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UmberSkies

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Everything posted by UmberSkies

  1. You don't realize just how bad this bug is until your Scimitar tank shoots its Plasma Cannon at its treads, blowing up itself and the 4 soldiers sheltering behind it -.-
  2. Ok, thanks Chris. That makes sense. @Dranak; Yeah, as soon as I finish my current play through I'm going to do an Ironman Veteran play through
  3. Got a save, And I can confirm that if you place a soldier next to him, he will pull a gun and shoot you =p [ATTACH]3619[/ATTACH] Weaponless Seb.sav Weaponless Seb.sav
  4. Save right here: [ATTACH]3616[/ATTACH] Although I had to load the save 3-4 times to get it looking normal, it kept loading like this: Invis RailCArs.sav Invis RailCArs.sav
  5. That would make sense, especially if its the same bug causing invisible UFO's.
  6. So I'm running the experimental branch as many others are, and I was playing through a terror mission. Now this was a rather difficult mission, one full of sebillians and reapers and drones trying to eat my spleen with their afternoon tea, but I had managed to make it to the last alien (not without taking many near death hits), when I made the rather unfortunate decision to walk up some stairs to get a better angle on said alien. Then the game crashed. A necessary evil of playing the Exp branch, but I'm wondering if there is a way to make the autosave save during battle, instead of just at the start of it. I thoroughly enjoy bug testing the game, but there is a slight tinge of frustration upon losing a difficult 45 minute long mission due to a crash =p.
  7. This is a terror mission map. This is occurring on the right most rail of the track. Those tiles (more than shown in picture) cannot be stepped on, looked past or fired past. The corresponding left rail of the track is unaffected.
  8. All facilities were normal prior to the base defense. Got into the defense mission, and found a laboratory overlapping with a hanger. Now after the base defense, neither building can be demolished. Edit: By relocating one of the Condors to my second base I was able to demolish the hanger, which then allowed me to demolish the laboratory.
  9. Three things; 1: Civilians are still teleporting while in LOS, even when standing just a few tiles away from my soldiers. 2: Aliens are not opening doors when they walk through them in the fog of war. 3: Ground tiles for the arctic map huts are not displaying Edit: Got a picture of the aliens not opening doors. The alien laying dead in front of my soldier was originally in the fenced off area to his left. When I placed my rifleman where he is now, the alien moved into the building, opening the red door on the side (Note that at this point the alien was in my line of sight). On my turn I angled my rifleman to the door expecting him to open it and walk through, but instead he teleported past the door. Additionally, when he did teleport into my soldiers LOS he triggered reaction fire, but the [Hidden Activity] screen was still displayed.
  10. Adding my voice to the kneeling soldiers not being safe crowd. (Thanks Legit ) If I have a soldier kneeling with a machine gun right behind him, the kneeling soldier typically gets hit by at least 1 bullet of the MG's burst, although I have lost a soldier when he got hit by 4 shots in a row.
  11. Title says it all. If I have a soldier kneeling with a machine gun right behind him, the kneeling soldier typically gets hit by at least 1 bullet of the MG's burst, although I have lost a soldier when he got hit by 4 shots in a row.
  12. [ATTACH]3602[/ATTACH] Did someone say missing UFO body? No UFO body.sav No UFO body.sav
  13. That made me laugh hard enough to wake up my roomate in the other room
  14. About the new funding screen, I have to agree that the old screen was better. It felt like it matched the art style better, the larger box felt much less cramped, and with the outlines of the countries, it was far easier to understand funding changes at a quick glance. I think that reverting back to the old screen while keeping the [Gross - Maintenance = Net ] information would the best option personally.
  15. Sebillians are immune to smoke? As in they aren't affected by the accuracy loss on shots?
  16. I have also experienced the bullets hitting ground bug, but it seems to be rather difficult to reproduce. It only seems to happen on high chance to hit shots. Also, if the shot is a burst, then every bullet will impact the exact same spot at the aliens feet. The worst display of this was with a machine gunner with an 82% x 10 shot. Every bullet missed (extremely low chance of occurrence) and every bullet struck the same spot one tile in front of the soldier. I am currently trying to reproduce this bug and will upload a save as soon as I can. Also adding my voice to those saying shooting over crouched soldiers is unsafe, due to this ^
  17. My preferred tactic is a very up close and personal one. Two assaults and two shields (all with high TU's), all loaded with grenades with the shields carrying one shield in each hand (they drop one at the start of the mission and switch to pistols, that way they have back ups available) and usually with two zap rods and two bricks of C4 thrown into the mix. Then two rifle men, typically chosen due to high health and reflexes with two medkits each and a few smoke grenades. They are positioned at the side doors of the dropship for a quick scout of the LZ. Finally I take a heavy because suppression is always useful, and then either a rocketeer or a sniper, depending on where the mission is taking place. These two usually carry any other miscellaneous stuff I may need, unless its a rocketeer.
  18. Its nice to see that someone else also enjoys the new LOS ideas =D You are definitely right about development not having to end at release, it would be nice to see some added content after the game has been released, as there definitely are more things I would love to see added into the game. (MAH FLAMMENWERFER!! All them little aliens gonna BURN! ) Side Note: Any news on that upcoming fix Chris? Really want to start up a new campaign again
  19. That's the thing mate, the devs aren't here to please just you. They are working to create a game which the vast majority will enjoy upon release. Maybe if you were creating the game you wouldn't place much emphasis on LOS mechanics, but the devs do want to. And as you say, the game will face critics when it comes out, but do you think the would be happier with an unrealistic LOS that gives soldiers eyes in the back of their head, or a system with well fleshed out and realistic mechanics? The devs have to create a game that will appeal to a large group of people, not a small few who are happy with suboptimal LOS and soldiers who cant lean around a corner to shoot. And in a game based on tactical decisions, shooting around a corner is a fairly important one. I know I personally would not enjoy having to step into the open with no cover just to take a shot at an enemy.
  20. Not experiencing crashes, but as posted earlier, I am having problems with the second floor not displaying. TD, you need to remember that first of all, the game is almost complete. There likely wont be anymore sweepingly large changes to content, as their main goal now is the polishing and release of the game. Secondly, this is the experimental build, Changes will be made, and you may not like them. That does not mean that they are a waste of time though. Personally, I find a proper LOS system to be highly important in games like this, and I am very grateful that Chris is working to make a realistic and effective LOS system. When a change is made, criticisms are good. But complaining about the same thing again and again in an experimental build meant to test out new things is not constructive. Just because you don't like it doesn't mean that we all dont. I would much rather see the new LOS system polished up and working smoothly instead of just tossing the whole thing in the ditch.
  21. Haven't had any issues with LOS, in fact it seems to be a marked improvement now. I have instead been running into a large number of Caesans being trapped inside of item on the map, shipping containers, rock formations, and on one of the middle eastern maps, inside of a clothing stand. And have pictures to show it as well Additionally, I have been having problems with the second floor of buildings not being displayed unless a soldier is placed on the bottom of the stairs, but I unfortunately forgot to take a picture of that occurrence -.- Edit: Got them! First picture shows the lack of second floor display, second shows soldier position needed, and the third shows the result. I'm never sure when something is serious enough to post as a bug, so if these belong there just let me know and ill delete this post and move it over.
  22. I don't know if you ever played the original X-Coms, but Reveal All is a godsend. Nothing was more annoying than spending an additional 5-10 minute on a map trying to find one cowering alien (Curse you multifloor house maps -.-) Its not so much a casual option as it is a Quality of Life increase, especially for people who dont have muchtime to spend gaming in a day.
  23. I'm probably just not understanding the formula used in damage calculation, but wouldn't this just result in the same damage being dealt? (From http://xenowiki.goldhawkinteractive.com/index.php?title=Damage_System) HP Damage Taken = Damage Dealt - (Target Armour - Weapon Armour Mitigation, min = 0) HP Damage Taken = 20 - (15 - 10, min = 0) = 15 HP Damage Taken = 30 - (15 - 0, min = 0) = 15
  24. I like this idea. It presents the player with an obstacle and consequences if ignored, while also giving the player the ability to counter the threat. Very nice.
  25. First of all, I love the change to berserk. Hallucinate already sounds like a much more balanced ability just from the description. Secondly, I don't know if I agree with a 50 max chance to avoid psi attacks. While a max level soldier with maxed moral would have a 90% chance to avoid against the Caesan in your description, I feel like a 50% chance to lose control of my battle hardened max rank Colonel may be a bit much, especially if he can potentially be captured every two turns in late game. Instead, I propose that a soldiers max chance to avoid the attack be based on their rank. For example; against a Praetor you could cap Colonels at 60%, while a lowly Private would only have a 20% chance max to avoid the attack. This could be adjusted for other psionics, such that a Caesan psion would have great trouble attempting to MC a high rank soldier. They would still be a threat to you in the early game (and late if you bring low level troops), while being something you can negate later on with proper planning. Additionally, these odds could be adjusted for various difficulty levels. Thirdly, range should definitely be considered. Nobody likes being MC'd from across the entire map. Maybe psionics range could be 1.5-1.75 times visual range, and psioncs could attack any enemy within sight of an ally? This would allow them to remain on the back lines of combat, and attack your soldiers, without requiring themselves to be within LOS of your soldiers.
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