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XCOMUFO & Xenocide

Agents M.i.a.


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I know that these situations almost always cause the agent to be M.I.A.:

 

-Getting zombified by a tentaculat.

-Getting stunned while under alien control.

-Be out of the craft when mission is aborted.

-Be under alien control when the mission finishes.

 

The thing is, I was on this terror mission (mixed one, triscences and bio drones galore!), an aquatoid stunned one of my soldiers, and I said what the heck, but when I finished the mission, that agent was M.I.A. I had to load and wake him up before killing the last alien.

 

I distinctly remember missions where several of my men would be stunned but not be counted as M.I.A. at the end of mission. Is there a % calculation involved here?

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  • 2 weeks later...

I was in the second part of an alien colony a while ago and I lost two of my good soldiers cause they were stunned at the end of the mission. :crying: I had killed everyone of the aliens and they counted as missing in action. I had left them lying on the floor stunned cause I didn't have medkits yet.

It's probably some bug :(

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  • 1 year later...
I was in the second part of an alien colony a while ago and I lost two of my good soldiers cause they were stunned at the end of the mission.  :crying: I had killed everyone of the aliens and they counted as missing in action. I had left them lying on the floor stunned cause I didn't have medkits yet.

It's probably some bug :(

 

There is indeed a bug in two-part missions in which you cannot save aquanauts who are stunned in the second part.

 

I once dumped over two medkits worth of stimulant into one of my valued aquanauts but he would not wake up! :-(

 

I don't see MIA for zombie-fied or stunned-while-controlled aquanauts, though.

 

Xcomutil changes some of this logic, too, in ways that I can't always comprehend. So that could explain differences in what we see.

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