Jump to content

Search the Community

Showing results for tags ' geoscape'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

  1. Here is the short version (long version in spoilers). The campaign is too difficult compared to XCOM:EU because the air combat is too difficult and the economics are equally WAY harder. Advice for the V18 build (ignoring what's happened in V19): Allow fuel/speed/AB management in the geoscape to allow Xeno craft to outrun or catch up to alien craft. Allow Xeno craft to 'ditch stores' for increased fuel efficiency and speed. Rebalance aircraft abilities, including a much reduced roll distance for all craft (but especially aliens'). Greatly increase mission rewards. Allow for resource-limited profitable production. Increase nation funding. Reduce ease of losing nations to aliens. Allow off-base landings (similar to "patrol", but you are invisible to enemies and get refueled - simulates friendly airfields you can land at throughout the world). Aaand the long version, well-written, clearly explained supporting argument for the above.
  2. How many fatalities do you guys experience happening from most events? I Just noticed 3 heavy fighters down an airliner killing 130 people... since when did 130 people fly in commercial airliners in 79? Kinda was significant since it was in a nation I had been keeping the casualties low on suddenly jumped to 165... O_o Pesky fighters instantly causing such major events when they land. Do the fatalities vary depending on the unit(s) causing the event? Do some events cause worse results?
  3. I was in engineering and selected to build a hunter. Nothing happened, so I clicked a few more times. I finally realized that I did not have a garage, so stopped clicking. I clicked the geoscape button and time whizzed by. An alien craft appeared, but the game did not pause or give a notification. I hit space bar and tried to click the craft, to no avail. Then I clicked on something else, I am afraid I am not sure what (perhaps the launch interceptors button, or a base icon) and the "no garage space" notification came up. I cleared it, then it came up a few more times (because I had tried several times to build the hunter. What do they say about trying the same thing and expecting different results?). After clearing the hidden messages an "alien craft detected" box popped, and things went back to normal.
  4. Check out this save - my guys are going to a landed medium ufo mission right next to an alien terror attack, the thing is that after i successfully finish this mission i get several messages that there is a terror attack (i click on "center on event and set time to 5-seconds" button), one immediately after another, and then i get a message that terror attack is successfully thwarted. I reproduced this bug three times already with different terror (or is it "panic"?) missions and landed medium ufos. Is there a reason they all land next to a terror missions or is it just me being lucky? This is the save from ground combat just finish couple of aliens in the ufo and then check out those messages on Geoscape.
  5. So I've been playing for three months ingame now and I've noticed a certain discrepancy/imbalance when it comes to UFOs attacking with the potential of being game breaking. I either get fighters, which simply get destroyed, or medium UFOs my Condors and Foxtrots can't do jack about (the Foxtrots might, but with a total of 2 torps and 2 missiles each this is a futile attempt because you can only have 3 planes per squad. I researched the X-37 but lo and behold, I can't build it because I'm out of alloys. This also means I can't upgrade my soldiers' equipment, and I have a pretty bad assumption of where this will lead down the line. Now, obviously there is the possibility of me doing something hideously wrong at the start of the game, but err, this was on easy because I wasn't all too comfy with the strategic part of the game just yet. Furthermore, it's not like you get to do a whole lot with the starting funds. In all honesty, it should not at all be like this on the lowest difficulty and imo needs fixing asap.
  6. Ya, it's cliche and pointless... but I think a semi-transparent grid on the (new) geoscape might help it look more 'big tactical war room display', and not so painterly as some people (who prefered the older one) have pointed out. I do like the old one (although am not violently opposed to the new one!), in that I like the more 'display' look of it. I think the new design has its benefits, and I would like it better if the water were a bit darker (as some have also requested), and it would get a bit more of a 'display' treatment to it... a grid, raster lines, a bit of vector outline action on the coastlines or something. Though in keeping with the tone of the rest of the artwork, I do also prefer how the original geoscape implied a 'darkened room' kind of vibe, which added to the atmosphere. I think all this could still be done with the new design with a few tweeks.
  7. I've found this in version 18.3, but there is a high probability that this bug is still there in version 18.4. In my game North America signed a pact with the aliens, and a couple of months later the aliens launched a terror mission in a north american city. What's the use of alien pacts if they do not stop terror missions? Here is the screenshot. By the way, I completely ignored the terror mission. If you sign a pact with alien forces, then do not ask for help...
  8. Hi, first of all, I want to express how please I am with the game. I am playing Ironman veteran. So far I went to december 1979 and met battlefield ship and heavy fighter. I made a break due to battlefield elevator bug Nevertheless I wished to express very easy changes that would -in my mind- positively affect the feeling of the game. Most of these concern the geoscape/gestion point of view of the game so it is nothing complicated to change I believe. 1) research should be 2 times slower. It would implies a) choosing your research instead of doing everything when it comes available (less linearity feeling), b) hire more scientist (more choices on where to spend money) 2) construction prices by engeneers should be changed. a) so far I never understood if I require alenium or alien alloys, which is very sad b) how in hell can a gun cost half the price of an air craft ? I would lower prices of gun by 50% (guns at 100 000 $ should cost 50 000 $) while I would higher over prices by 100 % (aircraft and even more importantly armors, jackall at 50 000 $ seems fine) 3) then, I would say aliens are too passive (just like in original x-com but since then I though this was a big flaw). Obviously alien will certainly be more susceptible to die with respect to staying in cover until they see something, but the game would be much less boring and less frustrating if they moved more aggressively. I know IA is a BIG deal but, even if they moved randomly it would be better for personal implication in the game. To counterbalance the fact that they will be over-exposed, they could be slightly buffed in stat (health, accuracy). 4) Also, it is unpleasant that they are almost everytime alones. a) it is unrealistic b) they are easier targets c) area of effect weapons are less likely to be usefull. It is GREAT that sometimes aliens move back when they see your forces, but they should do so only to REGROUP. if no alien is next to them they should just stay in cover. 5) influence of moral is not drastic enough to have any gameplay influence. a) I would say at the begining if one xenonauts die, a couple of the more psychologicaly fragile xenonauts should panic. b)Moreover I would say that ANY xenonauts who is alone should lost 1 moral point per turn. a pair should have a stable moral per turn, and a group of three or more should earn one moral point per turn. 6) did you think about giving an extra action point to xenonauts that didn't move for one turn ? 7) I think 90 action point should be a maximum for xenonauts Okay I think that's all, sorry guys for my english. Hope it will help.
  9. This is the thread for discussion of and balance suggestions for the strategy layer for Build V18.3. Please ensure you have Hotfix 1 from this thread before taking part: http://www.goldhawkinteractive.com/forums/showthread.php/4744-Build-V18-3-Hotfix-1-Released%21 Please repost any opinions from the V18 thread here if they are still valid.
  10. Having a few specialised workshop bases, would it be possible for a Research or Manufacturing Completed go to the specific base of the research or manufacturing that's actually been done. At present, it goes to the first base.
  11. As September was slow, I had speeded up the timer. Once the funding screen had appeared and closed the timer raced on at the old speed. I'd have preferred it to go to the slowest setting so I could then enter the base tab and spend my new funds without losing precious hours.
  12. The game is in late October. No UFO alert appears on Geoscape when the little red triangle appears. This happens for all UFOs, also completed research and manufacturing. November first arrives and there is no funding screen. This occurred following the blank Hire soldier screen. I didn't attempt any "work around" for that. I simply went back out to the Geoscape. The first time this occurred, the game got as far as Nov 14th. Unfortunately, not sure what I pressed, but the funding screens, research, UFO alerts then all arrived at once. On the second occasion, if the intercept button is pressed, then you can select a UFO on the Geoscape. This is followed shortly afterwards by a CTD. Edit: I should have mentioned that the research, manufacturing is all going on in the background and that you can go in and out of the base and use the screens there normally. Edit 2: No issues on third play through this morning.
  13. V17.5 Clean Desura Download on Windows 7 Ultimate 64bit Having successfully completed a ground mission I came back to the geoscape loading message. after waiting a moment the message stayed and the geoscape was still black so I sped up time. Shortly after a UFO intercept window appeared and when I tried to launch an F17 the game crashed.
  14. So today I've done various things, but at about midday the updated background art for the new Geoscape screen arrived and I went back to trying to find the look I want for the Geoscape in our new UI. I think I'm pretty much there now. Here we go: http://www.xenonauts.com/devimages/Geoscape_normal.jpg http://www.xenonauts.com/devimages/Geoscape_zoomed.jpg For comparison, this is the current Geoscape: http://img42.imageshack.us/img42/5035/xenonauts20120106203251.jpg Basically, we've made it a bit more colourful and used the trusty black border around the landmasses to give them that handpainted feel. We'll redo the base / UFO / aircraft icons to fit the style a bit better too, but hopefully you'll agree that it will make the game significantly nicer than it currently is! Comments and feedback welcome.
  15. I am using the latest version of xenonauts on desura. I have a save game where on a transfer of a hunter from my original base to a new base which has never had a hunter causes a crash to desktop. I can make the save available if needed. Interestingly the crash is related to the speed time is running at, if I use fastest it always crashes but on a 5 second interval the delivery is successful.
  16. Forget the title, those are things i noted while playing... On the global map, could it have an "aircrafts" buttons so we could check status of our fleet without having to bother to press intercept and then cancel ? It would be nice if we could see the max speed of our aerial vehicles in description. (its good to know if you ll bother to try to intercept or not.) Could alien ativity slow the UFO (creating a storm, abducing someone etc) ? Would be interesting. Logistic integration...If i buy something, and this thing take 72 hours to be delivered and for example a hangar in construction would be ready in less than 72 hours then the command is accepted. We need a warning when something we build is ready, right now we only have warning for what we bought (equipment i mean) Could the Flares be added as infinite item in stick (with nades) so we can give more than 2 to our troops When fresh troops arrive, in the soldier list, be able to select more than one line and when we select a soldier after scrolling down so it become much easyer to select people to train. Right now i see the potencial of the role choosing, but its quite clumsy and limited. We should be able to create modify and delete the Letter and role description at will. I hope this is the plan as it seems to be. A more obvious damage screen color cheme for craft damage. Would it be possible to make UFO and craft info readable with no zoom at all ? Would help a bit Right now the Chinnok screen status doesn t seem luch linked to reality. I see minor damage ship with no surviving aliens and heavy damage with full aliens. Also is the damage status of alien ship in the aerial linked to its probability to crash ? Right now they go down only when critical damage appear, or so it seems. Pistol seems to have an overly capped range, its already weak and slow, is you want it to have some usefullness please raise something: Range &/or Damage &/or ROF I think it would be interesting to have some maps (any lvl and any moment of the game) were we don t start near a border, but start i a place without borders near our dropship, its gives a new lvl of danger to know you can be encircled by ennemies. Also mapwise not always have a map were we land diametrically from the ufo, why not at UFO side sometimes ? Duting night time, when you throw a flare, it shine brightly, but even so the "default visual range" overlap the flare light ? Shouldn t it be reversed ? Flare extend visual range ?
  17. Some suggestions from playing 17.1 (and the new XCOM.) (Here's hoping they're already being planned!) 1. More hidden movement screens: Considering the player stares at the hidden movement screen for minutes at a time (cumulatively) in each encounter, it will be great if there's a rotation of hidden movement screen so it doesn't get boring. Bonus: the screen is based on the tileset the map is made of! The existing one is ace, by the way. It's just going to seem a bit off when all my soldiers have advanced armor and the chaps on the hidden movement screen are in regular old BDUs. 2. Geoscape details: The Geoscape we see is a terrain map, basically. Is it possible to show signs of civilization, such as lights on the night side? In general, the geoscape feels too static compared even to a slowly rotating globe, so any kind of animated detail that lets us know we're not staring at an atlas would be very welcome. 3. One feature I really miss in Xenonauts after playing XCOM 2012 is the calendar on the screen (that you can expand) showing all items on the agenda for the next month. This is a timeline that includes research times, new soldiers arriving, pending requests, constructions, and pretty much any base activity that takes time to occur. It's also much easier to plan when I can see the big picture, instead of being surprised about popups for activities that I scheduled ages ago. 4. Speaking of pending requests, the random requests for equipment from various countries in XCOM 2012 was also a nice touch, generally a windfall just in the nick of time. Does Xenonauts have anything similar? 5. The font size is really tough on the eyes! 6. The soldier run animation does not match the speed at which the sprite moves along the ground. So it looks like the soldier is skating sometimes. This should hopefully be an easy fix? 7. Any chance we can see a dirt trail behind the hunter as it moves? As things stand, a livelier map would be great. I know idle animations are in the works and animated tiles _might_ make it in, but I suppose there are other ways to liven up the battle map too. And then there are some longstanding suggestions (that I made ages ago) that I know can't be fixed because of the engine, but I'll reiterate anyway: 1. Bullets as slow white streaks, lasers as slow red streaks feel really underwhelming. Any chance the bullet sprite could get a makeover (or at least a velocity increase)? 2. Projectiles emanate from the center of the tile, and not from the barrel of the gun. Anyone else find this annoying? Is this something you just get used to as you play more of the game?
  18. So, I had a team of 3 F-17s returning from a mission, and an alien fighter kept initiating combat with them, (I was low on fuel, so I was trying to ignore them.) The problem being, it was a lone alien fighter, so every time it started combat, it would run. So it kept starting combat because that's what alien fighters do, and then it kept running once it got into the actual battle, because it was out-numbered. It repeated this until my fighters returned to base. I haven't seen this particular bug mentioned yet, so here it is. v16.1 October 16th
  19. So the little alien activity that pops up on the map is nice, but crop circles? On the glacier sheets of Greenland? What were they farming, ice?
  20. When a UFO icon is active on the Geoscape (either in flight or landed) if you zoom in a wealth of information pops up next to it, including details such as altitude, speed, relative size and what kind of map it's flying over. Could some of those details be added to crash-site icons? I think the most pertinent would be size of ufo and type of map it crashed into.
  21. As it stands it is very hard to see if a events happens on the world map. If a fishing ship or something like that is attacked its so hard to see due to the text being so small. I would therefore suggest an actual event/message box with actual visual text. Its a small and very realistic improvement and i am sure goldhawk can do it.
  22. This minor one was on previous builds, but since my search didn't find it I thought I'd bump it up. On selecting your starting base, going to close to a city (in my case Cairo) brings up an allocate aircraft screen, rather than an option to build a base there. Now it's possibly due to the use of cities for terror missions, but a mention of it could be made in any manual or FAQ as it's still a bit disconcerting when trying to place your first base.
  23. I've added some extra events to the ones given in the game. These are below for you to copy and paste into the strings file. Remember to copy both the long and the short names to their respective areas in the strings file. I've done little testing on this so far. Just enough to make sure the game didn't roll over and die in a 2 month flying check. The events have a minor and major element in their names. It would be nice to know what triggers which is used. Is it the ticker? If so, it would be even nicer to have another few levels added beyond major and minor. This would allow for a sense of escalation across a number of areas in the game world. Fluffy, yes. But it easy enough to do and does add a bit of depth to the Geoscape. The events I've added include a few items of Civil Unrest, UFOlogy, Geopolitics and Fortean Events. I'll no doubt be adding more, assuming there are no terrible flaws in what I've just done. Any suggestions, feedback or spotting fatal flaws are welcome long names Events.Abduction.Land1 Local farmers in %1%, %2% report circles of unknown origin in their fields. Events.Abduction.Land2 Widespread electrical interference reported in %1%,%2%, source unknown. Events.Abduction.Land3 Local communications in %1%,%2% suffering unexplained heavy disruption. Authorities fear alien activity responsible. Events.Abduction.Land4 UFO spotted on civilian radar near %1%, %2%. Events.Abduction.Land5 Local farmers near %1%, %2% report numerous livestock missing. Events.Abduction.Land6 Strange light formations reported in the sky near %1%, %2%. Widespread panic reported across region. Events.Abduction.Land7 %4% locals vanish in %1%, %2%, feared abducted by aliens. Events.Abduction.Land8 Local authorities and media warn parents against Bogus Social Workers after %4% incidents of attempted abduction. Events.Abduction.Land9 Mysterious Men in Black are encountered following numerous UFO incidents in %1%, %2% Events.Abduction.Land10 Local farmers near %1%, %2% report the mutilation of livestock and the presence of Black Helicopters. Events.Abduction.Land11 UFO sighted hovering near %1%, %2%. Widespread panic reported across region. Events.Abduction.Land12 Crazed returned abductee goes on a killing rampage in %1%, %2% resulting in %4% deaths. Events.Abduction.Land13 Government employee in %1%, %2% found to have been implanted with a small control device. National screening implemented. Events.Abduction.Land14 Local forces in %1%, %2% raid a research laboratory conducting hybrid splicing experiments. %4% Scientists are killed. Events.Abduction.Land15 Government employee in %2% found to have been implanted with a small control device. National screening implemented. Events.Abduction.Land16 Government of %2% admits to genetic experimentation to produce hybrid children, following whistle blowing. Events.Abduction.Land17 Alien activity reported near %1%, %2%. Local forces report %3% killed and %4% presumed abducted. Events.Abduction.Land18 Rumours of an alien accord seized upon by opposition parties in %2%. Political unrest escalates. Events.Abduction.Land19 An explosion kills %3% in a %1%,%2% laboratory, as a result of an advanced anti alien weaponry experiment. Events.Airliner.Land1 Spherical lights intercept Airliner %1%-%2%. Ball Lightning blamed. Events.Airliner.Land2 UFO observed by military patrol aircraft. Local forces awaiting Xenonaut intervention. Events.Airliner.Land3 Military scout craft disappear from radar following confused final communications. Events.Airliner.Land4 Military fighter reprted to have been "absorbed" by formation of lights. %3% personnel lost. Events.Airliner.Land5 Airliner %1%-%2% shot down; %3% fatalities. Alien Invaders blamed for attack. Events.Airliner.Land6 Local fighter squadron engaged and destroyed by alien craft, %3% airmen KIA. Events.Airliner.Land7 Military transport aircraft intercepted and destroyed by alien vessel, %3% personnel lost. Events.CivAtkMin.Land1 Local religious leaders in %1%,%2% blame lapsed morality, and rival religions, for the arrival of alien invasion. Events.CivAtkMin.Land2 Local authorities report numerous unexplained forest fires. Events.CivAtkMin.Land3 Black rain over %1%,%2. Volcanic ash blamed but fears of devastation unsettle population Events.CivAtkMin.Land4 Disturbances beneath leakes near %1%,%2% result in panicked nearby towns. Events.CivAtkMin.Land5 Cryptozoological sightings increase. Locals in %1%,%2% terrified by strange creatures. Events.CivAtkMin.Land6 Outbreak of Spontaneous Human Combustion kills %4%. Events.CivAtkMin.Land7 Local highway strafed by alien craft; emergency services report %3% killed. Events.CivAtkMin.Land8 Poltergeist activity forces locals into hiding in %1%,%2%. Events.CivAtkMin.Land9 Red organic substance falls from the sky over %1%,%2%. Scientists baffled, but locals fear it is abduction remains. Events.CivAtkMin.Land10 Archaeologists make tentative links between ancient art and other worldly civilisations. Events.CivAtkMin.Land11 Public park attacked by alien vessel; %3% estimated killed. Events.CivAtkMin.Land12 Local shopping mall strafed by alien craft; %3% killed and %4% missing. Events.CivAtkMin.Land13 Residential area attacked by alien vessel; %3% confirmed dead and %4% missing. Events.CivAtkMin.Land14 School strafed by alien craft; %4% children confirmed dead and %3% injured. Events.CivAtkMin.Land15 Passenger train derailed by alien fire; local emergency services report %3% fatalities. Events.CivAtkMin.Land16 Regional airport strafed by alien craft; estimated %3% dead. Events.CivAtkMin.Land17 Mirages and otherworldly images are seen in the skies above %1%,%2%. Events.CivAtkMin.Land18 Outbreak of nightmares and unsettling premonitions sweeps %1%, %2% Events.CivAtkMin.Land19 Reticulan cult suppressed following siege in %1%,%2%. %3% cultists killed and %4% local forces injured in raid. Events.CivAtkMaj.Land1 Industry suffers slowdown in%2% due to apocalyptic fears. Events.CivAtkMaj.Land2 Police headquarters near %1%, %2% destroyed by alien bombing. %3% killed; local law enforcement in disarray. Events.CivAtkMaj.Land3 Riots result in the deaths of %3% in %1%, %2% Events.CivAtkMaj.Land4 Major political leader assassinated in %1%, %2%. Numerous groups are blamed and take credit for the attack. Events.CivAtkMaj.Land5 Alien bombing run reported near %1%, %2%, government sources report local hospital destroyed and %3% killed. Events.CivAtkMaj.Land6 Major road bridge near %1%, %2% destroyed by alien bombing; %3% presumed dead. Events.CivAtkMaj.Land7 Abnormal storms destroy homes and crops across widespread areas in %2% Events.CivAtkMaj.Land8 Blaming alien sympathies, a coup is launched and promptly crushed in %2%. Events.CivAtkMaj.Land9 Natural gas terminal near %1%, %2% destroyed by alien bombing. Deaths estimated at %3%. Events.CivAtkMin.Land10 Local authorities report raging forest fire; %3% feared dead. Events.CivAtkMaj.Land11 Alien bombing run on crude oil refinery near %1%, %2%. Large secondary fires / explosions reported; %3% estimated killed. Events.CivAtkMaj.Land12 Flash floods reported after hydroelectric dam near %1%, %2% breached by alien bombing. Death toll estimated at %3%. Events.CivAtkMaj.Land13 Pandemic declared in %1%, %2%. Numerous towns quarantined to prevent further spread following %3% deaths. Events.CivAtkMaj.Land14 Government sources report %4% power station near %1%, %2% destroyed. %3% fatalities confirmed. Events.CivAtkMaj.Land15 Power station meltdown narrowly averted in %1%, %2% . %4% fatalities confirmed in halting reactor. Events.MilAtkMaj.Land1 Major world religious leaders blame lapsed morality, and rival religions, for the arrival of alien invasion. Events.MilAtkMaj.Land2 Radar station near %1%, %2% destroyed. %3% serviceman reported dead. Events.MilAtkMaj.Land3 Satellite Uplink lost in %1%, %2%; Alien interference probable. Events.MilAtkMaj.Land4 Local militia movement in open conflict with authorities in %1%, %2%. %3% dead in clashes. Civil war feared. Events.MilAtkMaj.Land5 Military airbase near %1%, %2% bombed; %4% aircraft lost and %3% casualties. Events.MilAtkMaj.Land6 Munitions depot near %1%, %2% bombed by alien vessel; %3% fatalities. Events.MilAtkMaj.Land7 Troop movements increase on the border of %2%. War feared. Events.MilAtkMaj.Land8 %2% blamed for faked alien attack by neighbouring country. Events.MilAtkMaj.Land9 Military base near %1%, %2% bombed; %4% armoured vehicles and %3% servicemen lost. Events.MilAtkMaj.Land10 War declared between %2% and neighbouring country. Many dead and many more refugees flee area. Events.MilAtkMaj.Land11 Disaster hardened Command centre near %1%, %2% destroyed by alien bombing; %3% servicemen KIA. Events.MilAtkMaj.Land12 Nuclear device destroys %1%, %2%. Many killed and cause of detonation is as yet unknown. Events.MilAtkMaj.Land13 Unexplained lights sighted around missile base in %1%,%2% Events.Abduction.Sea1 Unexplained lights spotted by merchant vessels. Sailors reluctant to take to sea. Events.Abduction.Sea2 Abandoned %1% discovered. Crew of %2% suspected abducted. Events.Abduction.Sea3 Widespread electrical interference producing unprecedented auroras, report sailors. Events.Abduction.Sea4 Naval communications suffering unexplained heavy disruption. Authorities fear alien activity responsible. Events.Abduction.Sea5 UFO activity spotted on sonar. Local naval forces are alerted. Events.Abduction.Sea6 UFO sighted by fishermen. Local communities reporting safety fears. Events.Abduction.Sea7 Local tidal systems completely shut down. Cause unknown, oceanographers baffled. Events.Abduction.Sea8 Crazed sailor found adrift in %1%. Tells of terrible abduction experience. Events.Abduction.Sea9 Category five storm forming in clear skies. Meteorologists perplexed, alien activity presumed. Events.CivAtkMin.Sea1 Fishermen report marine dead zone. Thousands of dead sea creatures observed. Events.CivAtkMin.Sea2 Sunken coastal cities discovered due to abnormal sea levels. Events.CivAtkMin.Sea3 Unconfirmed reports of massive marine creatures destroying shipping. Signals from %1% ships lost. Events.CivAtkMin.Sea4 Merchant vessel %3% returns to port with it's hull inexplicably holed. Events.CivAtkMin.Sea5 Fishing fleet attacked by alien craft. %1% trawlers sunk, %2% men reported lost at sea. Events.CivAtkMin.Sea6 Offshore rig %3% strafed by alien craft. Severe damage reported, %2% workers lost. Events.CivAtkMin.Sea7 Military vessel %3% reports attack by alien craft; %2% casualties. Events.CivAtkMin.Sea8 Reticulan cultist vessel sunk attempting to reach uncharted "alien island". %2% cultists killed in raid. Events.CivAtkMin.Sea9 Strange organic matter covering several nautical miles discovered; shipping impeded. Events.CivAtkMin.Sea10 Distorted mirages and otherworldly images are seen in the skies. Events.Airliner.Sea1 Spherical lights intercept Airliner %1%-%2%. Ball Lightning blamed. Events.Airliner.Sea2 Unexplained lights sighted around aircraft carrier. Scambled fighters unable to close for combat. Events.Airliner.Sea3 Midair collision narrowly averted by airliner %1%-%2% Events.Airliner.Sea4 Airliner %1%-%2% shot down; %3% fatalities. Events.Airliner.Sea5 Marine patrol aircraft destroyed by alien activity, %3% serviceman reported lost. Events.Airliner.Sea6 Coastguard helicopter shot down by alien forces, %3% personnel killed. Events.CivAtkMaj.Sea1 Coastal town converts to a new sea based religion, citing lapsed morality for the alien attacks. Marines restore order. Events.CivAtkMaj.Sea2 Merchant Vessel SS %2% sunk by alien bombing; %1% lost at sea. Events.CivAtkMaj.Sea3 Passenger ferry SS %2% sunk by alien bombing; %1% reported drowned. Events.CivAtkMaj.Sea4 Cruise liner SS %2% sunk by alien bombing; %1% lost at sea. Events.CivAtkMaj.Sea5 Increased underwater alien activity leads many to suspect submarine alien operations may exist. Events.CivAtkMaj.Sea6 Oil tanker SS %2% sunk by alien bombing; %1% dead. Events.CivAtkMaj.Sea7 Offshore rig %2% destroyed by alien bombing run; %1% killed. Events.MilAtkMaj.Sea1 Frigate %1% sunk during advanced anti alien weapons testing. Events.MilAtkMaj.Sea2 Warship %1% sunk with all hands by alien bombing; %2% servicemen lost. Events.MilAtkMaj.Sea3 Aircraft carrier %1% and escorts bombed by alien craft; %2% personnel killed. Events.MilAtkMaj.Sea4 Nuclear submarine %1% lost in alien attack. All %2% hands lost. Short Event names Events.Short.Abduction.Land1 %1%.%2% - Crop Circles Events.Short.Abduction.Land2 %1%.%2% - Electrical Interference Events.Short.Abduction.Land3 %1%.%2% - Communications Disruption Events.Short.Abduction.Land4 %1%.%2% - Radar Sighting Events.Short.Abduction.Land5 %1%.%2% - Missing Livestock Events.Short.Abduction.Land6 %1%.%2% - Strange Lights Events.Short.Abduction.Land7 %1%.%2% - Abduction Events.Short.Abduction.Land8 %1%.%2% - BSWs Events.Short.Abduction.Land9 %1%.%2% - MIBs Events.Short.Abduction.Land10 %1%.%2% - Livestock Mutilation Events.Short.Abduction.Land11 %1%.%2% - UFO Sighting Events.Short.Abduction.Land12 %1%.%2% - Abductee Events.Short.Abduction.Land13 %1%.%2% - Alien Implants Events.Short.Abduction.Land14 %1%.%2% - Hybrid Experiments Events.Short.Abduction.Land15 %1%.%2% - UFO Sighting Events.Short.Abduction.Land16 %1%.%2% - Hybrid Experiments Events.Short.Abduction.Land17 %1%.%2% - Alien Conflict Events.Short.Abduction.Land18 %1%.%2% - Alien Accord Events.Short.Abduction.Land19 %1%.%2% - Lab Explosion Events.Short.Airliner.Land1 %1%.%2% - Foo Fighters Events.Short.Airliner.Land2 %1%.%2% - UFO Sighting Events.Short.Airliner.Land3 %1%.%2% - Military Aircraft Disappear Events.Short.Airliner.Land4 %1%.%2% - Military Aircraft Destroyed Events.Short.Airliner.Land5 %1%.%2% - Airliner Destroyed Events.Short.Airliner.Land6 %1%.%2% - Military Aircraft Destroyed Events.Short.Airliner.Land7 %1%.%2% - Military Aircraft Destroyed Events.Short.CivAtkMin.Land1 %1%.%2% - Morality questioned Events.Short.CivAtkMin.Land2 %1%.%2% - Forest Fire Events.Short.CivAtkMin.Land3 %1%.%2% - Black Rain Events.Short.CivAtkMin.Land4 %1%.%2% - Lake Sightings Events.Short.CivAtkMin.Land5 %1%.%2% - Cryptoids Events.Short.CivAtkMin.Land6 %1%.%2% - SHC Events.Short.CivAtkMin.Land7 %1%.%2% - Highway Strafed Events.Short.CivAtkMin.Land8 %1%.%2% - Poltergeist Events.Short.CivAtkMin.Land9 %1%.%2% - Red Rain Events.Short.CivAtkMin.Land10 %1%.%2% - Ancient Astronauts Events.Short.CivAtkMin.Land11 %1%.%2% - Park Strafed Events.Short.CivAtkMin.Land12 %1%.%2% - Mall Strafed Events.Short.CivAtkMin.Land13 %1%.%2% - Town Strafed Events.Short.CivAtkMin.Land14 %1%.%2% - School Strafed Events.Short.CivAtkMin.Land15 %1%.%2% - Train Strafed Events.Short.CivAtkMin.Land16 %1%.%2% - Airport Strafed Events.Short.CivAtkMin.Land17 %1%.%2% - Strange Skies Events.Short.CivAtkMin.Land18 %1%.%2% - Dreams Events.Short.CivAtkMin.Land19 %1%.%2% - Cult Siege Events.Short.CivAtkMaj.Land1 %1%.%2% - Labour Crisis Events.Short.CivAtkMaj.Land2 %1%.%2% - Police Station Bombed Events.Short.CivAtkMaj.Land3 %1%.%2% - Riots Events.Short.CivAtkMaj.Land4 %1%.%2% - Assassination Events.Short.CivAtkMaj.Land5 %1%.%2% - Hospital Bombed Events.Short.CivAtkMaj.Land6 %1%.%2% - Bridge Destroyed Events.Short.CivAtkMaj.Land7 %1%.%2% - Storm Damage Events.Short.CivAtkMaj.Land8 %1%.%2% - Coup Attempt Events.Short.CivAtkMaj.Land9 %1%.%2% - Gas Terminal Bombed Events.Short.CivAtkMin.Land10 %1%.%2% - Forest Fire Events.Short.CivAtkMaj.Land11 %1%.%2% - Oil Refinery Bombed Events.Short.CivAtkMaj.Land12 %1%.%2% - Dam Destroyed Events.Short.CivAtkMaj.Land13 %1%.%2% - Dam Destroyed Events.Short.CivAtkMaj.Land14 %1%.%2% - Power Station Destroyed Events.Short.CivAtkMaj.Land15 %1%.%2% - Meltdown Averted Events.Short.MilAtkMaj.Land1 %1%.%2% - Religious Leader Speaks Events.Short.MilAtkMaj.Land2 %1%.%2% - Radar Station Destroyed Events.Short.MilAtkMaj.Land3 %1%.%2% - Satellite Comms lost Events.Short.MilAtkMaj.Land4 %1%.%2% - Civil War fears Events.Short.MilAtkMaj.Land5 %1%.%2% - Military Airbase Bombed Events.Short.MilAtkMaj.Land6 %1%.%2% - Munitions Depot Bombed Events.Short.MilAtkMaj.Land7 %1%.%2% - Border escalation Events.Short.MilAtkMaj.Land8 %1%.%2% - False Flag Events.Short.MilAtkMaj.Land9 %1%.%2% - Military Base Bombed Events.Short.MilAtkMaj.Land10 %1%.%2% - War Declared Events.Short.MilAtkMaj.Land11 %1%.%2% - Command Centre Bombed Events.Short.MilAtkMaj.Land12 %1%.%2% - Nuclear exchange Events.Short.MilAtkMaj.Land13 %1%.%2% - Foo Fighters Events.Short.Abduction.Sea1 %1%.%2% - UFO Sighting Events.Short.Abduction.Sea2 %1%.%2% - Abduction Events.Short.Abduction.Sea3 %1%.%2% - Aurora Events.Short.Abduction.Sea4 %1%.%2% - Communications Disruption Events.Short.Abduction.Sea5 %1%.%2% - Sonar Sighting Events.Short.Abduction.Sea6 %1%.%2% - UFO Sighting Events.Short.Abduction.Sea7 %1%.%2% - Tidal Disruption Events.Short.Abduction.Sea8 %1%.%2% - Abductee Events.Short.Abduction.Sea9 %1%.%2% - Freak Storm Events.Short.CivAtkMin.Sea1 %1%.%2% - Dead Zone Events.Short.CivAtkMin.Sea2 %1%.%2% - Ancient Cities Events.Short.CivAtkMin.Sea3 %1%.%2% - Monsters of the Deep Events.Short.CivAtkMin.Sea4 %1%.%2% - Ship crippled Events.Short.CivAtkMin.Sea5 %1%.%2% - Fishing Fleet Strafed Events.Short.CivAtkMin.Sea6 %1%.%2% - Oil Rig Strafed Events.Short.CivAtkMin.Sea7 %1%.%2% - Warship Strafed Events.Short.CivAtkMin.Sea8 %1%.%2% - Cultists Sunk Events.Short.CivAtkMin.Sea9 %1%.%2% - Marine Blob Events.Short.CivAtkMin.Sea10 %1%.%2% - Strange Skies Events.Short.Airliner.Sea1 %1%.%2% - Foo Fighters Events.Short.Airliner.Sea2 %1%.%2% - Strange Lights Events.Short.Airliner.Sea3 %1%.%2% - Near Miss Events.Short.Airliner.Sea4 %1%.%2% - Airliner Destroyed Events.Short.Airliner.Sea5 %1%.%2% - Military Aircraft Destroyed Events.Short.Airliner.Sea6 %1%.%2% - Military Aircraft Destroyed Events.Short.CivAtkMaj.Sea1 %1%.%2% - Esoteric Cult Quashed Events.Short.CivAtkMaj.Sea2 %1%.%2% - Merchant Vessel Sunk Events.Short.CivAtkMaj.Sea3 %1%.%2% - Ferry Sunk Events.Short.CivAtkMaj.Sea4 %1%.%2% - Cruise Liner Sunk Events.Short.CivAtkMaj.Sea4 %1%.%2% - Cruise Liner Sunk Events.Short.CivAtkMaj.Sea5 %1%.%2% - Oil Tanker Sunk Events.Short.CivAtkMaj.Sea6 %1%.%2% - Oil Rig Destroyed Events.Short.MilAtkMaj.Sea1 %1%.%2% - Naval Experiments Events.Short.MilAtkMaj.Sea2 %1%.%2% - Warship Sunk Events.Short.MilAtkMaj.Sea3 %1%.%2% - Carrier Group Bombed Events.Short.MilAtkMaj.Sea4 %1%.%2% - Submarine Sunk
  24. This is a freak of a bug that will be near impossible to replicate: - Chinook arrives at a crash site, engage mission. - This occurs at the same time that interceptors auto-engage a UFO - The game tries to run both combats at the same time, rabidly eating computer resources - The air combat shows as the black background in the ground combat, and as the black background in the uppermost part of the geoscape - Even though you can see the air combat screen, and it is active, you cannot interact with it by mouse, only keyboard I got out of this jam by: - Finishing the ground combat - At this point, you cannot advance time, even at the base game speed - In the Geoscape, pressed [sPACE] and prayed that my F-17s didn't die - Game and computer resources returned to normal, and all Xenonauts lived to fight another day Sorry, but I didn't have the presence of mind to get a screen capture.
×
×
  • Create New...