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mekasha

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Everything posted by mekasha

  1. As above, this seems to not work on v .27 of the XCE. Trying to use the mod installer fails with the message "this is not a mod .zip", and manually putting the folder into the correct place and running the .bat seems to have had no effect.
  2. Is there a full list of all the changes implemented in "xcesettings" anywhere?
  3. It's recovered from battleship; next time you take one down, make sure you don't accidently destroy the thing with the rotating rings around the black orb.
  4. As mentioned above, look for UFO's in a wave that aren't generating events. This means it's either a terror or construction mission. Unfortunately both behave roughly the same way; if you want to avoid the terror mission, the best you can do is wait a bit, then send out interceptors to tail the suspected terror UFO. If you see it make a beeline for a named city on the map (zoom in to see cities) around what feels like the time it would be landing, engage it before it gets to the city.
  5. Don't have quick access to the final mission, but this happens in both rooms with the 3 sebillians leading to the generator rooms in the final mission. You can use force-fire and mouse around the edge of the room to see the 'cover' penalty on what I'm assuming are invisible props, but to the player appear empty aside from the 3 enemies.
  6. Something useful to note is you can zoom in on the air combat view. Zooming in far enough lets you see the health % of enemy units, which gives you an idea of how close to death they are.
  7. Ironman save from the final mission. I moved my 3 remaining units to the exit area, and each disappeared upon entering it. A 4th had "broken and fled" back towards the reapers. Now the mission will never complete. Aliens take their turn, but it sounds like my units in the end area are still active and reaction firing as approaching reapers. [ATTACH]4624[/ATTACH] Aut.sav Aut.sav
  8. Wraiths are capturable, but shock grenade stun damage isn't astounding. I believe the more hp a unit has, the more 'stun' damage you have to use to take it out. Stun gas is like 15 a tick, shock grenades are 25ish, and shock batons are 60ish. You might have better luck using a flashbang then just running up with stun batons.
  9. Precisely the problem... until you get your first base, you're missing two semi-important (admittedly not essential) researches. I've been trying to let suspected constructors through, but I just hit February and I've had 4 terror missions and 0 bases as a result.
  10. Has anyone come up with a reliable method for getting an alien base to be built? Seems like every time I leave a UFO alone that isn't generating events, it ends up being a terror mission instead of a construction mission. I vaguely recall reading at one point that letting more scout missions through will generate construction missions, but I've not had much luck so far.
  11. I don't have a save, but this happened to me on one of the last experimental builds before v1.0. The mission ended as a victory when I destroyed both power generators, without killing the final praetor. He was active and shooting at my units for several turns, though.
  12. Attached is a save file with a Landing Ship. Just tell one unit to move to the upper deck, and away from the teleport pad, then while he is still moving, hit the # key for another unit, and move them to the upper deck using the 2nd teleport pad. The timing is a little hard to get on a Landing Ship since it's so small and only has 2 floors. Carriers are much easier to reproduce with, since units will also have the TU's to traverse through 2 teleport pads. teleport_crash.sav
  13. I'll also try to get a save out later today, just started a new game last night.
  14. This appears to still be happening in the current release build. Two units pathing to different teleporters seems to cause a pretty consistent CTD. This is easiest to reproduce on a carrier, having units on multiple floors, taking your camera going to the top floor, using (1-9) to select multiple units, and telling them to go to different spots on that floor.
  15. According to the Xenopedia entry: Destroying the reactor and aborting the mission 'removes' the base, but with no loot/(research? haven't tested, always clear the first base for the research options). The base should reveal after you take the control room. I assume this is so you don't have to spend 30 minutes hunting for an alien hiding in a corner. I'd suspect that revealing the base before you get to the control room is a bug, both because it contradicts the mission briefing, and as others have noted, removes all the tension and makes bases feel way too easy. As others have pointed out, locked/red doors and wall vents can be destroyed to open, and in no way seem to be tied to the reactor. This isn't entirely intuitive; I never even knew about the vents until a bugged Buzzard armor had my soldier flying through walls.
  16. Whoops, never knew you were able to right click the quick slot to change. I thought it was always defaulted to just the first grenade on your belt/bag. I'm guessing right-clicking is listed in the tooltip and I'm just a baddie.
  17. Posted this in the bug report forum, but in the event you're trying to keep all the release issues consolidated: Units with grenades are unable to use flares. If a unit has any type of grenade available during a night mission, flares aren't set as the default in the quick grenade slot, meaning only units that have no grenades available have any method for deploying flares. I don't remember if any base missions also make flares available, but if so it's probably the same case there as well.
  18. Most likely, the the right UI is showing combat fuel remaining, while the zoom in view shows your total of combat fuel + what's required to return to base. This could be tested pretty easily by running your interceptor out of fuel (going by the right UI panel) at which point the values should match (but you'll lose the interceptor due to not having enough fuel to return to base).
  19. If a unit has any type of grenade available during a night mission, flares aren't set as the default in the quick grenade slot, meaning only units that have no grenades available have any method for deploying flares. Flares probably just need to override all grenades as the default quick slot item, or alternatively give everyone a stack of weightless flares at mission start.
  20. I haven't been able to try it in 22.9 yet, but here's what I've noticed from the past few builds: Basically a soldier too injured to be assigned to a dropship just vanishes until their "health" is increased to over 50% from the medbay. The biggest problem for me is that doesn't seem to unequip their gear, meaning later on you're missing items until that soldier can be accessed from the loadout screen. The only way to see if the soldier even still exists is from the Barracks (soldier hire/fire) screen.
  21. I've had this too (and in more recent experimental builds). Basically a soldier too injured to be assigned to a dropship just vanishes until their "health" is increased to over 50% from the medbay. The biggest problem for me is that doesn't seem to unequip their gear, meaning later on you're missing items until that soldier can be accessed from the loadout screen.
  22. I'm still not 100% sure how I managed to unlock Plasma+MAG weapons at the same time. Both research options became available at the same time after researching one of the plasma weapons, I wish I had paid more attention to which now.
  23. Not entirely sure how I managed to do it, but I unlocked the research option for MAG weapons and Plasma weapons at the same time (not sure if that should even be possible?). I did MAG weapons first, then Heavy Mag weapons. I had to manually change aircraft cannons from lasers to MAG weapons, but my base turrets upgraded from Laser Batteries to MAG Batteries. I later finished out plasma research just for kicks; when Heavy Plasma finished, my base turrets turned into Plasma Batteries. Trying to demolish and construct more continues to build Plasma Batteries.
  24. If you're playing the stable build, MAG research is broken and won't show up. Somewhat related, does anyone else feel MAG research shows up a little too early? Playing through on normal on the latest experimental build, I actually unlocked Plasma+MAG research at the same time. I can't really reconcile how that happened from the tech tree above
  25. Is it possible (by editing the display XML) to add the soldier class (that you normally get when hovering over) to the HP/TU bar?
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