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Eyrie Productions, Unlimited
Gryphon
Charter Member
22420 posts |
Nov-19-17, 06:26 PM (EDT) |
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2. "Well, That's Interesting"
In response to message #0
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I just started the Hunter Stronghold mission on this campaign, and I've run into the oddest problem. As some of you may know, the Strongholds are indoor missions, the first phase of which takes place in a chain of mostly square rooms. You start in a storeroom of some kind and have to proceed to the adjacent room, then the one beyond that (which might be directly beyond it or off to one side or the other) and so on until you get to the Obvious End Room. I assume these missions are procedurally generated from a tileset, like most (if not all) tactical missions in the XCOM games, and this one appears to have done a very weird and dumb thing during the generation process: there seems to be no way out of the second room. I mean, besides going back to the room you started in, which there is only one way out of. By panning around a lot I can see the ghostly "this area not revealed yet" outline of another room adjacent to the starting room, off to the "left" (as it would be if you were facing the doors into the second room), but there's no door there. The next room is in the corner of the map; two sides of it are bounded (outside the wall textures) by the red "fence" denoting same, one side is the one facing the starting room, and the other... has no door in it either. So, uh. I guess Starscream wins? Clever of him to figure out where we were going to breach his hideout and make sure there are no exits from it to anywhere else in the base. WTF, Firaxis. --G. -><- Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod Eyrie Productions, Unlimited http://www.eyrie-productions.com/ zgryphon at that email service Google has Ceterum censeo Carthaginem esse delendam. |
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version 3.3 © 2001
Eyrie Productions,
Unlimited
Benjamin
D. Hutchins
E P U (Colour)
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