svidangel Posted June 30, 2013 Posted June 30, 2013 Somehow the check must look at what is "visible" to the soldier, not what it can actually see. For example, I threw a flare in a night mission that went past the edge of the black area, and so nothing really lit up. No alien visible. I ran him forward to expose the area, but it turns out I'd landed the flare pretty much dead on an alien. Alien now shows up as red icon on right. The soldier just continues to run straight up to the alien while I'm desperately trying to click somewhere else to stop him. Again, it seems like the pause checks to see whether I could have seen the alien at the start of my turn, not whether I actually did see it. Quote
Matthew Posted July 1, 2013 Posted July 1, 2013 It is a known issue, there is something funky going on with this. I noticed it earlier. It works sometimes and sometimes it doesn't. I'm trying to figure out the 'why'. Quote
svidangel Posted July 2, 2013 Author Posted July 2, 2013 Well, one case of it is pretty much what I said in the first post. Your soldier can see the alien, but the game doesn't acknowledge that he can see the alien since the soldier hasn't moved/rotated yet. Here's the save https://www.dropbox.com/s/oz24ed4firzw7bn/2013-07-01_19.48.17.sav There are two soldiers facing south-ish, one of which just threw a flare. Since the flare went "too far" the light from the flare doesn't show up. Now, the soldier can see the alien that is there, but since the area is still blacked out, it doesn't register. If you run either soldier south into view of the alien, POOF the flare area will show up but your soldier won't stop upon detecting the alien, since he could already see it. If you just rotate either guy in place, the area will also be revealed, and you can see that your soldier can see the alien. Quote
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