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Dec 3 2005, 12:41 PM
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#76
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
QUOTE (Gastrian @ Dec 3 2005, 05:26 AM) I am still unable to get accelerators to work. I've tried them on various weapons and I don't see any damage increase unlike gyrostabilisers and compensators which show an effect on the weapon's stats. It's not just the accelerators. ANY add-on that modifies accuracy and/or damage does not affect those stats. The recoil portion of the gyro works, but the adjustment for accuracy does not. Ditto for sniper scopes. They simply don't add anything at all to the displayed stats. Special ammo that modifies accuracy and/or damage does function correctly. Worse still, any weapon equipped with a gyro *and* using accuracy-adjusting ammo (such as flechettes) will have 100% accuracy out to the firer's sighting range (not the weapon's range), unless there is a LOS obstruction affecting accuracy. So my modded shotgun flechette shells work correctly in a drone, but any soldier using a gyro-equipped SPAS 15 with the same ammo can hammer targets dozens of squares away at 100% accuracy. -------------------- |
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Dec 3 2005, 01:36 PM
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#77
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Newbie ![]() Group: Members Posts: 5 Joined: 10-November 05 Member No.: 1666 |
Thanks Mercator - finally got back in. I ended up removing (renaming) my profile folder, booting and creating a new one with the same name. I copied in the autosave and last known working save, the game let me load them.
It's a bit weird though, as i got rid of the broken save before and it still wouldn't boot. I guess the 'new' profile sorted out any issues with the profile/save text files. Anyway I am back! All level 13+, taking out wargots right, left and center! |
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Dec 4 2005, 02:59 PM
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#78
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Newbie ![]() Group: Members Posts: 40 Joined: 27-November 05 Member No.: 2007 |
youre welcome. im glad is was such an easy one to fix.
as for some explanation, you propably had more than one damaged savegame and now for something completely different. when is patch 1.2 coming? |
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Dec 4 2005, 09:49 PM
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#79
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Newbie ![]() Group: Members Posts: 9 Joined: 29-November 05 Member No.: 2049 |
new one described there : http://forum.ufo-aftermath.com/index.php?s...opic=949&st=346
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Dec 5 2005, 11:16 AM
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#80
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Newbie ![]() Group: Members Posts: 11 Joined: 5-November 05 Member No.: 1522 |
copy/paste from Did a patch help you?, Please vote here thread
For me less CTD's but still some bugs. ____ SPOILERS _______ 1. Display problem in the "equip" screen in the mothership, my first soldier in the squad remains displayed and the current selected soldier is displayed on top of him (introduced in 1.1). 2. The "mothership-sphere" is buggy for initialisation after the first mothership mission. - The second part of the speech of the female "ingeneer" did not appear the first time causing the game to be broken, I couldn't do anything after the end of the speech (no first yellow spin to initiate missions) (not new). - After loading the game before the first mothership mission and doing the first mothership mission again, the two parts of the speech did appear this time but the first yellow spin did not make it -> stuck -> reload again (not new). 3. Some region passabilities are not well computed in the mothership missions. The "inca like " altar with the four stairs passability is not well computed, some areas can only be reached by attacking an enemy with a melee weapon (introduced in 1.1 I think). 4. Some wargots are awfully (meaning not accessible) placed in mothership missions (e.g. in the second floor whereas no stairs in the mission) leading the mission not being "doable" (did I miss a teleport portal or some sort of elevator ?) (introduced in 1.1 I think). As a result, I strongly recommand ALWAYS saving the game before any mothership missions, since the game can be broken by any of these missions. The issue #2 seems to have been fixed by putting "default" settings in the options dialog box. The issue #3 and #4 seem to be related. #4 is definitly a show stopper. Hope this helps. |
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Dec 5 2005, 04:18 PM
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#81
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Newbie ![]() Group: Members Posts: 15 Joined: 2-November 05 Member No.: 1435 |
MAJOR BUG
We still can use alien weapons without any research!!! It's just pick and use!! Besides in the description is writen that we must research in order to use it! This with the original version and after 1.1 patch also!! -------------------- |
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Dec 7 2005, 04:30 AM
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#82
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Newbie ![]() Group: Members Posts: 14 Joined: 7-December 05 Member No.: 2208 |
I've played with version 1.1 all along, installed it after installing the game yesterday. The only problem I've had so far is that the skills on the recruit new squad member screen don't stick around when you actually buy them. I'm trying to get a good ranged guy, two people have been offered with Very Good in Rifles, but after hiring them the skills were lower than Very Good.
Quite frustrating. |
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Dec 7 2005, 04:38 AM
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#83
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Newbie ![]() Group: Members Posts: 14 Joined: 7-December 05 Member No.: 2208 |
And the Very Good medical I hired to be my medic... wasn't.
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Dec 7 2005, 05:39 AM
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#84
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
I did a cursory examination comparing the RPP-7 to the M60 and PKM. The RPG-7 has *double* the accuracy at the same range as the PKM, yet the PKM works correctly and, alas, the RPG (and LAW) sucks (that's a colloquialism for "almost never hits"). I believe the key is that in the Range data subrecord the type of the RPG is "Rocket" while the PKM is "Gun". My guess is that some change to the UFO .exe in patch 1.1 broke how "Rocket" is handled. Ditto for Range type "Grenade". I don't think anything that I might try to "fix" by modding the RPG and LAW will properly overcome such a bug, therefore I'm going to leave them alone and wait for the next patch to address their issues.
I believe an old bug still exists after 1.1: you cannot dual-wield the Browning knife (or the wakizashi from my mod, which is based on the knife). -------------------- |
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Dec 7 2005, 04:51 PM
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#85
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Newbie ![]() Group: Members Posts: 12 Joined: 6-December 05 Member No.: 2203 |
I'm only 4 missions in so far, and am playing with 1.1 (patched before playing for the first time).
So far it has been pretty stable. Only one CTD when trying to pick up a spas-12 from a dead Morrelman. Got a fatal assert error as soon as I tried to drag the weapon icon from the dead mutant into my soldier's hands. A few strange non-fatal bugs I have noticed so far: When going from my management screens back to the geosphere, the globe will occasionally go nuts and rotate wildly for a couple of seconds before 'finding' the right position. One of the @$$h*!!# Muckstars was able to see and shoot one of my soldiers through a train car he was lying down prone behind (incidently he could return fire through the car too...so much for cover) In the not sure catagory: On some missions, the load seems to bog down for a loooooong time while counting collision structures (84% load) Other than that, Great Game so far! |
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Dec 7 2005, 08:00 PM
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#86
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 301 Joined: 4-February 05 Member No.: 649 |
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Dec 7 2005, 08:57 PM
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#87
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![]() Member ![]() ![]() Group: Members Posts: 290 Joined: 20-November 05 Member No.: 1891 |
As has been repeatedly mentioned.
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Dec 7 2005, 09:04 PM
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#88
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 301 Joined: 4-February 05 Member No.: 649 |
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Dec 7 2005, 09:08 PM
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#89
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 301 Joined: 4-February 05 Member No.: 649 |
QUOTE (Grendel @ Dec 7 2005, 04:51 PM) I'm only 4 missions in so far, and am playing with 1.1 (patched before playing for the first time). So far it has been pretty stable. Only one CTD when trying to pick up a spas-12 from a dead Morrelman. Got a fatal assert error as soon as I tried to drag the weapon icon from the dead mutant into my soldier's hands. A few strange non-fatal bugs I have noticed so far: When going from my management screens back to the geosphere, the globe will occasionally go nuts and rotate wildly for a couple of seconds before 'finding' the right position. One of the @$$h*!!# Muckstars was able to see and shoot one of my soldiers through a train car he was lying down prone behind (incidently he could return fire through the car too...so much for cover) In the not sure catagory: On some missions, the load seems to bog down for a loooooong time while counting collision structures (84% load) Other than that, Great Game so far! Are you sure he wasnt firing "under" the car? ie in the bit between the wheels... the clear bit... the bit you can see through to the other side of... |
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Dec 7 2005, 10:21 PM
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#90
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 301 Joined: 4-February 05 Member No.: 649 |
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