Jump to content

asdf64

Members
  • Posts

    14
  • Joined

  • Last visited

Reputation

10 Good
  1. I noticed that I had soldiers that had died in combat but didn't actually die when the mission ended, they were just out of commission for 21 days. What gives? Is this a bug or is there a hidden chance for them to survive a fatal attack? If so, is there an option to disable it or perhaps a mod? Seems kinda weird considering how it takes away from the drama of having soldiers go down. I was on Veteran too.
  2. Nice list. Already got a crash though. Firstly when I encountered my first light scout, it appeared as though it was overland, but when I shot it down it said it crashed into the sea. But then my guys went and did a mission there anyway. Brought a guy with the combat shield along, and the mission crashed when I completed it. Now that I think about it, is the shield supposed to be back in? I read the notes and ctrl-f'd the page to be sure, but I can't find any mention of the shield.
  3. Haven't really felt the effects of panic so far, even with rookies. In the 25 hours or so that I've played on steam, not a single one of my guys have panicked. I even had a mission where my entire squad ended up dying save for one guy who only had about 8 hp left, and he limped back to the skyranger just fine without panicking. On a side note, it would be nice if some aliens created more panic among your soldiers, or at least the reapers should. Seeing your guys get zombified and turned into fellow reapers should be horrifying to your soldiers, even if in they're in a group.
  4. On a side note, it would be nice if it was possible to simply rename your guy's current class for specifically them, and allow them to keep their current loadout. I rarely tend to give all my guys the same loadout, so I never bother to go through the process of assigning them a class, which results in pretty much all my guys being defined as Riflemen.
  5. The Xenopedia art in general is coming along very well, especially the Autopsies. Who's the guy doing the art for it?
  6. I dunno, generally I associate Green with good and Red with bad, so I feel like Red should be the worst cover with Green being the best, with yellow staying as medium cover.
  7. Hey, really glad with the AI so far Gijs, can't wait to see how it turns out further down the line. You say more diverse behavior, I can't wait to see what you do for the Androns. The fact they can crush small walls/props in their way by walking is terrifying, and I really want to see it more.
  8. I've gotta agree with Jim. It's kind of bizarre how the Xenonauts can end up taking down so many UFO's, yet barely have the funds to support two bases without sacrificing other aspects, like more armor/weapons/etc. Initially it makes sense to be a bit low on funds, but it shouldn't take THAT long to get the project off the ground.
  9. That would have to be really lucky. I believe my Hunter's been destroyed 3/4 times and it returns to base every time, no repair time or anything. Just instantly back.
  10. Had the exact same thing happen to me on that map. Disappeared after I ended my turn.
  11. Having the Interceptors able to recover from any situation with time seems to negate much of the point of the aircombat. While not the core of the game, it should be a managing segment that if you screw up in, should impose a consequence. Time alone as a consequence is inefficient, and it just seems cheap that a player doesn't have to worry about paying for their mistakes in air combat beyond basically having their interceptors in a time out. While I understand that the player shouldn't be damned for a single mistake, since that creates save scumming, it should definitely hurt the player for losing their aircraft, and therefore some amount of money should have to be paid if you intend to put repair in.
  12. In retrospect yeah, a repair fee and some time to repair it sounds more effective. Still takes something away from the player rather than waiting, but doesn't outright cripple them.
  13. Does this mean there's pretty much no shot at the flamethrower/plasma torch being in the finished game? Was looking forward to it, but oh well.
  14. Would more advanced Interceptors have to go out of commission for even longer than the default ones? Even though the whole thing does sound like dumbing down, when you just reload anyway when you lose your interceptors, I suppose it makes sense.
  15. <p><p>Welcome to the forums!</p></p>

    <p><p>Here are some useful links</p></p>

    <p><p><a href="<a href="http://www.goldhawkinteractive.com/forums/showthread.php/18-Introduction-thread!" rel="external nofollow">http://www.goldhawkinteractive.com/forums/showthread.php/18-Introduction-thread!</a>" rel="external nofollow">The Introduction thread</a></p></p>

    <p><p><a href="<a href="http://www.goldhawkinteractive.com/forums/showthread.php/145-How-to-claim-your-Pre-Order-forum-badge!" rel="external nofollow">http://www.goldhawkinteractive.com/forums/showthread.php/145-How-to-claim-your-Pre-Order-forum-badge!</a>" rel="external nofollow">How to claim your pre order forum badge</a></p></p>

    <p><p><a href="<a href="http://www.xenonauts.com/manual.html" rel="external nofollow">http://www.xenonauts.com/manual.html</a>" rel="external nofollow">Go to the Game Manual</a></p></p>

    <p><p><a href="<a href="http://xenowiki.goldhawkinteractive.com/index.php?title=Main_Page" rel="external nofollow">http://xenowiki.goldhawkinteractive.com/index.php?title=Main_Page</a>" rel="external nofollow"> Go to the Xenonauts Wiki</a></p></p>

    <p><p><a href="<a href="http://xenonauts.wikia.com/wiki/Xenonauts_Wiki" rel="external nofollow">http://xenonauts.wikia.com/wiki/Xenonauts_Wiki</a>" rel="external nofollow">Go to the Alternative Xenonauts Wiki</a> - Beware Spoilers</p></p>

×
×
  • Create New...