Afterworld Mod issue.

Gyprsn

Warlord
Joined
Jul 8, 2007
Messages
149
Location
Phoenix, Arizona, US
When I turn on the Quick Offense, Quick Defense, and Quick moves options, they immediately turn off the next turn. Basically, you turn them all on, they work for the turn, the next turn however you have to turn them on again for them to work. I don't know if pictures are necessary for this...but if they REALLY are needed I can get them.

To repeat:

1. Turn on Quick Offense, Defense, and moves.
2. End turn.
3. Check options; they are off again.
 
Works fine for me. Question: If you change something in your .ini file (eg. the autosave frequency) does it also change that next turn? Reason I ask, is because some people have reported that the .ini file gets renewed each turn.

If so, what OS are you running>?
 
I changed the .ini final to 0 auto saves, the next turn it was still the same. I tried using the Quick Battles, moves options again(and again for good measure) and I still have the same problem, so I know it's not in my head :/
 
It appears that way anyway :/
 
A couple of minor bugs;

(a.) Sever does not initiate his security jamming function while in Shadow Walk mode in the event where Jal tries to transmit the research report to Augustine. Once he comes out of 'Shadow Walk' mode (duration ends) the mission progresses without a hitch.

(b.) Riest's promotions; Spawn Sentinel II and Spawn Sentinel III, (in my experience) do not create improved units, but instead spawn the basic low strength Combat Sentinel I unit that was available with Spawn Sentinel I.
 
Another bug (sort of feature) you can get Sever back after he leaves down that locked hallway area "gotta sac some pawns" by using the Forcefield Cages on locked doors it essentially opens them up as the doors get replaced by the force field, but this seemed to break the storyline from actually unfolding properly, as I didn't get any notifications about what to do, but I'd already stopped getting those anyways after he left.
 
ainwood,

Apologies for the delay (I'm away from my Civ computer during the week :(). Please find attached a game where;
  • Sever is unable to trip the jamming console due to being in 'Shadow Walk' mode, and at the same time
  • Riest is only capable of Spawn Sentinel I despite having the Spawn Sentinel II and Spawn Sentinel III promotions that should provide stronger summonings.
 

Attachments

I blew up pesky walls using the level 2 mine and Sever still vanished like he couldn't come with me. That part is not so much a bug as it is a scripting gripe. Shoot, Agah (whatever) was standing there next to him when he poofed using the console (early on I used a decoy sentinel to trick a mob into stepping onto a mine to clear a wall).

Three bugs:

One, when the Entity at the end kills one of my crew, I get the game over screen and then the game crashes to desktop instead of sending me to the menu.

Two, once victorious, the victory music does not load properly (gives an error at the top of the screen even).

Three, numerous times fighting Ferals and also the Entity, when I pinged them to death with the ranged weapon, they would respawn instantly with full health instead of dying. I ended up killing every feral manually after reducing their health to almost nothing. I guess I got lucky with the Entity, he died on the first time pinging him (from the south) after I had to reload (the previous time I had killed him 3 times from the north with ranged and no luck).
 
My impression on mizaq's third point is that it's a deliberate part of the game that they "respawn" ... the first Feral is 20:strength: and the two after are 25:strength: each from recollection. I suspected that this might have been a game-balancing issue ... if Ferals were too strong or too numerous, they could wipe out a squad member before there was a chance to fight back ... the regeneration thing means that the fights with Ferals are probably fairer and require more of a team-approach. Ragah's special attack would probably make taking out a single enemy even less challenging.

mizaq's other points I haven't run into myself but could be worth looking in to?
 
There are many bugs in Afterworld that are all very annoying, such as:
-The quick offense/defense turning off at the beginning of each turn; very annoying when you get attacked 20+ times a turn.
-The effects of some promotions (like range) are not visible when you choose them until you either perform some type of action or reselect the unit.
-When you earn enough exp for the next level, the promotions don't become visible until you reselect the unit or preform an action.
-The promotions that give you the second 'level' of a special ability have no effect, so for example, the one guy who has the ability to spawn sentinels can only spawn level I sentienals because the promotions that allow you to spawn levels II- III have no effect.
-Not a bug, but the part were Sever decides to sacrifice himself is confusing because it is unclear that you have to move the other units too for various reasons.
PS- no saves :)
 
There are many bugs in Afterworld that are all very annoying, such as:
-The quick offense/defense turning off at the beginning of each turn; very annoying when you get attacked 20+ times a turn.
-The effects of some promotions (like range) are not visible when you choose them until you either perform some type of action or reselect the unit.
-When you earn enough exp for the next level, the promotions don't become visible until you reselect the unit or preform an action.
-The promotions that give you the second 'level' of a special ability have no effect, so for example, the one guy who has the ability to spawn sentinels can only spawn level I sentienals because the promotions that allow you to spawn levels II- III have no effect.
-Not a bug, but the part were Sever decides to sacrifice himself is confusing because it is unclear that you have to move the other units too for various reasons.
PS- no saves :)
i haven't gotten here yet but i am kind of atached to sever and it sounds sad
 
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