Haha, that happened to me once. The guy was poisoned, and one turn away from reaching the LZ... and the poison wore off! Sooooo lucky that it only lasted two turns, since I've found it usually lasts for around three turns.
I'm still a little scarred from my attempts at Impossible. It was right after I finished my first Normal game. I think it was something like three or four losses, and half a dozen restarts. When I finish my current Classic game, I'll have to decide between CI or regular Impossible... or maybe I'll give it a rest and play some original UFO for a bit.
I find in RT, battles are a hell of a lot more frantic and messy. You end up relying on your soldier's reaction more often than not, whereas in TB you actively choose when to fire. This means ammo is quite hard to manage, as it flies thick and fast. One of the annoyances, as an aside, is freaking friendly fire! If my squad is moving in a tight formation (which they often do), I have to micromanage my units up front to go prone and/or crouch. Having a friendly shoot a devastator into the back of your head is not a fun way to die. =\
Sounds about right. I played a SH game about two months ago before the new XCOM, and I hired a hybrid right at the start of the game on the first week. Checking for new recruits every day, I never managed to hire another hybrid, nor a single android. Playing on SU, throughout most of the game, funds were too tight to afford payouts and by end game, I had already lost interest in the game itself to care enough to actually pay organisations out. The last thing I remember doing was actually long range bombardment on CoS and Diablo (100% infiltration) whilst flying near Transtellar buildings, and trying to get them to hit Transtellar. It certainly was fun venting out on another organisation, and the relations tab suddenly became much more interesting.
If you want to have a more empirical test, you could use Midnight X-Com Editor to set organisation relations manually, though doing an investigation is a pretty good way to just tip the scales.
If the base radar/sonar facilities work every half hour by percentage, how do the radar/sonar work on craft? I do sometimes send out craft to areas that have high alien activity, but usually with no success. Might help if I know exactly how the mechanism works.
Snapshot just allows you to use the rifle after moving, as the regular build doesn't allow you to shoot after moving without abusing some bugs. The snapshot -20% accuracy penalty goes away when you switch to pistol. I've checked out the patch, and the Snap shot/Double tap bug is still there, which is damn annoying.
Bumped into the interceptor bug last night. I think it only occurs when you launch satellites near the end of the month, about a week or two before. The satellites come online just before the game throws three abductors at you, which eventually become abduction sites. Unfortunately, I only had one interceptor in each continent, so I couldn't take the UFOs down. Would've been interesting to let only one or two UFOs through, and see if the abduction sites become less than three. I found the work around was to ignore all the UFOs, and send interceptors to each UFO individually. Well, I'm glad they fixed it =]
The thing I cared about most is fixing the snapshot bug. I tried giving it to my sniper in my second playthrough, and he's become my highest ranking officer... was extremely annoyed that the accuracy pentalty came into effect whether you moved or not. Kills overwatch, and makes double tap next to useless.
I don't think they've fixed the Hunker Down shortcut key yet though.
Maybe the calculations are wrong, but that was just a stab in the dark anyway. The game itself says that the higher your will, the greater the chance of your soldier being psi capable. So unless they're lying and there's actually a hidden psi stat somewhere, that's the simplest theory. On average, I've found my troops to be roughly 10-15% psi capable, if that's worth anything.
silencer_pl, on 03 November 2012 - 06:12 PM, said:
I think I noticed that PSI gifts are generated randomly. In one moment I had my assault being gifted next thing after load in same batch of 3 people my other soldier was gifted. I wonder if someone could test it too. If loading will not do maybe playing some mission (other save), exiting the game and re-loading just before sending to PSI lab to check if it is true.
Maybe it's a chance thing, just like shot accuracy percentage? Could be something as simple as will/1000, so having 100 will gives you 10% chance?
AlanatXcomHQ, on 02 November 2012 - 12:09 PM, said:
I've also had a few bugs that have mostly been around the saving mechanic on the PC version of the game.
2b:) Never throw the Battle Scanner into the UFO, noticed it went through the UFO floor and the scanning graphic never appeared.
Are you sure the scanner didn't get stuck on the ceiling or the door frame? I throw scanners through doors quite often, and I had that happen to me once, real annoying! I suppose being able to throw things through UFO doors is in and of itself a bit of a bug though...
AlanatXcomHQ, on 02 November 2012 - 12:09 PM, said:
3:) Chance is NOT RANDOM
I know this sounds really stupid, but there IS a way to ensure you ALWAYS hit an alien, despite the % you have to hit.
I've noted while using the saves that certain moves will always ensure a solider will hit an alien or not. Not once have I come across a situation where on one save, the solider will hit on the first turn and then on the reload of that save, miss that alien on the first turn.
Bare this in mind. This was done on Easy Difficulty, however, like any old school X-COM player. I do abuse the saves in this game.
Here's an example of what I meant.
Situation: Solider A, Solider B and Alien A
Alien A appears and you SAVE THE GAME.
Solider A uses both turns (Using Bullet Swarm to ensure that you can fire your weapon on both turns), misses the first and hits on the second.
Solider B misses both turns (Again using Bullet Swarm).
RELOAD the save.
Solider B uses one turn and misses.
Solider A uses one turn and HITS.
The chance to hit an alien is not random.
Also, having an alien at low health (3HP or lower) will pretty much always ensure that alien will die. Set up your snipers to have the skill "In the Zone" and thus be weaking the aliens down to 3 HP with your other soliders, your snipers can take them out, one kill shot after another.
3b:) Aliens don't randomly move
Again, abusing save games here. I've noted several times where the aliens will perform the same movement patterns when they appear or move to during the alien phase. Meaning that you could potentially "ambush" aliens into a killzone of overwatch if your extremely lucky and use save games to "foresee" events.
This is all related to the fact that EU'12 uses the same random seed state. This is a conscious descision made by the designers, see here for a bit of a break down. So actually, things are (psudo-)random, its just not something that becomes obvious until you start abusing reloads.
Except right now I'm sitting at constant three rookies, and a rotating vet. Most of my squad keeps getting wiped out... gotta stop playing so aggressively, still not used to the change in difficulty moving up from normal
Back on my first play though (still haven't gotten around to my second yet, in the middle of an Apoc play though), I skipped the Carapace and went straight from the Skeleton and indeed found the grappling hook quite useful. Basically whenever there was higher ground and ledges, I would always check to see if it was more Action Point economical to grapple or to walk. By the way, you can grapple to same height and lower height ledges, not just to ledges above you. Which is useful if say, you want to grapple across a gap.