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Troublechuter

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Posts posted by Troublechuter

  1. Something that's bothering me... I wish that UFOs on terror / base assault missions were more aggresive. These patch notes made me realize I haven't seen a single heavy drone yet (and I'm about to research Operation Endgame so I'm nearing the end), probably because they're terror units and I generally shoot down all of the UFOs before they have a chance to do anything. It just seems like they spend too long bumbling around doing nothing in particular, and never get a chance to actually terrorize anything.

    Is this something I can mod?

  2. Hmmm. Thought we'd fixed that? Is this a new game, or the older save where you had the same issue?

    Its a game that was originally started in 1.0, although the actual ground mission was started in 1.05hf. I think. My game updated itself before the play session so I have to assume its 1.05. If you can't replicate this on the dev branch then I guess I don't have the latest version after all.

    Also, it seems as though if you destroy an alien base's generator and then lose all of your men, it counts as a loss. However if you have even one man left alive and evacuate, it counts as a win and seems to let you keep the equipment of the surviving men and recover any soldiers who were downed but not killed. Not quite the behavior I was expecting.

  3. I'm afraid I've got a crash bug; at a guess I'd say its related to Wraiths attempting to teleport when they don't have enough TUs to do so due to being suppressed, but its reproducible in any case so I've attached a save.

    [ATTACH]4146[/ATTACH]

    *edit*

    Haha, and another really weird one when I restarted that mission. I had a Wraith suddenly turn into a Caesan non-combatant after it threw a grenade. It still made the correct pain/death noises when I killed it and it left a Wraith corpse behind. Save attached.

    [ATTACH]4147[/ATTACH]

    crash bug.sav

    wraith in disguise.sav

    crash bug.sav

    wraith in disguise.sav

  4. Now that the Valkyrie can only carry 12 soldiers max, the hotkeys for soldiers 13-16 are no longer needed and should be removed from the Game Options' key bindings. Speaking of which, there's a binding for "Zoom In", but no "Zoom Out". I could've sworn there's been one at some point.

    You can still have up to 16 soldiers in a base defense mission.

    I also just remembered another very minor, but very easy to fix issue; the advanced medkit's description string is still "TBD".

  5. Alright, just had two much more serious issues occur; serious but not game-breaking given they both went away after I quit and restarted. First of all I had the "invincible alien" bug which others have reported. It seems as though the game had gotten confused about where he was supposed to be on the map; I couldn't target him normally, but there was a spot near the UFO's door that I couldn't move my men onto that I'd usually be able to. When mousing-over that spot (a few tiles away from the alien), the cursor would snap to the visible location of the alien instead, and clicking it would cause my men to fire at the alien's visible location, albeit to no effect. Reloading a save corrected this.

    Secondly, after getting back to the geoscape and saving immediately, I found my game frozen in time. I could access my base any do anything else, but time wouldn't advance on the geoscape regardless of speed. Reloading saves did nothing and I was worried all of my saves might have been corrupted, but quitting out of the game and restarting seems to have fixed it. Just quitting to the menu didn't do it though, I had to actually close the game completely.

  6. Cool, that's fine. Just wanted to check as it seemed odd. I'm not sure I get why they shouldn't, though.

    As I understand it, its because they're basically just probes. They scan the surface and maybe conduct small-scale abductions, but don't really do anything that would require them to land for hours at a time.

  7. Strangely, I've found that I get the main menu displaying properly on both of my machines since I've reformatted my tower. It used to look fine on my laptop but not on my tower, but now it looks fine on both. So it can't be tied entirely to hard-drive speed, as I'm using the exact same hardware as before!

    On another note, I'm also still seeing a few shots that feel like they're not being registered by the game's engine. I mean, if a shot hits the tile an alien is in, I should either get a damage number, a "resisted" message or a "missed" message, yes? Yet I'm still seeing shots that look like they've hit but seem to have no effect. Not a major issue mind you, and fairly rare.

  8. cant you shoot down the tree?

    Yes. I often use my machine-guns for landscaping duties. Especially helpful if you know there's an alien behind one of those hedges and you want to make yourself a gap!

    The reason I'd never take a hunter is:

    1. They're expensive (compared with outfitting two soldiers)

    2. They're generally less effective than the two soldiers would be

    3. They die far too easily

    4. A squad of 6 feels far too small

    But most importantly:

    4. If I take a hunter, that means there's two soldiers back at base not earning experience who could have been

  9. I've discovered a game breaking bug in my v9 playthrough; I get a crash whenever I relocate an aircraft to my third base. It happens every time, with any type of aircraft. I've tried fast-forwarding a week and it made no difference. It effectively renders my third base useless, unless I build a workshop there.

    [ATTACH]3864[/ATTACH]

    1.sav

    1.sav

  10. Um... I just had a Corvette with a different layout than usual. Is this a new thing that wasn't mentioned in the patch notes, or have there always been alternate layouts? Either way that's an amazing addition, keeps things fresh after having assaulted the same damn UFO a dozen times by now!

    Also, alien officers are now appearing in Corvettes. Alien officers have aliens grenades. Alien grenades make mincemeat out of Jackal armored soldiers. The corridor of doom was not kind to my men. I've never lost five at once before. I might have accidentally reloaded that one...

  11. To be honest, I don't think flashbangs need to go anywhere at all. It's worth noting that a flashbang is only especially powerful against Caesans who are all more-or-less one-shot suppressed by a flashbang. In contrast, many Sebillians (either from Guard or Soldier upwards, I can't quite remember) are resistant enough to suppression that one flashbang isn't enough (and therefore they get to fire on the flashbang thrower) while Androns are entirely immune. The same is true for the machine gun.

    So I'm not sure that a nerf to these items would make a huge amount of difference. It would certainly make Light Scout and Scout assaults more difficulty, since those are the instances where suppression is especially powerful. Elsewhere, though, I'm not sure it would matter all that much.

    (And I like flashbangs a lot. Non-direct-damage equipment is cool; it would be a shame to lose some of it).

    EDIT: Not sure whether this would actually help much with the problem, but - randomized suppression damage? Part of the reason why flashbangs and machineguns are good against early aliens is that they always suppress their targets, therefore are a safe bet. If suppression damage was randomized, this wouldn't always be the case so you'd have to take additional precautions or else take a different approach instead.

    I'm a little surprised to see so many people wanting aliens to be able to shoot the moment you open the door; all I can see this doing is resulting in a lot more frustrating, unavoidable deaths. If this were switched back on, I'd want it to happen on Insanity difficulty only; I still take plenty of casualties breaching UFOs even if I do play silly door games, especially with the corridor of doom that Corvettes have.

    That said, I would be happy if doors could only be activated once per turn, or with randomized suppression damage, as suggested above, although frankly Sebillians resist plenty of my flashbangs as-is!

  12. This is being discussed in the balance forum, and I've brought it up in the release 8 thread, but I feel like the inclusion of fighters so early combined with the "airliners shot down providing positive funding" bug being fixed is resulting in a lot of unavoidable lost funding early on, and a rather unforgiving early game on the geoscape.

    Also, from a thematic point-of-view, it feels a bit odd that fighters are shooting down entire airliners from the second wave onwards, when this is the very start of the invasion and light scouts are still pottering around doing nothing much more dangerous than abducting cattle and fish. Is it possible that fighters could still appear, but not actually start shooting down airliners until later on?

  13. Yeah, I'm getting the same thing. Losing a hell of a lot of funding very quickly because of fighters outside of my radar coverage. Should be a simple fix, it just depends on how the devs want to handle it. Either fighters need to show up later, or they need to have a smaller chance of shooting down an airliner. Or maybe the chance ramps up as the invasion escalates? Shooting down airliners is a fairly aggressive by the aliens, too aggressive early on IMO given that this is happening at the same stage of the invasion that scouts are just sort of puttering around abducting cattle and murdering fish.

  14. I'm not sure if I like the new end of month screen. Everything is all squished up in a little narrow window which doesn't look right, I feel like it should take up more space on the screen. I also feel like the pretty artwork is wasted being all squished up in a tiny box in the middle, it looked better when it was full-screen as a background image. I also miss the diagram showing the continent's outlines and how their funding has changed at-a-glance, now its just a very plain list of figures.

  15. Armour wouldn't show up on the health bar though, if we did that I might just remove the armour and give them 500HP or something. That way people at least have a vague idea of how shot up their vehicle is.

    I'm not sure about removing the armor completely, but removing some armor and giving them a HP boost seems like a good idea. The issue I have with vehicles at the moment is that the amount of punishment they take varies wildly; sometimes they can take a dozen shots and keep rolling, sometimes they explode in two hits. Without fully understanding the game's armor mechanics, I have a feeling this is because of the fact that they have heavy armor, but not much actual health.

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