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Oddity Or Glitch


El Cid

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Occurred, to me the other night while playing in a artifact device mission.

First off,Im the type of person who likes to fight it out from begining to

end,hunting down all of the aliens critters to stun or otherwise! thereby up-grading my troopers experence, Plus it makes for a long game and its fun.(although, I

learned on this forum that only Stunned Aliens on the 2nd level Count!)

Which made my job simpler on the first level, My squad is made up of eleven troopers, 4 riflemen (Sonic Blasters) 2 HW (use to carry auto cannons,but,now Sonic Cannons) and 4 scouts (sonic pistols) and when the occasion develops which is frequently encountered, engage in hand to hand,the last trooper is SOP for special operations (alien disrupter,mc device and a sonic pistol for insurance.) all carry medkits and thermic lances, except the SOP who carries 5 rounds of disrupter ammo 1 loaded

2 in the backpack and 2 on the belt. The others carry 1 loaded and one on the belt (please,bear with me) last but not lest,one of my scouts carries in her backpack a alien stun lancher (or what ever it called) plus

3 rounds for it. In referance to grenades and flares only 9 of my troopers carry one of each,otherwise the 80 item limit kicks in..

Now back to the mission,we were on the first level of the pyramids, and my luck at night! which was tough going (came close of losing some good troopers) very challenging. My tactic is 2 to a team the second to cover the back of the first with ample distance between the teams,otherwise you risk a grenade or disrupter conterattack. (Which is Bad News) The SOP stays within the craft as backup with his disrupter (Tends to use it mostly in colony assaults on the first level) which he seldom uses now in favor of his Mc device in these missions. The first wave that hits you are usually the Brains (what-ever there called) very chilling and scary and alarming at times,your thermic lances very handy at those moments,then a combination horsemen (yellow-ones which are fast and smart,but tend to lose it,when their buddies are killed off) reminds me of my rooky days when I use to lose my troops to these suckers. or the shrimpy creepy sectoid,hard to spot at times particularly at night. Now this bunch gave me the most trouble in this mission, especially the medic him tossing his darn grenades, and the last one found alive in the upper far corner of the map.Before I go on theirs one other alien rather easy if you have mind control,pack with armor like a tank called (Hell-something) your lucky if you can take it out with sonic pistol or a sonic blaster,your best bet is to use a sonic cannon or Mind Control, let it serve as your spotter and scout,the other aliens will get tick off and kill it for you,thereby,revealing their own positions on the field..

Now,thats done and said, I finished off the medic, and Im taken to the arming screen of the 2nd Phase of the mission (which I call The Abyss of Darkness) Im met there with the reality that all my weapons are empty no ammo!! the only one who had one disrupter round on his belt was the SOP (which he never used in the 1st phase and the MC device that he did use was missing) the others never used their 2nd ammo clips, were gone!!! I could not believe this!!! the game Cheated me of these items...

It was willing to send my troopers, ten of whom had only their thermic lances as weapons as their guns where quite useless. into the Abyss...The Last time I played

this mission when it cheated me was back in 95,couldnt find the last alien in the 2nd Phase. never finished the game.Is this glitch or oddity or bug that occurs :P

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The same thing happened to me on a ship mission the other day. All of the extra clips and thermal tazers were gone on the second re-equip screen. Later I found them out neatly stacked near the ship's engines.

 

Is any of you using XComUtil? I have a suspicion that it might be a bug related to it and I've emailed Scott about it but he hasn't answered me yet.

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Hobbs. are you runing the latest version of xcomutil, 9.21?

 

I had the same issue about 8 monts ago and talked to scott on the phone. He said that it was fixed in the next release but I have not had the change to test it.

 

My workarround was to save just before starting the second half and then reloading _not_ using runxcom, but the terror.com and ending part1. Then save/reload using runxcom.bat.

 

-Blade FireLight

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I have 9.20.

I saw in the documentation that on 9.1 he removed the item that combined partial clips between missions because it was giving problems or something.

 

I've just saw the help file for 9.21 and it doesn't mention anything about this problem. I'll just wait for his answer.

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Hankosha,

 

I especifically remember playing multi-part missions where partial clips would remain on the weapons during the second equip screen. I'd usually replace them with full clips before jumping to the second part of the mission.

Also, on the mission I was playing a couple of days ago each soldier had three clips of ammunition, one loaded on the weapon and the other two on their belts. However, only one full clip for each rifle was available on the second equip screen. Not to mention the fact that the thermal tazers were simply gone from the backpacks.

Most likely this is simply a bug of XComutil.

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  • 2 weeks later...
  • 2 weeks later...

Scott T Jones, the designer of Xcomutil emailed me today to say that he tested the new version, 9.30 and that it no longer tries to combine clips during multi part missions.

 

I guess solves the problem then :P

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