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Rutger

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  1. Damn, I was hoping you still have the files. I check the bug report I did and it was suggested that: Maybe this would be a reasonable solution to the issue.
  2. Thanks a lot, great to see the game still updated. There is one bug I requested back in 2014 and was still not addressed, mainly the missing crouchsingleshoot_nw.png in /armour.jackal/weapon.laserprecision - this is something that community cannot fix. Also could you update the Skitso's Ultimate Megamix Map Pack to V1.09? The one bundled with Xenonauts is V1.05.
  3. I did give this release a try and after doing first ground mission, one soldier #3 disappeared from the Dropship. No one died during the mission, Casualty List is empty. I did play on Iron Man setting, therefore I have only a save game after the mission.
  4. malthaussen, you could ask about this feature the team behind Community Edition of Xenonauts. It is very unlikely Goldhawk Interactive will add new features to Xenonauts. I assume they are more focused on fixing bugs and future project(s). Chris did mention a V1.1 patch that could add new content to the game, but it's not an 100% promise and even if, probably it won't be released very soon.
  5. Works like a charm so far. crouchsingleshoot_nw.jpg is still missing in armour.jackal\weapon.laserprecision.
  6. Fixing bugs and polishing existing content would be the best thing for Xenonauts. There are still bugs, missing animation and LOS problems. I still look forward to the mentioned by Chris V1.1 patch but then again, I wouldn't expect anything radical. Destructible UFO walls, or more believable looking Crash Sites, since except for number of Aliens there is little difference between crashed and landed UFO.
  7. Since you are working on this, do you plan do keyboard shortcuts as well? There are plenty of keys not used in Ground Combat. Q & E keys could be good for that, since WASD is used for map scrolling.
  8. Soldiers equipped with Jackal Armour have no firing animation when crouching and facing North West. I did check armour.jackal\weapon.laserprecision directory and apparently crouchsingleshoot_nw.jpg is missing.
  9. Good to hear that, I really like the speed control of Air Combat and optional features. Thanks and keep up the good work guys. Is there an approximate ETA for 0.24?
  10. That just doesn't make any sense at all. I can't really see a reason why such change was made. [Edit] Solver, it would be cool if you change this in CE.
  11. This topic is a can of worms indeed, since two different views are presented. Anyway, I do really enjoy Xenonauts in the current form and it's much better then any other game released after OG. Great thanks to Goldhawk Interactive for that. Yet, there are things done more interesting in Geoscape to make it more memorable and engaging. Let's look at Missile Battery. Currently after doing the right research it gets straight away upgraded, in a split of second. What could make it more interesting instead, is need for doing an upgrade of turrets that would take certain time, making them unusable. After research each battery could have upgrade option. Player can decide, if he risks upgrading all at the same time and by that making base vulnerable or upgrade one after another, thus taking longer time to get the upgrades. Other building that could bring some decision making is Medical Center. Player could decide which wounded soldiers go there to speed up recovery but under condition of not being able to send chosen soldiers to missions, until they recover completely. I think those two examples are hardly unnecessary micromanagement.
  12. Correct me if I'm wrong, but clips don't resupply after mission unless you go back to base? Another reason to return before going for second mission could be to replace wounded/dead soldiers with different ones. Or to take a vehicle instead. Sorry for the misunderstanding. What I wrote before was just an example. Personally I would prefer flares that could be added to soldiers inventory, like rest of equipment before the mission. It just makes more sense and if you don't take enough, it can lead to situation when player needs to improvise. Something I really enjoyed when took place in OG, but miss in Xenonauts.
  13. They are, because there is no need for strategic deployment of them, since soldiers have unlimited supply. By artificial limit you mean pretending to have limited amount? Take into consideration situation, when there are multiple Crash Sites and player has only one Dropship. He wants to ground attack them all, but needs to return to base for supplies first. Decreasing time will take away this option. I don't see sense in enforcing night missions. Even if you decrease the time, players who don't like them will Airstrike Crash Sites anyway.
  14. Thanks for uploading the patch, Chris. But this is how it works now during the night missions. Flares are unlimited, so you can spam them as much you like. I find this anticlimatic. It would make much more sense if each soldier had between 5 or 10 flares, that could be picked up and throw again. This could make the role of Scout more important as well, I think.
  15. You could still upload it here to the forum, for those who would be interested in trying it out. Or there is a difference between Steam build and Desura? [Edit] I maybe wrong, but doesn't that happen in 1.07 as well? I had twice a similar situation.
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