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EU patch 6 Council Missions


wghost81

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Is anyone still playing EU here? :smile: Because I need some info.

 

I've noticed strange glitches with Thinmen drop-downs on VIP extraction missions. Drop-downs are triggered by VIP movement and in EW Bradford informs you the same turn they're get dropped. And in EU he warns you a turn before and then again on the same turn.

 

I'm playing EU now and I'm consistently getting a situations when Bradford keeps inform you about drop-downs (stay alert... about to hit...) again and again, but nothing happens. If VIP stays in place, this can go on forever. But if I move VIP closer to evac zone, I finally get those Thinmen drops.

 

I'm playing with random pods and I thought the mod was affecting this. And it actually was, as enabling Overmind for Council missions in EU caused newly dropped Thinmen to freeze. But now I'm playing with Overmind disabled and can't see how the mod could possibly affect this.

 

Has anyone seen this behavior with latest EU?

Edited by wghost81
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It always seemed to me that it was the proximity/LOS of a soldier to the VIP that triggered Bradford warnings, and proximity of the VIP to the drop zone that triggered the drops. I didn't feel that Bradford's warning were predictors of an imminent drop the next turn. Never tested for it though, and haven't played since EW was released.

 

-Dubious-

Edited by dubiousintent
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This scripted behavior is consistant even in EW.

 

The VIP locations and moves (once determined) are highly predictable if someone knows what happens next.

It might a cheesy tactic but that's exactly how (for example) i handle the Portent mission steps. Rarely do i ever get into any troubles if i keep track of the survivor gap to the evac zone between each drops.

The first RoofTop is a key location for the last dispatche(s). Simply said, i have three soldiers in Overwatch on the roof ready to deal with Sectoid and ThinMan... the Thinman at the bottom near the bench... the other Thinman on the frontside ledge... etc.

 

Bradford is simply doing the usual commentary. It may even seem weird that his timing is off. Objective is always the same anyway - win with minimal casualties or injuries.

It's for the player to decide which is important. Scripting has its flaws though. Blame it on the design. But that's -- XCom baby!

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I know about reinforcement being triggered by VIP movement, but I'm talking about Bradford warnings now. It sounds like a bug. I never abused scripted behavior in regular games, so it was like 1 turn between reinforcements and warnings sounded right. But I was testing random pods and did a lot of crazy things to make sure I haven't broke Council Missions again. :smile:
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