Jump to content
XCOMUFO & Xenocide

Bugs


GDD

Recommended Posts

Blow up for no reason?

 

Using the Collectors Edition?

 

Have you been arming Proximity mines in previous missions but never got round to using them?

 

Solution:

 

Save your game. Exit the game. Restart and reload your game. Do this every time you end a mission where you did not spend all your proximity mines.

 

Why? Well, the game's remembering the 'armed proximity mine' flag from the previous campaign. Because it never cleared this flag, the next object that gets put in the slot will take on this property. Beware of blaster bombs that have taken on this flag. It isn't pretty. :)

 

As for the number of bugs... Aieee!

 

- NKF

Link to comment
Share on other sites

Blow up for no reason?

 

Using the Collectors Edition?

 

Have you been arming Proximity mines in previous missions but never got round to using them?

 

Solution:

 

Save your game. Exit the game. Restart and reload your game. Do this every time you end a mission where you did not spend all your proximity mines.

 

Why? Well, the game's remembering the 'armed proximity mine' flag from the previous campaign. Because it never cleared this flag, the next object that gets put in the slot will take on this property. Beware of blaster bombs that have taken on this flag. It isn't pretty. :)

 

 

- NKF

 

on the other hand if you arm 79 proximity mines during mission and use only psionic amp to finish aliens then during next mission if you end your turn rigfht away all aliens schould blow up themselfs :devillaugh:

Link to comment
Share on other sites

Well, maybe. Just maybe if you're holding onto the psi-amp at the time... and you make absolutely sure you don't get within a 1-tile radius of any corpses and equipment you run across....

 

But it's only objects that do damage, like ammo clips and explosives that'll cause any harm. Other equipment will just pop and that's pretty much it.

 

- NKF

Link to comment
Share on other sites

Guest alex the greater

pepple ceap joking about giving the aliens a save/load feture

but thay already have that

its caled crashes

i mean thay happen like evry 5 minuits

Link to comment
Share on other sites

Friends, I have a new 'feature' to present for your amusement.

 

Not sure what to call it, but it would probably sounds something like The Incendiary Round Sure-Hit Attack.

 

Any unit that's currently standing on a patch of fire will get hurt by ANY incendiary rounds that you use during that turn. ANY. That's right, you don't even have to shoot at the target. You could just fire it at a wall or the ground and any and all units standing in fire will get hurt and probably even catch fire - even if the fire table is full and your incendiary rounds are no longer blanketing the ground with flames, all units standing in fire will still get hurt.

 

Of course, the unit may or may not get effected by the attack itself depending on its resistance and armour levels.

 

I only found this out and started testing it this evening, so if anyone wants to give it a try themselves, please do and report back what you find. It would help me verify whether or not I've gone completely loopy. Heh, loopy.

 

- NKF

Link to comment
Share on other sites

Well, it does give it usual 4 hitpoints (or something) damage every turn for an unprotected unit (or if the unit has caught fire). But then there's the initial impact damage that you get before the flames blanket the area around the target.

 

See, the flames themselves only cause damage between turns (so you can walk into flames, do something and then walk out of them on the same turn and not get hurt). But s the initial impact damage from the incendiary rounds works immediately.

 

However, the game performs the impact damage on every unit standing in fire rather than just the target.

 

- NKF

Link to comment
Share on other sites

NKF -- I gave it a try. I shot a sectoid with an IC rocket. It survived and was merrily roasting in the fire. Then I shot another IC rocket at a barn on the other side of the map. (in the same same turn). I looked back and there was a little white cross where that merry sectoid used to be. Bye bye sectoid. Thanks for the tip!
Link to comment
Share on other sites

Well he did ask for someone to check if he had gone completely loopy . . . :LOL:

 

… but I do have a bug that I was hoping someone could help me with. I transferred an Interceptor from “Opus” to “South Santa”. Two months later I tried to buy another interceptor at “Opus”, but it says all hangars are full. I looked in Base Information, and it says only 2 out of the 3 are occupied, but it still won’t let me buy any or transfer any in.

 

Does anyone know how to fix this problem or should I just build a new hangar?

Link to comment
Share on other sites

Hmmmm I assume you're not building anything in it, or it would have told you the hangar was unoccupied...

How about transferring back your original interceptor?

Or loading your "backup" you did right before transfering the interceptor (you DO keep regular backups, don't you? :P)

Link to comment
Share on other sites

  • 1 year later...

Here's my quick list of bugs:

1. If there is a ceiling above you, you can throw a grenade up onto the next floor, it will go right through and land on the next floor, I wish I could throw that hard...

2. Unload all partially used clips at the end of the last turn (all aliens dead). They will be leroaded for free :)

3. In the farm terrain, stand inside a farmhouse, on top of a bale of hay and you can see the next floor, I'm not sure if you can get shot though.

4. Transfer a craft (only useful for fighters with plasma/laser beams) to another base, when it arrives, ASAP send it to patrol take note that fuel is 0%. Since it has already run out, it can never run out!

5. Mind control a zombie, kill it, the chryssalid is yours forever, even if you lose control. If it used to be your soldier, he/she will be alive again after the mission, though you still get the xcom operative/civilian dead, and lose points for it.

6. Transfer people from one base to another, right before the month ends. As long as they are mid air when 12:00 strikes on the 1st, you don't pay their salaries. I believe same goes for rented craft (interceptor/skyranger), not sure though.

7. I believe a soldier can die, and then become unconcious, never happened to me, and I can't remember what is said happens.

8. Mind control a cyberdisk or sectopod. Since you only control 1/4 the other 3/4 react, it shoots itself.

9. You can't equip Mind controlled aliens, or can you? Equip one of your men, then list through them (arrows in the corner) eventually you'll come upon a name like "Muton Navigator" yay!

10. In equipment screenpick up an item, click on the scroll arrow in the bottom-right corner, and place the weapon, it disappears, kinda, weird effects, I heard If you "stack" a stun rod on a heavy laser, it's devastating.

Link to comment
Share on other sites

I'll comment on a few of those:

 

1. There's invisible grates. ;) Actually, while a bug, it's highly useful if you accidentally blow away some stairs and have no flying suits to get you up there to get that elusive last alien that just won't move next to a window.

 

My favourite is to just fire an explosive round at the ceiling. At least that one's more belieaveable - with the exception that it doesn't affect anyone on the shooter's level - and that not all floors/ceilings can be blown away. This makes the fired area effect weapons truly useful.

 

2. I'm not quite sure on the mechanics myself, but the game discards all clips that have been used in some way or if they're in a gun. Unused clips need to be unloaded if you want to recover them. I'll let anyone who knows the mechanics better correct me on this.

 

4. Only your weapons run out. Otherwise they make Avengers excellent mobile radars - especially so if Avengers have HWD-like mission info decrypting capabilities.

 

7. You have to die from wounds while standing in smoke. Naturally, this only happens if you're wearing armour that lets you take on stun damage from smoke. What must happen is that your soldier must be killed by the wounds, and pick up some stun damage as well. On occasion, the game will stun and kill the soldier in the wrong order - i.e. kill and then stun. If this happens, check the body. If you find two bodies, one will be a corpse and the other will be the unconscious soldier. You have one last chance to heal the soldier before the soldier dies proper. The end effect is that you get 1 more X-Com corpse added to your end-mission tally.

 

9. They should've never chosen to cut corners and let the player access the alien inventories proper. I think the only reason they stopped you from doing this because they never got round to arranging the equipment carried by the aliens. You'll notice how every item an alien carries defaults to a certain slot on its leg. You can get the game into an endless loop if you try to move any of these items and run out of TUs in the process. I mean, if you can't access the inventories, what's the point of mind control? Ah well.

 

10. The invisible item will remain invisible as long as you don't click on the scroll arrow. If you put something on top of where you dropped the item, both items will occupy the same slot. Stacking items in your hands can produce really weird effects. With the stun rod and an another item, the game lets you access the disabled 'hit' function that some of you may have seen in a certain screenshot in the game manual. The attack will read 'stun' - but you'll notice that it takes 50% of your TUs as opposed to the normal 30% and that it kills aliens rather than stunning them. Different weapons will have different melee attacking strengths, so you might want to experiment to find the best combo that you like. It's slow, but sometimes a slow but powerful blow is all you need.

 

- NKF

Link to comment
Share on other sites

10. The invisible item will remain invisible as long as you don't click on the scroll arrow. If you put something on top of where you dropped the item, both items will occupy the same slot. Stacking items in your hands can produce really weird effects. With the stun rod and an another item, the game lets you access the disabled 'hit' function that some of you may have seen in a certain screenshot in the game manual. The attack will read 'stun' - but you'll notice that it takes 50% of your TUs as opposed to the normal 30% and that it kills aliens rather than stunning them. Different weapons will have different melee attacking strengths, so you might want to experiment to find the best combo that you like. It's slow, but sometimes a slow but powerful blow is all you need.

 

- NKF

I don't remember where I heard this, something about shooting the stunrod, and shooting grenades too. I can't remember what you're supposed to do, ir if it's even true... Does anyone know how to do this? I'd love to have a stun gun without having to research the alien one. That would be more realistic too.

Link to comment
Share on other sites

  • 4 weeks later...

I've seen a few

 

Farm in the Ocean: Very rarly if you shoot down a ufo over water it will survive. If you go to the crash site it will be a normal farm. This happened to me in the english channel, I think they were sectoids.

 

Missing base doors: If you design you base with defence in mine (only one access way to the lift and hangers) there is a chance that the game will screw up on a base assault and not place the door linking the access lift to the hangers! What sucks is that it doesnt seem to be completely random and cant be fixed by reload. I lost a base in America because I couldnt shoot down the ufo in time and I couldnt kill any aliens when the defence mission started. It was really really fustrating cause I reloaded the game at least 10 times trying to get it to work.

Link to comment
Share on other sites

This sounds like a case of the infamous base disjoint bug. See NKF's diagram for an explanation. :)

 

- Zombie

Link to comment
Share on other sites

Or see stewart's base design strategy for a novel use of the lowly Missile Defenses and a Motion Scanner. :P

 

- Zombie

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...