Everything was set up fine. All I did was open it in the editor and save it without making any changes and it worked the second time.LurchBrick wrote:When I went to start a mission I couldn't select the chapters, there was nothing to select. - The only time I've seen this occur is when a mission doesn't have it's docking claws or starting spots on vessel set up correctly. If this continues to happen, edit the mission and re-add any docking claws or reselect any starting spots.
When you select your weapons it doesn't remember which marine has which weapon. A minor issue but I like my tarantula boxes above the commander. Actually it still does remember if you deselect the and reselect the chapter, it just didn't work one time for some reason.LurchBrick wrote:It doesn't remember which order you put the marines any more. - I don't understand what you mean by this.
Cool, I like it.LurchBrick wrote:You can tell a blip is a dreadnaught when it opens doors that it's not next to. - This is what's supposed to happen. In the intro, you will see that when a marine is checking his scanner, he can tell that one of the blips is a Dreadnaught. Thus if you are watching the blips move, you should be able to tell which one is a Dreadnaught or not.
I don't like it. I like that you can't shoot, move and shoot but not the flexibility of rolling before you've moved or even before you've selected a target, but I definitely don't think you should be able to do it before moving.LurchBrick wrote:You can roll the assault cannon dice, then move and then shoot. - This is correct. Once you've rolled the dice, you will notice that you can't melee. Also as an example, if you have 2 targets and shoot one, then move, you will not be able to shoot at any more targets, thus you have to ensure that you shoot everything in sight before moving otherwise you will potentially waste shots.
I've clicked it twice by accident, so not too bad. It would be handy though.LurchBrick wrote:An 'Are you sure you want to end turn?' would be handy if you've still got chapters that haven't done anything. - While there isn't a separate confirmation button for this, when you place the mouse over the end turn button, a warning will appear if you still have at least one marine who hasn't moved.
Yea I was going to say forget that. I remember how that works now. So many alien events missing from the official cpu game, I don't remember any new alien events from it though so how the hell can you do it without running out of time? They must have used multiples of the ones they did use.LurchBrick wrote:I think there was only one new reinforcement with the alien task force alien event - This event will add 2 reinforcements to the total number of reinforcement aliens, not spawn 2 reinforcements the turn it is displayed. e.g. if you have 5 alien reinforcements for the mission, a further 2 will be added.
Okay, but it says a - number if you don't destroy it. Maybe it doesn't do that in this version.LurchBrick wrote:I just noticed the red damage numbers aren't always right. It said 8 when the BA commander destroyed a bulkhead. I didn't see what he scored but it can't have been twelve. The next time it said 9, bulkhead again. - When attacking a bulkhead in melee, the red damage numbers will display what the Commander rolled, not what he rolled above the bulkhead's armour value.
I got a very strange bug yesterday. This tarantula is manned. On my turn it was fine but after it kept changing direction. It wasn't just in appearance either, I could walk in the square two in front of the gunner. When I selected the tarantula on my turn it snapped back to facing in the right direction, I'm not sure what would have happened if that square was occupied. It seemed to sort itself out until it ran out of ammo and then the tarantula sprite was over the bolter sprite and followed him around but the bolter could be used normally. Where they tarantula should have been there was just two empty squares that blocked movement. I tried using another marine to man the invisible tarantula but the option wasn't available.
This is shows the IP with three honour badges and the promote option. I didn't actually try promoting him this time though because I wanted eight equipment cards for the next mission and it would have been cheating anyway. Maybe it happens when the chapter before has the promote option and it doesn't know to take it away?
I think long legged dreadnaughts from a factory do always move five on their first turn.
The aliens got ten points for killing a bolter because it was an assault cannon before it ran out of ammo.
A promote option before the mission starts on the equipment selection screen would be handy because sometimes I forget to do it. It would also mean you could change your mind if you need to replay a mission.
How does the alien player advance? It went straight to a chaos lord after the first mission and doesn't seem to get the marks of chaos.