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winterwolves

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Everything posted by winterwolves

  1. I have had this too. I had a xenonaut behind the building, so it would not show the upper levels.
  2. Hiya Not a game breaker but: Cant path through or see through a 3x3 square next to this light scout.
  3. OK, so a couple of things have happened for me. I had an alien spotted on a second level (I think the top of some stairs) but the building was auto-hidden because I had a soldier behind it. I could not see or target the alien. Sorry, I did not get a screen shot, but it was a very confusing situation. It had centered on the alien, on the second level, but only showing the ground level. I think if I was unfamiliar with the level controls, I may have gotten stuck, though selecting the next soldier would put the camera back on the right level. Also, that same alien shot one of my guys during the alien turn, but I had no idea it had happened at all, until I noticed a dead Xenonaut body on the ground. I should probably get at least shown the death animation for the guy. If I get the second level thing again I'll take a screen shot and bug report it. I am really enjoying the game. Thank you.
  4. Nice work You have covered the items that were getting to me nicely. I love the persistent LOS. It makes the game feel much more claustrophobic. Which is great. Now woth the funny night time bug, the night missions actually feel more open than the day time ones.
  5. A Xenonaut who is taken out in battle has a chance of survival at the end. So being knocked down does not always mean dead.
  6. Hiya I saw a while ago that the mission brief screen may be to go? I hope it stays, because I love that artwork. Something that would be useful on the screen would be the UFO type. You shot it down, so you know what it is... and for a landed UFO the troops would be able to look out the window. I often have several charlies inbound at once, so I would find the info helpful. I really like the new debrief screen. One more bit of info would be great: the number of kills each soldier got. It is one of the things I like to know. Oh, also: the medal graphics need a bit of tidying up, as they look a bit ugh on the debrief screen at the moment. Anyway, love the game. Great work Goldhawk!
  7. Hi there This is probably linked to everyone healing up, but I had a guy with three bleeding wounds, so I healed him up with 15 TUs worth of med kit to staunch the bleeding. I had the +15 flash up, then CTD.
  8. I like what I see here, and also the weapon role thread. Unfortunately I don't have time to test them out at the moment.
  9. I like the look of these principles Chris. The one thing I would like to see change would be grenades exploding on impact again. Wasn't that changed way back, when you tended to hit the cover you were standing behind? I thought it was to give you a chance to move away when that particular thing happened. Now that grenade throwing seems much more reliable, I would like to see grenades return to instant effect. It would make them more useful, without having to have massive damage or big splash damage. It would also make them more like all the other grenades within the game.
  10. Losing super soldiers in a mission kills your game. I like the % system, and rookies not being useless. I don't like having to re-try and re-try a mission. It is boring. Veterans are still better. Just not super. I like that. I really like to keep track of my soldiers, earn medals and all that. But I don't want to have to keep them alive at all costs.
  11. Surely a shield should have an initiative modifier too. That thing looks pretty cumbersome.
  12. You use a medkit kind of like a weapon. Have a soldier equip it and stand next to your wounded dude. Now left click the medkit to use it and aim at your wounded guy. Use the mouse wheel or right click to increase the amount of healing you are selecting to do, then left click. Funny things happen with TU costs at different angles, and if there is a prop in between you, so getting into an orthogonally adjacent square is better than a diagonally adjacent one. Is orthogonal the right word? I mean across the edge of the square, rather than across a corner.
  13. I would be a vote for the change stat (+1 ACC) and I am glad to see it will be an option. I would really like to see a soldiers kills for the mission on this screen too. I like the graphic back gound debrief screen from gauddlike above.
  14. Yeah, I also don't like that if you click on your currently selected soldier he will get up.
  15. There are a bunch of strange behaviors for the med pack. It costs more to heal in a diagonal too. If there is an item in one of the orthagonal squares blocking the diagonal guy, then your TUs are used, but no healing occurs. I think kneeling may have some effect as well, but not sure on that one. You really have to do orthagonal healing at the moment.
  16. I have noticed this too. It used to be that a bullet fired through a window could carry on to hit an alien behind it, but the last two builds (I think) this has not happened. And indeed, a whole burst cannot even make it through.
  17. Sadness. I guess I can't play. I got the ground combat CTD, so validated files. I got one 240 byte file. Now I can't see UFOs or crash sites for the two local forces missions. And it was interesting starting a new game with no base, at all, but I still could not see UFOs once I got my radar up. Edit: Oh, now I see. Start program, and select new game straight away can get a game going. I kept loading other things first, to see if they were back. Pity it's 2 am now.
  18. Same here. I was playing at first, able to detect aliens, but then I got the CTD on first ground mission loading screen. I validated files and got one 240 byte file. Now I loaded the game and I can't see the local forces crash sites or any UFOs. If I try starting a new game, I get the stated bug of no real base.
  19. Yeah, they do. It is a bit annoying when you are waiting to send it out again, to a nearby UFO, but you have to wait for the fuel they do not need. So: I agree then.
  20. The economic balance is feeling pretty good to me so far. I definitely expect to lose funding for the first two or three months, but not so fast I can never expand. Seems to me it should be made so that if you play well, you can stabilise without losing any countries, but is you make a few mistakes you might lose one, more mistakes, you lose more. That is about the balance that see at the moment. Playing on normal FYI.
  21. I still think the crux of this thread is: Not getting a relations boost of some kind from ground combat just feels wrong. The whole point of playing the game is to set up reasons to play ground combats. If people get bored playing ground combats, maybe they are playing the wrong game? I do admit that it would be better with way more maps, and I do plan to use the community maps once this is done (I am not using them to ensure I am bug checking just the core game). If you don't know a layout just by what is around the landing ship, then stepping around every corner is fun! I shoot down alien ships, so I can assault them. My agents find bases, so I can assault them. Nations report terror sites, so I can stop the aliens, with an assault. When the aliens find my base, I stop their assault. I do research so I can better equip my assault teams. I make bases, so I can have more assault teams and shoot down more ships. To assault. Ground combat is the game. Not getting a relations boost from the core game is weird.
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