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Messages - jcjordan

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46
thanks, I'll give that a go

47
Would either or both of these solutions be a workaround until fix is done in later version? When I upgrade I always delete previous version on my pc before installing new version

1) delete affected maps altogether & mission would never occur since map doesn't exist
2) replace the affected maps w/ one that does work by renaming it

48
Bummer  :(

Thanks though I was able to get through the mansion map due to it only having 4 aliens (2 righ in open at start) & being familiar with the layout & where aliens might be but might be harder in later ones where there's more aliens.

49
Thansk for the update on armor - my armor problem was as the link Shipit posted as it was showing negative #s from a previous version but the current version shows correctly.

50
I've got this same problem in my game. It's a new game started under 2.5 dev 11/29 full installer downloaded from the Downloads page. I had it on a Mansion mission & I also went and loaded the following in a skirmish to verify them - mansion small, medium, large, city2 & city3. All of these had the above mentioned problem. What do I need to do as Lynol mentioned in his above post as I don't have an older version to draw maps from? I've never done the compile as I never could get that to work for me so I always downloaded the full installer, large as it is, & do a fresh install when I upgrade versions.

51
Tactics / Re: dealing w/ the weight limits in new version
« on: December 01, 2012, 12:24:09 am »
Thanks for the link HHr, I guess I'll start a new game.

My std load for a soldier is 1 main weapon, 4 grenades (2 smoke & either 1 frag & 1 gas or 2 frags), armor,  IR goggles, med kit, 2-3 extra ammo clips unless armed w/ coilgun/machine gun then 1 extra clip w/ pistol. If main weap is grenade launcher or rocket then pistol is backup w/ no extra clips for it. I wouldn't think this would be an overload case for any soldier. I'll see how this does under a new game start.

52
I double check what I've got now since I've just upgraded to 11/29 dated version on my power armor but if I read right when I was looking at the power armor under the previous version I was running (11/5 date) it was showing something different than that.

53
I've got a minor display problem on the base screen that varies somewhat from base to base on what it shows. This savegame was started under 2.5 dev 10/5 & run under that version as well as 11/5 & now loaded under 11/29 version if that plays a part. The problem is shown in the pics attached. You will see that some of the text will be cutoff under the # of type of aliens you have at each base. Also it seem to differ some from base to base where it cuts it off but assume it's some kind of max text/line length thing somewhere.

Also I was just now getting power armor in use in my current game & the aliens now seem almost exclusively armed w/ particle guns but shouldn't the power armor offer some protection from this weapon type based on what the description says about it? The UFOpedia says - "when the outer layer of the composite is burned... Isn't that what the particle weapon really is doing to a certain extent a burning wound? As it stand right now, it's basically 1 shot 1 kill for the aliens but not when I use it.

54
Tactics / dealing w/ the weight limits in new version
« on: November 30, 2012, 03:50:22 am »
I just downloaded the new 2.5 dev version (date says 11/29) that has the weight limits in it & found several of my soldiers are now overloaded due to strength issues. Since it now seems as though strength will be a priority skill over weapon skills in who to hire a couple of questions -

1) In starting a new game, is the starting strength of new soldiers in the pool going to be greater? I was in apr 2085 in version from 2.5 dev dated 11/5 & I looked at many of the potential soldier hires in the pool & many were in the 16 +/- so would basically have to be unarmored to be used if I were to continue to use this savegame.

2) What actions in game missions help increase strength/speed? Is it maybe time to implement some kind of training for soldiers who're hired while they're idle at bases?

55
Bugs in stable version (2.5) / Smoke/Gas grenades & crash to geoscape
« on: November 26, 2012, 07:30:16 pm »
I've had this happen a couple of times on different maps (base defense & the small village map where there's a red phone booth just after crossing a bridge - don't have game loaded up at the moment to say exactly which it is) but it seems when you've got 4+ area effect grenades like smoke/gas going at the same time that a crash to geoscape will happen at some point during the aliens turn. I didn't get a log yet but will try to set it up to get one but just giving a heads up to maybe test it. I had the slow frame refresh rate problem when a smoke/gas grenade was going until I applied a fix mentioned in another topic & things had been working fine since. I'm using 2.5 dev Nov5th version right now.

56
Tactics / Re: advanced combat hovercraft
« on: November 15, 2012, 01:16:31 am »
Didn't know about the shift key function. Would this shift key function work say using a grenade launcher when you're standing against a wall & need to do a high arc shot to a roof just above?

57
Tactics / Re: advanced combat hovercraft
« on: November 14, 2012, 08:05:13 pm »
We're talking long range open ground like farm or top surface to base defense missions where cover is limited to get guys up close to it. Knife fight range (grenade/flamethrower/launcher) I've been pretty good at dealing w/ them.

58
2.5 dev dated Nov5th

59
Tactics / advanced combat hovercraft
« on: November 13, 2012, 12:26:16 am »
Anyone have some good tactics in dealing w/ these when ground is more open? I've tried to use smoke grenades to block LOS but it goes around/through those w/ it's large movment allowance & alien gas grenades (at start version) don't seem to have an effect as it just goes right through or fires right through since LOS isn't blocked. Only thing that has kinda worked is popping out from cover & back after a quick shot hoping that it doesn't move in it's turn but accuracy even w/ snipers isn't as good as it should be so it's an iffy tactic & only if range is large.

60
Discussion / Re: length of effect for objects
« on: November 13, 2012, 12:18:02 am »
Thanks Crystan, seems to be working fine now w/ that fix. Will that be in future releases or will I have to redo that for next time?

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