Are you saying that deploying my unit to a place in hangar I marked is a feature? Why ?
Why not? The spawn priority there is low, however. Barracks and radars are preferred. However, if your base is overflowing with defensive units, it will happen. However this ain't a bad attack position...
Are you kidding me? Here is quote from options.cfg:
- active: false
id: Aliens_Pick_Up_Weapons
It is overridden by mod settings.
I have done countless mission with seductress as main shock troop, just becouse stunned enemies don't pick up weapons. Now you are telling me that they should pick up weapons? Very broken feature, doesn't work 99,99% of time.
So, according to you, it works, or it doesn't work? Kinda conflicting messages there. And what precisely is broken, because you're quite incoherent there?
Here is one screenshot from city/village map. There is section of fence that doesn't match the rest of fence around that house. It was created after missed shot hit burned ground. When I get again mission "Raynerd must survive" I'll get more screenshots. If you have access to that mission just go to basement and hit floor with pickaxe or try to dig tunnel in the hill slope to the prison wall. After destroying one or two tiles you will encounter indestructible tile. At first hit top third will be gone. After second hit you will destroy middle third of the tile, but third hit instead destroying bottom third actually will restore middle third. And so on ...
Allright, both found and fixed. Thank you.
I perfectly understand what sorting is. What I don't understand is why sorting from "Training" screen is affecting sorting on "Hands on deck" screen and precombat roster. Sorting on "Training" screen should be separated from other two as it is creating unnecessary mess.
What you don't know is that there is only a single list; the focus is on "Hands" not on various screens that access it. Not sure what do you mean by "mess", maybe try to keep it tidy or something. I certainly wouldn't want them separated, it is very useful that they're not when switching between all these screens.
Right now I am not updating, 99J3 IMO breaks economy too much.
Get used to it...
1. FUBAR numbers in ranged combat chance to hit. You can have chance to hit over 200% and still miss. Twice. If you are using Custom Sniping Rifle. Very rare, but happens. Misses with CTH over 100% are little bit common.
Engine glitches. Not my authority. Take it to the OXC team. Advice: try to make sure the shot is more or less clear, this happens when the game gets confused over a difficult terrain feature, or a hill slope.
2. FUBAR numbers in melee combat chance to hit. 100% CTH gives you in reality 20-30% of hits. CTH 60-70% gives you real CTH maybe 5%, and you can literally miss 15 times in row.
Yeah you're a victim to a common XCOM player syndromme. Namely, you're exaggerating your inability to hit roughly x2 to x3. Tripling your numbers gives an approximate real odds of hitting; however, this heavily depends on the enemy and facing. Read up on Evasion in-game (basically, these numbers are lowered by enemy Evasion aka melee dodge). Since average Evasion is around 25-30% (higher from the front, lower from the back), 100% CTH gives about 70-75% odds of hitting.
Oh and B T W... You do realize that you can miss 15 times in a row even with a 99% chance, yes?
3. Gals are unable to rotate during melee reaction fire. If they don't face enemy perfectly then there is no reaction fire. Even rotating 45 degrees is too much.
Hardly a bug, more like a lack of feature. This has been discussed countless times. Again, not my authority. Contact OXC or OXCE+ developers.
4. You can't transfer Alliance Advisors between your bases. There is error message that at target base there is no animal cages. But you can transfer Attack Dogs, White Rabbits or Tamed Werewolfs. Or you can go to the target base and buy Advisor from Black Market.
I think this has been fixed already... After J5 comes out, give me a heads-up if this persists.
5. Option "Smooth Bullet Camera" doesn't always work, especially when target is at the edge of the screen or right beyond (I am not talking about edge of the map).
Yet again, it sounds like an engine problem, not a mod problem. Contact OXC developers.