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aeons00

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Posts 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. The tutorial is a bit outdated: You can't extract the files anymore like instructed, as the tiles are merged to a huge tile atlases nowadays. Instead, what you need to do, is download the separate tile archive Chris has made available. You can find the download in the sticky thread in the mapping forums.

    Good luck in mapping! If you have anything to ask, I'll gladly help. :) (And so will kabill, I'm sure)

    I was having a similar problem and thought it was my computer, so I gave up...good to know it's fixable :D

  3. 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.

  4. 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.

  5. 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! :D

  6. The start of the ground combat has become really laggy in the latest builds (after the briefing screen was removed). Charlie and soldiers become visible but with no LoS for few seconds. Then soldiers turn to take the correct position and LoS updates. Looks a bit unfinished.

    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.

  7. I am stuck on a Ground Mission in America at a Millitary Base.

    There is no Chance to make the next move, otherwise you "Abort the Mission" in the Options Panel

    Thanks for Fixing these Bug!

    For resolving I add a Save Game.

    https://docs.google.com/file/d/0B0TH1bVOX6EcQnFOWkdyQ3pNNTQ/edit''>https://docs.google.com/file/d/0B0TH1bVOX6EcQnFOWkdyQ3pNNTQ/edit' rel="external nofollow">

    https://docs.google.com/file/d/0B0TH1bVOX6EcQnFOWkdyQ3pNNTQ/edit

    I can confirm this hangs on end turn....although this should be moved to the bug forum

  8. - Start a ground mission.

    - Get one of your soldiers to shoot another.

    - Heal that soldier with a medikit.

    - Kill the soldier who did the healing.

    - Abort mission.

    - Click on the equipment tab.

    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)

  9. 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"

  10. 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

  11. 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...

  12. 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?

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