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TFTDFan

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Everything posted by TFTDFan

  1. Ok first mission I tried was rather quick (landed massive construction). At first turns where <1 min, after entering the ship it went up to 3-5min tho, which is barely acceptable. This could be due to me using debugger and ctrl-q tho. I tried loading an older savegame but the game crashed pressumably due to version issues. What I noticed during this mission is that a lot of the enemies in the upper level of the ship started running at the same time trying to fit through the same door. The first of those blocked the path tho so all the others started crouching and looking towards where my unit was 4 levels below. (away from where the teleporters are). Those crouched units took a long time to compute in every following turn and only one of the got back up to go some place. The others stayed there for as long as I tried before accidentally hitting V instead of B. This might be the cause depending on how your AI is coded. Try disabling parallel (timewise) moving of aliens and have a look at the code in regards to what happens when an alien blocks anothers way. I will try again to reproduce this in 22.6 later. General remark to the AI: In the old game some kind of enemies (talking TFTD here) hid in buildings in small spaces trapping you, others went out of the ship and back in. I liked both of those traits. It seems a bit boring that enemies would nearly never leave their ship. (Only commanders should stay back imho)
  2. Tbh: I stopped playing because of the ridiculous long turns. This made missions take up to 2-3 hours which made me go to bed at 4-5am-ish. That was fine last weekend but I can't do that stuff on workdays. I'll try another massive mission and send you a savegame with as much description as I can gather. I'll see if I can figure out how to fiddle around with debug mode etc. as well
  3. Maybe the devs could disable animated props while it's the aliens turn, so we could test for this. This would make sense anyways when the props are invisible to the player. I'm pretty sure tho, that the props aren't the main reason for this issue, since turns become shorter when there's less aliens left. Especially it appears that aliens turns are way quicker once you've seen all enemies once. It's hard to make reliable statements regarding this tho, since turns are so long that I didn't have the time to test this a lot.
  4. All massive ships. You can download one of the savegames I posted and check it out yourself if you like.
  5. Hi, I'm trying to take down this massive UFO in the savegame, but when I engange with the Fury, the game just crashes every time. Edit: changing target does not solve the problem, crashes as well. Edit 2: sending the Fury back to base and then back out fixes the issue for the time being. hmmm.sav hmmm.sav
  6. Yes, I know. That's not the problem. The problem is that I tried reequipping the newly recovered soldiers, but the equipment was not there. Seems like it did actually NOT go straight to the storeroom but rather disappeared until I equipped those recovered soldiers with something else.
  7. Hi, I patrolled this UFO while it landed with my maurader at the location my aircraft can be seen on the screenshot. Once the UFO took off (gamespeed at highest setting) it flew away to the east before me getting the engangement button. After destroying it the crashsite is where the UFO was seen last on the map, but that's a couple 100 miles away from my interceptor.
  8. In yet another mission I only had a few enemy androns left in the 3rd floor of a research vessel. The turns were consistantly slow until I got those last androns to move. As soon as they moved (which they in this case only did when I started shooting at them), the turns were only a couple seconds instead of 1-2 minutes.
  9. Hi, this is probably a know bug, but anyways: I just loaded a savegame to check something for another bug report. I wanted to abort the mission directly after deploying, but it said that all my soldiers were outside the ship and would be lost. Now maybe I'm assuming wrong. But if I understand correctly those marks on the ground that your soldiers stand on after deploying are the places you have to go back to to abort, right?
  10. Hi, I have a hyperion tank assigned to my valkyrie dropship (savegame attached). When I start a mission tho, there is no tank on the ground anywhere, not even in the deploy screen. Once I finish that mission, the tank is gone for good, not existing anymore at all. Now I have to build a new one -.- eh.sav eh.sav
  11. Hi, I'm constantly losing riffles and armor. I just finished a mission with 7 guys all carrying mag weapons and some the predator armor. One died, two got wounded. After they healed back up, I wanted to assign them back to the ship, but they now had no equipment on them at all and I had no mag weapons nor predator armors left over to equip them. I double checked loading the save games before and indeed that equipment vanished. EDIT: bought new soldiers and it seems like the equipment somehow reappeared, since those new soldiers are now equipped with mag rifles (changed the default role equip). This might be caused by wounded soldiers blocking equipment after being healed until you assign them new equipment?
  12. Hi, not sure if this is known or a map issue, but in my last terror mission there were trains blocking my shots, just that they haven't been rendered in the map. The tracks looked as if they were empty, except for the couplers between wagons, which were displayed. Unfortunately I neither have a screenshot nor a savegame.
  13. Hi, the hyperion tank as far as I understand hovers above low obstacles. Yet in my last base defense mission I had the tank destory doors and missiles when hovering over them. Is that on purpose?
  14. I just played another map. Very slow turns again (savegame attached). This time there were cesians, no damage to the ship and slow turns long after entering the ship. Aut.sav Aut.sav
  15. Hi, when you detect a UFO and it disappears again outside of your range, the UFO still keeps its number, which generally does not make sense in itself. This is good tho, because otherwise UFOs leaving and entering your scan range will lead to multiple notifications popping up annoying you. BUT, imho, there should be a timeout for UFOs that fly away a bit further. Why? Because sometimes these UFOs disappear for quite a while, I have nothing to do, so I accelerate the game to the fastest time, just to find that one of these pesky disappearing UFOs came back for a short peek in my range. After I had time to react it of course is yet again gone and cannot be found. I believe the original UFO or at least XCOM: TFTD did not have this behaviour.
  16. The ship had some smoke and fire on top of it. Inside was rather clean irc (see savegame attached). As reported above I also had the impression that the turns where shorter around about the time I entered the ship. andronteleportbug.sav andronteleportbug.sav
  17. That's neat! If the game hadn't crashed I had probably not considered it a bug. Btw. is it on purpose units can't land on containers? Seems unreasonable. Same for buses.
  18. Hi, I was playing a city terror mission shooting at an andron around a corner. I had a 50% block chance on the corner of a building when I took an aimed shot from my mag rifle. The hit was blocked indeed and the cornerwall facing on the far side of the shooter was destroyed in the process. I wanted to take another snap shot without changing anything else, but now the block rate at the same corner was 100% instead of 50%. I took the shot anyways and it hit the wall as expected, cracking it. I added a screenshot I took later in the game and illustrated the removed wall as well as the direction I was shooting from.
  19. Hi, I was shooting at an andron with the mag weapon from my hyperion tank, it was supposed to go through a bus stop and had a 50% or so block chance. The mag went off and hit either the bus stop or the building next to it (1 tile between). It happened pretty quick so Im not entirely sure where it went exactly. Anyways, in this city style terror mission, a big (8x13 tiles) building *completely* exploded (every tile was rubble afterwards), killing my soldier inside that stood on the other end of the building. I tried to load the last savegame and the game crashed immediately when starting to load. Screenshot of the situation before the blow-up and screenshot attached. Aut.sav Aut.sav
  20. Hi, when your last xenonaut dies, the alien turn still continues, which can be quite long in some circumstances. It should end immediately as it does when you kill the last alien. Not sure if this should be a bug report or a feature request. In general I think it would be a good idea to allow to open the main menu when it's the aliens turn, so you can quit or abandon the mission if something goes horribly wrong and you don't want to wait until the end of their turn.
  21. Hi, on a massive crash site map it takes up to 10 minutes for an alien turn without any shots fired. (first couple of rounds) It gets better with time but it still is quite annoying. The PC I'm testing on isn't the fastest, but it's not that slow either. (AMD Athlon64 X2 5200+ 2.71 GHz, SSD, 64 bit, 4G RAM, GeForce GTS 240) Parts of the map were on fire/smoking. One alien was trapped in a stone, but I don't think this is related to the long wait since when it was only that alien left, turns "only" took about 10-20 seconds. This itself should be muuuuch quicker tho: a trapped alien that cannot do anything at all should not be hard to calculate.
  22. Hi, path cost for teleports and actual cost disagree. It's currently free to teleport from A to B but the pathfinding shows different costs depending I assume on the change in height and the tile cost. This might be related to this bug http://www.goldhawkinteractive.com/forums/showthread.php/9804-V22-5-Ground-Combat-Andron-teleporting-onto-my-soldier-ceases-to-be-attackable
  23. Hi, on the same massive crash site as in my last post, I had my guys standing on the teleporters to prevent the enemies to teleport down in their turn. That went wrong quickly when an andron teleported onto my soldier, producing the sound of someone resisting (or similar, short *augh* sound). The andron then started shooting at me iirc. When it was my turn again, the andron and my soldier where in the same place, but I could not target the andron. My first try was to teleport my guy to the other end of the teleport, which played the teleport sound twice but made me end up on the other end as you would normally expect. I did not try to go back but rather saved the game for this bug report and moved all my soldiers away to make the andron move. I don't know whether it was attackable after since I loaded said savegame after realizing that it was the second last andron. After loading I was able to shoot it. This might be related to this bug: http://www.goldhawkinteractive.com/forums/showthread.php/9805-V22-5-Ground-Combat-Teleport-pathcost-wrong?p=107961#post107961 I could imagine the andron standing on the teleport before it was the aliens turn or alternatively the pathfinding telling the andron it had just enough points to go onto the teleporter but not go onto the other side of the teleporter (since that would cost a couple points according to the mentioned bug) so it would not be a problem to step onto the portal. Savegame attached. andronteleportbug.sav andronteleportbug.sav
  24. Hi, on a massive crash site, I found a guy sitting *inside* a stone. Savegame attached. guyinstonebug.sav guyinstonebug.sav
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