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Topics - CheeseshireCat

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1
Bugs in older version (2.3.1) / A mountain? :)
« on: January 26, 2011, 03:27:48 pm »
There's something odd in the Great Lakes region. The UFOs can't fly through. Save attached.

2
Bugs in older version (2.3.1) / Scout description bug?
« on: January 26, 2011, 02:37:58 pm »
The UFOPedia entry states that a scout is both unarmed and unable to land normally.
Is that correct? I had UFOs turning out to be scouts down my crafts, as well as had missions of a "Landed UFO" type where the thing in question was a scout...

3
Feature Requests / "RF" goggles use
« on: January 26, 2011, 01:03:49 pm »
Can kind of a "reaction fire" goggles use be implemented, please? As in, a soldier "burns" those 12 AP now, but the goggles get activated not right away, but before the enemies start moving. That, or, retain goggles activation until the start of next turn, not end of current.

4
Bugs in older version (2.3.1) / Camera behavior in battlescape
« on: January 26, 2011, 01:01:39 pm »
Did anyone else experience camera hopping around like a flea on aliens' turn? I often have it jump places for no reason, much less obvious one, across the whole battlescape.

5
Bugs in older version (2.3.1) / Base attack soldiers placement
« on: January 26, 2011, 12:16:24 pm »
First, to make it clear. Yes, I saw all the arguments regarding to soldier placements. They aren't worth <censored>. THIS *IS* A *MAJOR* BUG.

Come on, you have a couple hours advance warning of an UFO approaching the base, and all the soldiers are in their bunks (or even Hell knows where)? Not at their battle stations?

I just had a mission where my soldiers were split into two groups of four, one group being FIVE(!) full-move turns away from the entrance, another being NINE full-move turns away. Oh, and that's on a base where I have barracks right next to the entrance just to try and prevent exactly that sort of idiocy. If anything, the spawn spots on base map should get changed to place soldiers at the entrance, and aliens having to approach it from afar (likely, over the easily defensible terrain, like those 5 turns of move against sniper towers -- though with the messed up cover being more effective against the unit hiding in cover than one shooting at it, that won't work, either).

As is, it is more like us assaulting an alien-occupied base...

6
Bugs in older version (2.3.1) / Crash to geoscape in an Eastern park map
« on: January 24, 2011, 08:20:03 pm »
I don't recall what the map name is, again, nor could provide a console log (the console window closed at this error, the program doesn't take screenshots of console activated by tilde, the log file doesn't have any records of that at all, must hev been truncated or something) but here are the screenshots with a summary of what happened. There was an alien (I think last one) at point A. I brought one soldier with assault rifle to the gate (G), shot him, moved aside, then another, shot, moved aside. Then brought a grenade launcher guy to point B and shot a grenade over the wall. And right after it exploded, I got booted to geoscape, prior to the mission, only the craft was hovering idly over the mission marker.

The console brought up by ` had the following three lines (from my memory, couldn't take a screenshot, thought it *was* taken, not knowing that "screenshot" key doesn't work in the console, so didn't bother noting down):

(Soldier name) kills alien (alien name) with blah blah blah (first alien)
(Soldier name) kills alien (alien name) with blah blah blah (second alien)
Then something about missing actor from team 7 or something.

I did not have a LOS at the alien at the moment.

7
Bugs in older version (2.3.1) / Passable wall in big city map
« on: January 16, 2011, 01:26:42 pm »
Dunno if map bugs should go in here, but here it is...

8
Feature Requests / Request: moving retaining facing.
« on: January 16, 2011, 01:24:15 pm »
There are many cases when you want to move facing a different direction. Two primary examples are corners (you want to face the direction someone might be in, not turn your blind side to it) and stairs (especially in the harvester).

9
Offtopic / Upcoming movie
« on: January 15, 2011, 12:08:22 am »
Battle: Los Angeles
Trailer at http://www.imdb.com/video/imdb/vi3180108569/

... Wishful thinking: an X-COM like game to accompany... Much more likely, we'd get a crappy FPS or RTS...

10
Bugs in older version (2.3.1) / Not quite a bug, but...
« on: January 07, 2011, 02:55:57 pm »
... white font on snow is next to invisible, and most certainly unreadable. Maybe it's worth it making an option and binding some key to quickly switch between HUD colors?

11
... at least, if it already started...

12
Bugs in older version (2.3.1) / Bug: autostand move
« on: January 07, 2011, 01:57:47 pm »
Autostand routinely miscalculates the move required, resulting in the soldier not able to crouch down again. I'll try to figure out what's wrong, I suspect it "thinks" it needs less TUs for some actions (ortho move, diagonal move or stand/crouch) than it really does, but not sure yet.

13
What the title says.

I had an ortnok armed by two pistols panic and drop one, run away some, next turn panic and drop the other pistol, then run away some more... Then I converged onto him to stun, after dealing with a few other aliens and losing LoS to the spots he dropped guns at, and they weren't there anymore. Neither they were at his body after stunning him. I even went as far as scouring all the spots I had downed other aliens at, and accounting for all the stuff there before killing off the final one in the ship, and these two pistols have indeed just vanished, and they were not among the loot salvaged from the battlefield afterwards, either.

14
... which doesn't exactly make any sense. It isn't like you need to poke someone twice to inflict twice the shock power. Not to mention that the rod has only four charges at all, and isn't rechargeable, so it isn't sensible balance-wise, either. We ain't hand-cranking it after all ;)

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