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mekasha

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Posts posted by mekasha

  1. 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.

  2. Do you have any screenshots? That'd help us see where they are.

    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.

  3. 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

  4. If he's never seen a base yet, he wouldn't be able to build it.

    In my case, I just had one appear up in Greenland where I (perhaps fortunately) didn't have coverage. Saw the first one in December.

    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.

  5. 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.

  6. 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

  7. 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.

  8. 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.

  9. 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).

  10. 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.

  11. 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.

  12. 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.

  13. 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

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