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aeons00

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Everything posted by aeons00

  1. I just played a mission that reported successful after killing 6 aliens, even though I only killed one. I am using the steam version of X:CE with no mods whatsoever. To reproduce, load save file. Use any number of xenonauts to kill the sebillian on the right side of the chinook. It is easily found by taking Grigory Bunin and walking out the nearest side exit, following the wall away from the other xenonauts to the last door and looking into that room. Mission will finish saying 6 aliens were killed. [ATTACH]5781[/ATTACH] Whoops.sav Whoops.sav
  2. I was having a similar problem and thought it was my computer, so I gave up...good to know it's fixable
  3. I upload saves by putting up links to a dropbox file personally
  4. I couldn't find anything in the bugs about it, but I also didn't look too hard...oh well, it doesn't hurt thanks kabill!
  5. I've found a bug relating to soldier health after injury on a previous mission (both missions related to one excursion and there were no stops at base). My experiments have so far only tested the effects of injuring one soldier mission one, and seeing their health stats on mission two. I'll fiddle with it later and update it here if I figure out more later. Step 1: Get two ufos shot down / landed on the map. Step 2: Go to mission 1 and have one soldier wound another on the first turn. Step 3: Abort Mission Step 4: Travel to other ufo site. Step 5: Soldier who was wounded down to X health now has X + 2 / X health instead of X / FULL_HP I have a save here in case Step 1 is hard to create: Double Ufo Encounter Another save here shows what happens when that second mission loads: HealthBug Wilma Lindgren is the soldier I wounded in this save, and she had 47 / 64 at the end of the first mission.
  6. Not game-breaking by any means, but still something I noticed starting up V1.04. On the geoscape, I've noticed that clicking on UFOs is not consistent...my mouse can be right on one of them and it will glow like I can click it, and then I move a pixel and suddenly it won't register my clicks on it anymore... I provided a save below, if that's useful at all: Odd UFO
  7. I guess I just missed some steps or something I'll keep trying...thanks Skitso!
  8. Does this thread need an update of sorts? It seems that multiple things have changed in the last few months....
  9. As far as the medkit glitch legit found, I've found that it doesn't stop you from healing beyond your reserves - but it does limit you to healing 1 HP for 1 TU. You can do this over and over until the reserves drain down to nothing.
  10. I've recently done a few experiments on this myself after recognizing the oddity of 73/73 morale soldiers panicking. At the start of a mission I ordered one troop in the back of my chinook to toss a frag grenade into the middle of the other soldiers. This results in massive, expedient, and gruesome death at fairly close quarters. Interestingly enough, as far as what is reported on the soldier morale bar, the soldiers who panic / break / flee / go berserk tend to have *more* morale after these developments then those who don't. In fact, the only ones with full morale were those who lost it. My guess is that upon losing morale (assuming they're morale is low enough to affect them), the soldiers check to see if they can hold it together. Only after this check is the morale bar updated, and my bet is panicked soldiers don't run this update. Furthermore, panicked soldiers seem to stop being checked when another demoralizing event occurs. This is the only explanation I can come up with as to why Joe Schmoe with 28 bravery can pee his pants after a grenade seriously injures himself and pops 4 of his comrades like balloons can then run screaming with a reported 28 bravery before quickly settling down next turn at 20 morale or so from a wound.
  11. Yeaaaaaaahh Ironman Mode is certainly a shaky investment when bugs are still being patched on an essentially constant basis...Having been in a similar bind before where a glitch destroys the necessary stability required for an ironman game, I feel your pain...I trust GoldHawk to fix them by the final release (which you may see as v1.0, but I see as the version they stop marking as early access on steam), but until then you should probably stay away from ironman just in case. I mean, in a non-ironman game, one load could've gotten you past this glitch with the only hassle of restarting the mission. After all, you made it pretty damn far in the game without any problems it seems! Anyway, do you have the save for this? Chris can fix this a lot easier if you do...you never know, the next patch might make your save playable!
  12. I've definitely seen this more and more the farther I get into the game...in fact I'm not sure I recall it happening in the first month at all, yet even by the time I start regularly fighting on scout maps, this effect is apparent.
  13. I can confirm this hangs on end turn....although this should be moved to the bug forum
  14. I've gotten very successful reproduction of this crash (which I have yet to experience beyond otherwise) using kabill's instructions as well...in fact just about everything kabill has gone though so far has described my experience with this crash so far (only been testing for an hour or two)
  15. Noticed that the "Caesan Analysis" research option has no description when picking what to research...I captured a non-combatant caesan if that explains it...either way, it seems like a quick fix Edit: I also noticed that after I selected a research option when experiencing this (I chose alien interrogation if that matters), the description suddenly reads: "A preliminary study of the composition of the alien invasion fleet." That's from the alien invasion research which was completed LONG ago... Edit 2: Another odd thing, when I bought a plane for my new secondary base "Mount McKinley," The message read "The following items have arrived at Mount"
  16. If you've ever installed any maps, you need to uninstall, delete your entire game directory, and re-install. Maps aren't compatible across more than a few versions, and they don't automatically remove themselves if you uninstall. Also, there may be an invisible object there...in which case, the above steps might re-stabilize your game. Just my guess at what it might be.
  17. I just reported a similar thing at the bottom of this page: http://www.goldhawkinteractive.com/forums/showthread.php/10232-Bugs-Issues-in-Xenonauts-V1-0/page5 My problem only existed after loading an autosave though...or at least the soldier wasn't dead in the battlescape. He earned a purple heart and everything, but the autosave labled him deceased
  18. I encountered a similar bug when a police man ran up the stairs in front of me...After he moved away from the top of the stairs, everything seemed fine...I think it happens when AI controlled units pause at the top of the stairs and you attempt to follow them up...my guess is that the game is trying to make the whole floor transparent since the unit is "behind" the second floor...that or it's not sure which floor that unit has sight to....I dunno, just my experience
  19. I'm not sure how you want me to report this: I had a sniper who took a huge shot to the face in a mission and was healed up from 4 health back to 26. After winning the mission with no other injuries and certainly no fatalities, I return to the geoscape. For reasons relating to fuel shortage on an escort and having to turn around my dropship (is there anyway to split up a squadron?), a shot down ufo on another continent timed out. I reloaded the autosave after the mission with my damaged sniper, only to find that in this autosave, my sniper apparently died and a previously unscathed assault unit was reported to be at 92% health. Long story short, something seems to be mis-recording data in the autosaves... Edit: I've described my encounters with the second floor bug in legit1337's thread...
  20. This mod looks glorious! > : D I'll certainly be trying this out in the next week! I wonder though, how much has this barrel-roll-inducing dog fighting increased fuel consumption? I know rolling in AC does take extra fuel, so does this mod noticeably decrease the effective fuel range of the fighters?
  21. An interesting proposal Kabill...is such a thing moddable by any chance? Or are parts of that stuck in the source code?
  22. I completely concur: I avoid using the reserve system entirely simply because of this annoyance
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