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Slandebande

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Everything posted by Slandebande

  1. On the whole overloading your troops thing, I have two things to add: 1) The weight required to gain strength is the exact maximum of their weight allowance BEFORE suffering TU penalties. This is true up until a Strength score of ~76 (I cannot remember the exact number), and thereafter you have to overburden your troops (have them suffer a slight TU penalty) in order to gain Strength. 2) The way it is handled (AFAIK) is that you have to move a certain amount of tiles at the appropriate weight limit before you gain 1 Strength for the mission. I'm pretty sure if you just left a soldier (overburdened by gear, hence losing TU) in the transport and not move him in a ground mission, he would not gain any Strength, just like he won't gain any TU's. There is therefore a caveat on the subject of only loading up your soldiers to the exact maximum (before TU penalties), as if they lose some weight quickly in a mission (throwing a few grenades or passing gear around) they won't be eligible for a Strength boost, as they didn't travel/spend the necessary resources at the weight limit (especially noticeable for Rocket troops firing Rockets liberally).
  2. Aye knowing the human mind it wouldn't be too unreasonable to simply believe that the people near the site simply panicked and went haywire. Some might even have engaged the aliens directly somehow, knowing that the armed civilians do it in landed/crashed UFO missions and terror sites.
  3. One right of the bat which I find pretty useful later on in the game. Enemies wielding the Heavy Plasma (or whatever their explosive plasma / rocket launcher replacement is called) cannot fire back if suppressed, and if isolated, is free Reflex training for anyone capable of wielding a weapon Note: I haven't tried this out in modded versions, so perhaps it is only valid in vanilla. However, I do recall certain enemies are still capable of throwing a grenade even if suppressed, but my memory might be fooling me on that one. Another one I think some people are missing, is that Strength levels up just fine without overburdening your troops up till 76, as long as they are filled to their maximum weight capacity without time unit penalties. To go above 76 requires the soldier to be overburdened enough to incur a single "tick" of time unit penalty. Note: If you lose some of the weight early in the mission, your Strength might not go up, as I think in order to acquire a point of Strength, a certain distance with the required weight has to be traveled. I could be mistaken on that last bit though.
  4. I suspect it is not only the Courage one, but I'm in no way sure. It wasn't the Courage one that got me suspicious in the first place at least. I think it was either the Base Defense or Base Assault medals lead me onto it. I also noticed something weird, the medals awarded for number of missions completed, goes from +1Brav after 10 missions, to +3 Bravery after 20 missions, and then still +3Bravery after 30 missions. I found that odd, but I didn't check how much Bravery was actually awarded.
  5. I've noticed that the medals xenonauts are granted for certain things, don't always give Bravery. I've been suspicious of this for a while, but haven't had proof. However, when the latest Terror Mission popped up, I had two soldiers in the line-up that did not have the Citation for Courage (Terror Mission reward) yet Lt. Lev Falin and Lt. Lukas Becker, so I noted down their Bravery prior to the mission to be 63 and 67 respectively. After the mission I then checked their Bravery once more, and noticed that only one of the two had been awarded a Bravery bonus, however, both had been awarded the Citation for Courage medal appropriately. After the mission was completed, no Bravery stats were awarded as no one had panicked, so there weren't other Bravery bonuses in play either. I also loaded a save from within the Terror Mission to double-check their Bravery, and it was still 63 and 67 respectively. If need be I can provide screenshots of the soldier stats prior to the mission (with no medal in the slot) and after the mission (with a medal in the slot). Or I can upload a save-game as well.
  6. Aha, I have only been playing on Insane, and I had been wondering whether I had messed up something during the install or something. Glad to see that I can get that text back, although I fear it will make it easier as I can see when the enemies armor resisted damage (and can count on it to reduce less damage in the future) instead of just a plain old miss. So I'll keep it as is I guess.
  7. During my Insane playthrough, I decided to do some testing on the matter, especially concerning how my effectiveness to shoot down UFOs was affecting the presence of terror sites, alien bases and base assaults. I would make a save and let my game run for a month or two without shooting down UFOs, taking (mental) notes of what the UFOs actually did (I did this multiple times in various stages of the game). Once I left them alone I noticed that terror sites (which I had gotten a few off earlier) and alien bases (which I had had 1 of earlier) did happen regularly, whereas base assaults were extremely unlikely. I did manage to see two base assaults on two different bases though, but they did happen very rarely, compared to the other two. On a side note: Are base assaults based on "Ground Attack" missions?
  8. A quick update, after moving further on the Massive landed UFO. I noticed the Harridans like to camp the outer walls of the UFO, especially at high altitude. On the other side I also encountered a Harridan, but this time it was 100% outside, but being able to visually see it was a challenge, as the vision of the Harridan seemed to be tied with being at the correct elevation. It seemed a bit quirky at least, but that could be a possible explanation. If that is the case, I'm truly sorry for wasting any time.
  9. I agree, I have used the "progress" tab for estimating the time needed for the project to complete. I also agree with your second point, that if the two things being researched (and you aren't manufacturing anything super important) it would be optimal to have the two researches completed with at least some time to start manufacturing the first item. One thing though, to the more knowledeable people around here: Does the diminishing returns of scientists apply on a per project basis? I had always thought it was applied on a per base basis. Or maybe it is a combination? That would at least make the most sense to me, as they would all be sharing the same lab whether they are working on different projects or not, but the "too many cooks spoil the broth" saying would also be applicable in most cases, as there is a point where throwing additional hands at a problem is not the solution.
  10. I've also noticed this a couple of times, oddly enough I can only recall it happening from the "north" side of the UFO, but that could just be me, or a fluke. Oh, and it was prior to me installing any map-packs, so the issue "should" be unrelated to that, at least if it is the same thing occurring (which it sounds like to me). Since there is so way to fire or be fired upon I usually just ignored it though, but today I noticed a case with a UFO where the enemy could reaction fire through the UFO walls, which I've made a thread about.
  11. So I was attempting my first Massive UFO (a landed one at that), which I assume is a Battleship or something similar, on the Farm tile-set. For the record, I was facing Androns. I was moving up towards the UFO when I was subjected to reaction fire through the UFO walls, from an unseen alien (I presume a Harridan). I moved up further and could then spot the alien through the UFO, but I did not get vision of the insides of the UFO, so only the red "alien target" marker was visible, but I could click on the marker for the general location. The save-file can be downloaded from the dropbox link: https://www.dropbox.com/s/ni43txxdenvsjow/temp2.sav - Select Soldier #4, Daniele Virgili, a Scout with a Plasma Pistol and a Shield. - Move him forward the way he is facing (along the hedge, towards the UFO), to the spot where his TU ends at 2 - During the move you should be reaction-fired upon from within the UFO. - I could not manage to have enough TU to also spot the alien itself, but two turns before the current turn I was able to draw the reaction fire and subsequently spot the alien after additional moves, but I didn't have a save ready for the occasion. I am not sure this is specifically related to V1.06, as I haven't faced Massive UFO's prior to that version. However, it does seem similar to another LOS bug through the UFO's, as I've been able to spot aliens through floors in Cruisers (I don't have a save ready, but I'm working on it) which I've described briefly as a reply in another bug report thread not so long ago.
  12. When it comes to Cruisers, I've also noticed it is possible to get a view of the bridge (and aliens) in one of the specific layouts of the UFO. The one I'm talking about is the one where if you enter from the two side entrances, you go into a room where the next door is a double door (1x2 tiles) and not a single door. If you approach the double door moving straight ahead (once you have lined up with the door) you will not notice anything upon moving up to the door using the "southeren" tile. If you try to move using the "northeren" tiles you will spot the bridge 1 tile away from the door (this happens every time in my experience, although I haven't thought of making a save, I will definitely do it if it is deemed necessary. In case the above isn't clear enough I have attempted an illustration below. / illustrates the door, - indicates no vision of the enemy bridge is granted, and + is the tile where vision is granted. /-+- /--- The bug is visible in the following lets-play by Kordanor (I hope it is ok I'm linking to your youtube videos here Kordanor): It happens at the 46:00-46:10 in the video, for easy reference.
  13. In my opinion stats increase regularly in the early game just be regular play (although REF/BRAV are a bit seldom). I make a point not to overburden my soldiers, but give them just as much as they can carry. This has saved my bacon quite a few times in the early games (or the bacon of my privates perhaps), by having those extra smoke grenades or flashbangs ready to drop for the Pistol/Shield scout. During the early game (on Insane) i spent a crapton of grenades, mostly smoke and flashes and it felt like I could never get enough. Once the game progresses it becomes less a necessity to spam them in most engagements, as your troops should be (on average) more reliable at killing things. I don't go out of my way to train troops, but if I get a Small UFO when I'm in the middle of handling Large UFO's, I will take the opportunity for a relaxed mission with some reserves, as having decent reserves is great. On numerous occasions have I had quite a few of my experienced soldiers wounded, and if something important shows up, they are great to bolster your squad with. I will also sort out troops below 55 Brav (unless they have remarkable REF or general stats, or I need troops badly), and privates with TU less than 50 can also be a hassle when your main squad is rolling with 70+ on average
  14. The reveal has worked (for me at least) although I'm pretty sure the alien didn't pop up as "spotted". I was wondering myself during a terror mission, where I had estimated more than 20 turns had passed. After moving up to the last building and ending my turn before the breach, the little bugger is revealed infront of my eyes. Now, if I hadn't been watching that building specifically, I don't think I would've noticed at all, and I'm pretty sure it didn't show up on the target "spotted" list until I had managed to get LOS on it. My guess is that is where the issue lies. Oh and yes, AFAIK the tiles should be revealed, but the fog of war is not lifted, as the aerial craft only does a reconnaissance fly-by, if that makes sense? At least that is how I explained it.
  15. First of all, don't get me wrong, I found it very realistic that the aliens continued to produce terror sites in countries that have left the council already, but I didn't appreciate it from a balance point of view, as such a site has no consequence of being ignored (nor does it have a funding reward for being completed). It can either be seen as a lucky fluke, or a very unlucky event ( as you won't be able to get an increase in funding by completing the mission). - I was simply wondering whether it was an intended feature or something that had snuck in there? - Either way, it isn't game-breaking in any sense, I just thought I would mention it in case it was an easy fix (and was deemed worthy of the devs time of course).
  16. As I see it, going with only 2 bases is completely doable, but you might have to run some calculated risks in order to pull it off effectively. Losing the Americas is only three countries, which won't make you lose the game alone. It does rely on you being able to counter any and all terror missions in the remaining countries, as one going through would result in you having a bad time. I'm in the middle of an Insane run, where I made the mistake of constructing a third base on November 1st, since I tried to cover the Americas I was losing (I had bases in the Africa and Asia). I ended up with a tight budget, and not having enough coverage to fully protect the Americas before I had lost both South and North America. At this point I'm considering just letting central America fall and continue focusing on the other regions. I haven't had any problems mostly ignoring the Americas. It is also possible to be lucky/unlucky (depending how you look at it) and get a ground terror site in a region you are about to lose. Winning such a scenario will give an substantial increase in funding, and make them less likely to leave the council (unless something equally terrible happens in the same month of course). I also only use 1 dropship, and I would never consider use more than 2 at maximum, simply because having so many troops stationed and equipped is very expensive, especially considering the amounts of aircraft you need constructed on Insane (I don't know if it is less of a hassle on the easier difficulties). Furthermore, I find that 1 drop-ship is capable of getting to most of the crash-sites generated from a single wave (if you don't have too many casualties you can easily send it straight to the next site after a mission), and I like to airstrike a few once I get to Landing Ships, which makes it easier. I also used the strategy of constructing my 2nd base immediately at the start of the second month, and getting it operational ASAP after that, while keeping up the production/purchase of interceptors in the initial base. I feel the second base is absolutely mandatory, but whether you build it in the first month or the second month is up to the player. Once you have constructed the second base and get some radars and hangars up, you can pretty much take it anywhere you want from there. I don't feel constricted in what I had to do to be honest, although I found the production of interceptors to be fairly slow (once you get past Foxtrots). But that is also based on the fact that I think I'm doing too well in my current play-through, as I haven't gotten ANY bases as of yet (in January at the moment) since I'm shooting down at least 7-8/10 UFO's over Africa/Asia, and I guess I've just gotten unlucky with the aliens not setting up a base in the Americas. A quick question if anyone has actually read this wall of text: Will the aliens construct bases in countries that have abandoned the council? They don't hesitate to produce terror sites in such countries at least, which got me thinking, seeing as a base in the Americas is my only shot at performing such a mission it seems (apart from willingly letting UFOs fly uncontested through my Radar range).
  17. Aye I've also still noticed strange LOS issues, especially concerning roofs on normal buildings, and on UFOs. Regarding the normal buildings it has something to do with the two-story buildings with windows all around (I think) as it is only possible to spot them from certain angles. I've also been able to at times spot aliens which are inside the UFO, while I have been outside. Furthermore, on the Cruiser crash-sites, there is a bugged LOS tile, I hope I can explain it in detail as I don't have a save for it right now: There are three doors, if you are looking at the middle one straight ahead, then go in through the right 2-tile door, and proceed along the interior until you reach the next door inside (also a 2-tile door). Now, place a soldier on both the spots 1 tile away from the door (not to the side, 1 tile before you reach the door). One of your soldiers, the one on the "top" should have vision on aliens in the command area of the ship.
  18. - It was Sebillians on this mission, and I'm 75% sure it was also Sebillians the other two times (I've experienced it three times total) as it was during a phase where I faced mostly Sebillians (lucky me ) - It happened on the Industrial tileset this time around, but I honestly cannot remember what tilesets it happened with the other two times (I guess ~75-100 insane crashsites in a couple of days will do that to your memory). I'll try to keep an eye on whether it happens again, although I'm not raiding as many Landing Ships as I used to. - A link to the savefile uploaded on Dropbox is as follows: https://www.dropbox.com/s/e4e3hwt2umuewsx/temp.sav (thanks to aeons00 for the idea on how to share, it took literally 10 seconds). Note: The save requires you to kill the last two aliens in the UFO; but I dared not change anything about the save till you had your hands on it, since I didn't want to risk tampering with the evidence - Another note which might be important, it is happening on the Insane difficulty (non-Ironman).
  19. So I've had a few attempts at the game, the furthest I've gotten on Insane is towards January, and Cruisers are about to pop out. Prior to that there are of course the glorious Landing Ships, and it is in one of those I have encountered something I thought was odd. Nothing odd happens during the missions (from what I could tell at least), but for some reason I was being awarded with 117x Plasma Battery, which of course led to me making quite a bit more than I would think I was supposed to, at least compared to the other Landing Ship crash-sites I've encountered (around 180k compared to the "normal" 80k-90k). - 117x Plasma Battery (noticed this exact number twice) - Happens during crash-sites (I haven't attempted a landed Landing Ship) - Does not happen with every single Landing Ship Edit: I've tried to upload a save from just before such a mission ends (which shows the 117x loot), but it says the file is too large (approx 2,3mb), if need be, should I zip it or something similar?
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