Search the Community
Showing results for tags 'bug'.
-
I have the V18H2 dmg: + Wineskin 2.5.9 + Engine: WS9Wine1.5.29 Macbook Pro 15" Late 2011 model with 16GB RAM / 256 SSD Drive. MacOSX 10.8.3. Unzipped the V18.4 standalone in the installation directory. Launched the application, selected new game. Selected a base near Sarajevo and proceded to customise the soldier load out. I clicked on the button and it crashed. I've also been looking at the config files and I found possible issue. There's a weapon named DHVRL that is classified as a Rocket and has Rocket ammunition. Is this a multi-stage rocket to load into rockets?! That would be cool, but I think the type would be Ballistic perhaps. It's on weapons.xml.
-
*FOR VERSION 18 hotfix 2* Hey, one bug ive found (or at least I think its a bug) is when im on UFO crashsite missions. In the end statistics, getting points for 'ufo secured' seems to happen at random. In some cases I have not gotten it, even with several troops both in and around the ufo. Other times, ive gotten it when i completed the mission without even seeing the ufo on the map! Not sure if the score after missions affects relations and monthly income increase, but if thats the case, then this is a bit of an issue. Just thought id let you guys know . Keep up the good work!
- 1 reply
-
- bug
- bug report
-
(and 2 more)
Tagged with:
-
On the traintrack map, I had a soldier behind a single level crate crouched down and went to shoot an alien and it shot the crate in front of him. I have to stand up and then move 2 tiles to the left or right to get a line of fire, from behind a single crate. Then I have to run back behind and crouch again to avoid getting hit myself. I also posted this in the guruofreason post in Suggestions & Features and told to repost it here as maybe a bug. http://www.goldhawkinteractive.com/forums/showthread.php/4540-Cover-blocks-the-person-in-cover-s-fire-%28fix%29
-
In September of 18.1 I only had three UFO encounters. One escaped and two were "Local Forces Down UFO" When engaging in either of those, I got the old End of Mission after a single turn. Should Add: Light Scouts downed in the normal fashion in October created missions through to the end.
- 3 replies
-
- bug
- interception
-
(and 1 more)
Tagged with:
-
played via Desura. W7 64bit no compatibility settings applied Easily reproduced. Let me know if you want a savegame: 3 Crashsites active. Cleared the first one and suffered one dead xnt (friendly fire incident) and two injured. Instead of returning to base, moved directly on to the next crash site. Dead xnt resurrected with no gear except armor; injured xnts fully healed but with the amount of ammo they had at the end of the previous mission. Deliberately killed both the same and a second xnt in the second mission AND had someone else pick up their dropped gear. Instead of returning to base went to the third crash site. Dead xnts resurrected. Those who had picked up the gear still had it. Dropped it. Resurrected guys picked it up. NOTICED that if you check the personnel screen when returning from a near-disastrous mission, xnts listed on the mission report screen as KIA are listed as WOUNDED 17 DAYS until the Chinook gets home. Related?
-
This is the 4th time I've come across this minor glitch. Got 2 screenshots. It happens very rarely. I will try to select a Xenonaut and instead of selecting him, my previous Xenonaut will keep moving, sometimes directly into the same tile of the Xenonaut I could not select. Now the only way I can select the unselectable Xenonaut is to find him using the mouse scrolling/number tabs. I have before and after pictures. Before: http://windpower4homes.net/images/No-Select-Soldier-1.bmp After: http://windpower4homes.net/images/No-Select-Soldier-2.bmp I left the screenshots big as possible to show the 2 Xenonauts standing in the same tile. EDIT: In the before picture, I was trying to click on the Xenonaut with the circle around his feet, but instead it moved the guy next to him with the arrow above his head, and it moved him right into the same tile as the Xenonaut I was trying to click on.
-
Desert Map Aliens - Caesians 2 aliens come out of UFO on their turn. Reaction fire from machine gun takes out the first one. Second alien runs out. Reaction fire starts and then CTD (it was li'l John thothkins making the kills ) On reload, fired the machine gun at a few gas cannisters - more CTD's resulted.
-
I know we mentioned this in 15 or 16.. could not find it. But, Research results are getting snipped again
-
-
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.
-
Hi, I found another bug, wich duplicates weapons but not amos. Bug Select a soldier with a manufactured weapon in your base (precision laser for instance) right click the weapon to unequip it. The total number of this weapon is incremented. right click again on the weapon to equip it the total number of this weapon is NOT decremented ergo : everytime you procede, you duplicate the weapon.
-
Hi, I just had a bug, and made it happen again: Bug Have a soldier wearing a crafted weapon (like precision laser) being hit (by friend or foe). 3 cases can occure: 1°) he is dead. His weapon is lost, unless another dude takes it. 2°) he is too badly wounded to be assigned to the chinehook. His weapon is lost, unless he gave his gun to another dude. 3°) he is softly wounded (can still be assigned to the chinehook). His weapon is not lost. Workaround Whenever a soldier is being wounded, if he uses a crafted weapon, give his weapon to a mate before the end of the ground mission. Note I believe this bug extends to every weapon, but balistic weapons being unlimited, we did not notice it.
-
First post, so I found this by accident but it appears to be repeatable. 1. Select a soldier to move the maximum possible distance he is able. 2. Before he reaches the end, hit C to make him crouch and it should make a constant walking sound. At first I thought it caused a permanent walking sound, but if you un-crouch within the same turn it stops the sound (as the first time it happened, it went all the way through until the end of the battle). After a little more testing it seems that you can move that same soldier in the following turns and it will stop the sound as well. Another test also shows that it stacks, so you can have multiple soldiers move and then crouch and you will have the sound of multiple soldiers walking, until you move them again. (it can be pretty overpowering when you have a 10 soldiers all walking at once ) Bug: Constant walking sound if you crouch while soldier is walking to a destination Workaround: Move the soldier/un-crouch during any turn, or simply avoid it by crouching once you reach the destination.
- 2 replies
-
- bug
- bug report
-
(and 2 more)
Tagged with:
-
I was running what I hoped wouldn't be a suicide mission in early game, when I ended my turn, saw a civilian run into a smoke cloud next to an alien vessel, die, and and I found myself back at the screen seen here in the shot. the game does not respond to any input, although the fire sound effect is still playing.
-
1.) Same description as the Laser Weapons technology 2.) Gatling Laser shows as '#####' in the build screen 3.) The Laser for the vehicles is not available for build
-
In this build I seem be given the maximum allowable number of soldiers/ scientists or technicians when pressing the button next to them on the personnel screen. My resolution has always run the text a little on this screen so that I can only see the tens figure, howwever it ahs alwasy incremented 1 at a time. Image my surprise when I bought half a million worth of rookies by mistake.
-
From the geoscape, after some time (almost instantly on the fastest speed), the game randomly goes into ground combat against a light scout with "minor damage" and two aliens on the same map each time (alien races vary). I have yet to see an actual UFO on the Geoscape. I spent a few minutes searching on the forums to see if anyone else has posted about this, and I can't seem to find a thread concerning it. Apologies if it has already been highlighted on the forums before. edit: Ok, after searching for answers to another issue i am having, found a thread concerning this. Sorry about that and feel free to ignore this thread. Feeling like a bit of a muppet now (was in debug mode because normal mode would not launch. Problems all solved now).
-
I saved the game and exited during the middle of a ground battle. Upon reloading the game, the helicopter was above the crash site in question but the option to begin ground battle was not displayed. I ordered the chopper back to base, then immediately ordered it to intercept the crash site again. I entered battle and won. When the geoscape loaded again, it immediately sent me into another battle (no asking whether i wanted to start a battle, it automatically began. I won the second battle, and was once again launched into a third battle. A soldier who had been injured but not killed in the second battle had xx health points and TU and could not move or fire. Everyone else still had full ammo, and all their grenades as if I had not used them. At this point, I used task manager to close the game. I re-loaded the game and tried to replicate the bug, but when I reloaded the game, the crash site no longer existed. The helicopter returned to base as if it never happened, and I did not receive any loot from the battles performed before force-closing the game. I am not sure what caused this bug.