circle around to the exit by any chance? I think the whole area is swarming with Reapers now so I can't go back to check. (EDIT: Well, I played it out, despite huge lags due to enormous numbers of reapers around, and though everyone died due to the door being stuck it at least gave me the 'win' ending. Went down with the ship, but took it out at least.)
  3. Hmm, if that is the case (would make sense as they are prepared for the assault and even if the UFO lands they could take off on a moments notice) you should have the ship leaving on Radar, even if only briefly while it rockets skyward. Perhaps a chance to intercept if you have fast enough fighters? It'd be nice to at least have a chance at getting ship components etc from a base attack, even if it requires another crash mission to get them
  4. Oh cool! Someone else who grew up with a Speccy. Welcome in Orumo, and there are a few of us old fogies around here. I started with a ZX81, upgrade to spectrum and did a stint with the Amiga before finally having to get a IBM when I went to Uni. Coursework and all I loved the 3 main XCom games and even liked intercepter... a bit, and later got into the UFO series too. I have demoed the new XCom game and haven't been too impressed, but got hit by bugs so... maybe I'll buy it later when they've fixed them.
  5. Actually, I was thinking of a sort of interim measure. Early in the game, as you examine wrecked ships etc you get to tune existing radar to at least identify which is which, but not give any other advantages. IE, in the old XCOM you could tell what race it was, what their mission was etc due to the psychic nature of the scanner. This would just be using existing radar, but have a list of radar profiles of known UFOs. Later on a more advanced radar could be done with alien tech that would give extra info in addition to this.
  6. I did notice this too, though I thought it was a function... even if rather an annoying one. Sometimes the mouse flickers and it goes off as I'm pressing the button to throw, and attacks instead. Frustrating.
  7. Hmm, after I had the problem I didn't find a way to fix it, though at that point in the game I didn't have the money to try to get rip of the chopper and buy a new one. The only solution I had was to reload my game just prior to transporting the Chinook to the second base and do what I listed above. Luckily I'm not having many CTDs in my game currently. The only issue I have is WAY too many terror site missions. It's only just into the second month and things are going nuts!
  8. I posted before on this as I had the same issue. A temporary solution is to remember to unassign everyone from the chopper before shipping anyone or anything. Then transfer the vehicle, troops and equipment seperately. I think the problem is it's not unassigning the troops automatically, though the troops DO stay in the base the chopper was in. Thus at the new destination it doesn't have enough space for anything but one soldier.
  9. I have to admit from what I've seen in the current build (Haven't completed the tech tree yet. Too many Terror attacks! Gets a bit old to have a terror attack almost every day sometimes!) I have seen no way to scan ufos or simply determine which they are at long range. Rather than the old detection improvement in XCOM UD why not base it on UFO crash recoveries? Each crash could have a mini-research item. Enough of the same type of research and Radar could identify that particular craft at long range, saying 'Fighter' instead of Very small etc. examine 3 intact crashes (or more if they are severely damaged) would give you enough info to get a radar signal profile for the craft. Just a thought.
  10. Like it says in the title. When you have a medipack you can't tell from mousing over how many 'rounds' it has left in it until you place it in your soldiers hands... and if that uses up most of his APs... Wasted effort. Plus, I know when a soldier is bleeding from the messages, but surely there should be a note on his health bar or something to note how many hps he is losing per turn, just as a reference? If so I can't find it.
  11. I had a terror mission near a second base of mine (got it early, despite the money problems to do with trying that!) so I shipped my single dropship, and all the troops in it, to the second base. It actually arrived just before the terror mission expired so I went to put the troops in... and now the drop ship is full after one soldier goes in. I can't even put an armoured vehicle in on it's own! Once I unload the soldier I can put any troop back in, but only one. I haven't tried to ship the dropship & troops again to see if that changes anything yet, but I tried launching the dropship anyway, then recalling it. Nothing changed upon return. Still only room for one troop. I first tried to ship the drop ship with it's troops, expecting them to go with it. It was annoying to find it empty upon arrival! I reloaded and shipped dropship, then troops. Should I attempt to unload the troops first THEN ship it all? (Edit: OK, I tried at a different point to ship a drop ship AFTER removing all troops and vehicles from it, and this error didn't occur. I'm assuming the automatic reallocation of the slots after the troops are removed is what caused it. If the troops are off before shipping the aircraft it looks like the problem is solved)
  12. Range is a problem that is bugging me already. I have two bases from the start (used most of my cash to get them both up and running) and now have great difficulty making ends meet. Then a terror mission pops up that's near the OTHER base that doesn't have drop ship yet (can't afford a second one yet, plus the cost of a second squad of troops) so I quickly rush to ship my drop ship to the other base, with troops, just barely get things ready to go, terror mission still on... and my drop ship can only hold one troop now?!? That was seriously annoying! As far as fighter combat goes I've had better luck. I usually do one mig and two f-17s. If they have the fuel I after burn the f-17s and turn the mig away from combat briefly, disable all but one missile per fighter (all ships aimed at different targets if more than one is enemy present) so the enemy tends to focus on the F-17s (he targets the nearest to which ever UFO is firing) That I can generally dodge while the mig gets back on course. I usually stock the mig with 3 sidewinders and 1 avalanche which seems to cover most eventualities. I still occasionally lose a fighter, but with fiddling targets in the dogfight in the end I can usually down the UFOs without losing a fighter. I've come across scouts, small scouts fighters and heavy fighters and this seems to work pretty well on those it can catch (the group is as slow as F17 on the map so it can't catch those pesky fast ones)
  13. The current build looks very good, especially as I gave things a few months down while I dealt with other things. It's sure moved on a lot since then! Good going guys. I've had a few oddities during a game. I've had two instances of CTDs during the geoscape (none in tactical as yet) and when it happens the saved games seem to crash when reloaded. Usually these are just after having UFOs 'hovering' near my base after the fighters they were tracking returned to base. One CTD I know was during a 'hover', the other I'm not sure about. I think it was though. The game pauses for a long time, maybe three minutes, before crashing to desktop. Similarly the corrupt saves take the same time before crashing. Also on one of two terror missions I had the chopper kept landing with the ramp right up to the bottom edge of the map. Troops could get out of the ship but the armoured vehicle couldn't! Trapped! Luckily I'd saved just before entering the mission and reloaded a few times. Took four reloads before I got the map so my AFV could get out of the chopper! (EDIT: Sorry, I realised after I entered this I got the title out of format stated in the sticky. I'll try to get it right next time.)
  14. Watch out! We're being invaded by flying houses! I think Dorothy is going to have something to say about that.
  15. yeah, with the alien saucer AI as it is now it pays to detect those that are as far inland as possible to make crashes more likely. I tend to go for central asia, or occasionally central N America.
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