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Troublechuter

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Posts posted by Troublechuter

  1. Things are feeling incredibly final at this point, great job.

    I really hope this does well for you guys.

    I don't want to sound too negative, but I thought the same thing when v22 stable came out, and then the LoS/LoF changes brought about a whole new set of problems. Provided there are no more high-impact changes we're definitely close, but there are still a number of very noticeable (although mostly harmless) bugs to fix before release... which is really soon! I would be more than happy if we pushed the release back by a week or two to fix these, you only get one chance to make a first impression after all.

    Even forgetting about bugs, there's a bit of balancing work left to do. The LoS changes seem to have made the whole game significantly harder, as I can no longer move a scout up, spot an alien, move the scout back and have the whole squad open fire with impunity. I'm totally fine with this as a system, but the whole game has been balanced based on the old, "easier" LoS system so far, and this has effectively cranked the difficulty up a notch. In addition, the appearance of fighters early on means I'm getting a lot more "airliner shot down" events, and with the bug that used to make these events provide a funding increase fixed, this has also made the geoscape game harder; I'm losing a lot more funding in the first month than I used to. Personally I'm fine with the increased difficulty as I felt that Veteran was getting a little too easy for me, but then I've been playing for months now; I'm not sure how a newbie would fare. I'd much rather the game be too hard than too easy for sure, though!

    And finally there's psionics, which I can't really comment on, as I haven't gotten far enough to encounter them in their new form yet and probably won't for a while, especially if there's another save-breaking patch.

  2. My main menu looks much the same as legit1337's. It seems as though background.jpg doesn't always load, I hadn't considered that this might be a bug until now, its always been a toss up whether I get an empty geoscape or the background jpg when I start it up. At the moment its not appearing. And yes, the actual jpg is present in the correct folder.

  3. Had it happen to me to, Alien Turn, Alien walks from out of sight into the range of one of my Rifleman and triggers a reaction fire, but screen still displays Hidden Movements.

    This one isn't new, its been happening to me since the beginning and honestly I figured its so noticeable they just never got around to it, given its annoying but doesn't really impact gameplay.

  4. :cool:

    Actually I'm specific saying in other two post that aliens can shoot through walls and the lineal walls of industrial/urban maps don't provide LOS block.

    Yeah, the "shooting around corners" feature is completely broken; the game has a funny idea about what constitutes a "corner". Someone posted some helpful screenshots illustrating the issue better in the bug reports forum.

  5. I hate to say it, but day 1 Corvettes are definitely not a very fun addition to the game. I know we're aiming for a "fighting a losing battle against a vastly superior alien horde" atmosphere, but having ships you don't actually have enough firepower to shoot down appear on day 1 would be a terrible introduction for a new player.

    Could we at least hold off on the Corvettes for the first week, to give the player time to research Foxtrots at least?

    And I'd also like to add myself to the list of people asking for the auto-reveal thing to be an option you can turn on and off in the menu at least. I understand the idea behind the feature is to streamline gameplay, but a lot of this game's target audience are going to want to be able to turn it off for an "authentic" experience.

  6. The thing that makes Mind Control so much more powerful than in the original is that the MCed soldier gets to act immediately. In the original, they would only act after a turn had passed, giving you time to either knock out the soldier in question, or just have your remaining soldiers run away and take cover from their newly MCed ally.

    Is this something we could try? Having a whole turn to deal with the problem soldier would give us time to decide if we want to shoot, stun, suppress, or run away from the affected soldier. It puts some agency back in the hands of the player, rather than MC = almost certain death for somebody, as is currently the case.

  7. Alright, its definitely reproducable, save attached. Even if I autoresolve the combat, it still crashes. Just load up the save and the interception causing the problem should happen pretty much right away. I'd also note that even though the UFO has lost one of its fighters, the icon for it on the map still shows it as having two.

    [ATTACH]3440[/ATTACH]

    Air combat bug.sav

    Air combat bug.sav

  8. Honestly, I don't think you can 'fix' this problem without adding in a non-binary outcome. I'm fairly certain that the autoresolver either gives you a victory (which causes a variable amount of damage to aircraft unless your strength is sufficiently high) or you lose (resulting in all craft being downed).

    The autoresolver can't simulate what would actually happen in this instance whereby the Corvette would be damaged but not destroyed, while the Foxtrot would escape unscathed. It can't simply be changed to check for maximum weapon damage, because not having enough firepower to win doesn't (in normal air combat) result in automatically losing either. I guess, ideally, you would have an attack and defence strength for each aircraft (say attack based on weapons and defence based on aircraft type), with attack scores checked against defence scores to see how much damage is done to either side (which would allow for draws). But it might be a bit late to do something like that now.

    (I guess, rather than winning automatically shooting down an alien craft, it could simply apply the aircraft's maximum damage output to it instead. That might be a lower-tech solution and would produce the desired result.)

    The outcomes are definitely not binary; I had an interception with two Condors and a Foxtrot vs a Corvette and had one of the Condor's downed, the second Condor took heavy damage, and the Foxtrot took minor damage. So there's definitely the possibility of a pyrrhic victory where you win with some losses on your side, it just seems that the autoresolve formula is a bit off at present and doesn't always reflect what would happen if you actually fought the battle yourself.

  9. Will see if I can reproduce later on, but here are the details I have:

    - I intercept a Corvette with two heavy fighters as escort with two Condors

    - I lose, taking down one fighter and putting the other on critical damage

    - Air combat ends fine

    - I intercept the remaining ships (undamaged corvette, heavy fighter on critical damage) with another two Condors

    - Heavy fighter is destroyed, Corvette is shot down, both Condors have minimal damage

    - Instead of returning to the geoscape, the game crashes

    I'm at work now, but will try to get a save later if I can reproduce this. I should note that I had upgraded from a previous version.

  10. Alright, after some more investigation I'm fairly confident that the AI's turns sometimes taking way longer than usual has something to do with psionics. In my latest mission I was up against a landing ship, so not a huge amount of crew, but with two Psions. Turns were really slow until I killed the Psions, who fortunately were hanging out together so I was able to kill both in one turn. The AI's turns immediately went a lot faster afterwards.

    All anecdotal, I know, but hopefully this helps.

  11. I concur with this sentiment of basing TUs upon a static value. Why not make it either 4x or 5x what the soldier's base TU value is to get the next TU. So, at 50 Time Units, it takes either 200 or 250 TUs spent. This would mean spending all of your TUs for a soldier every turn would have the same rate of growth, rather than the growth speed going faster as a soldier gains more TUs.

    I like this idea. Otherwise its going to be a sort of "exponential" thing where fast soldiers get faster quicker and slow soldiers struggle.

  12. It could be so that he spawned on some impassable tile. We got that a few times for the latest build. Maybe it was a small obstacle blocked by the alien, or an erroneous tile.

    I've had a Caesan spawn on water before, but he was still able to fire at me at least. This is the opposite; he was right out in the open in the middle of a road with nothing obviously blocking him, yet he didn't fire at me at all except for reaction fire.

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