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XMC Part 1: (Ground Combat) Version 1.0 for XCE 0.33 HF1
Stinkspray replied to aajs's topic in Completed Game Mods
Hi, tnx for the /scripts tip, the issue turned out to be me editing the gameconfig.xml in choicespart1 to modify how soldiers gain stats increase (really hate the "everyone levels at the same pace" and "you have to carry bricks in your backpack or you dont get strength" features of the original game) That didnt work at first AND made base start layout not work as well, but then i added the MODMERGE="update" thingy and it looks everything works fine now. Im just wondering if it may conflict with something else (i installed all your suggested mods in the suggested order) Here is how my gameconfig.xml (in ChoicesPart1) looks right now: Do you think im good to go now? Oh, and thank you so much for the amazing mods, i havent played since vanila release and these mods look fantastic! -
XMC Part 1: (Ground Combat) Version 1.0 for XCE 0.33 HF1
Stinkspray replied to aajs's topic in Completed Game Mods
Hmm looks like the mod doesnt work properly on XCE 0.34. Noticed the starting facility placement is default (not like it should be according to mod's gameconfig.xml) -
V19 Experimental Build 6 hotfix 2
Stinkspray replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Anyone getting CTDs when moving stuff in soldiers inventory at the base? Happened to me ~10 times now. Suggestion: Shouldn't Ironman autosave save the game after an air combat is over? Just did 6 air combats in a row and then got a CTD while equpping the ground party at the base ---> time to replay all 6 air fights -.- -
V19 Experimental Build 6 hotfix 1
Stinkspray replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
ofc i also shoot down/ground attack everything that moves - for the exp, for the money and just for the sake of beeing pr0 roflmao... for me the biggest problem with 19.6 for now is aliens not reaction-firing through ufo doors, makes ufo assaults feel too easy -
Bad "Alien Turn" Camera Behaviour - Post Here!
Stinkspray replied to Aaron's topic in Xenonauts Bug Reports / Troubleshooting
Ol' Stinky Thanks alot -
Bad "Alien Turn" Camera Behaviour - Post Here!
Stinkspray replied to Aaron's topic in Xenonauts Bug Reports / Troubleshooting
How can i disable hidden movement image? Its obviously bugged atm, covering the screen all the time even when i'm reaction firing -
So thats still around in 19.6? Stopped playing a few builds ago cuz of this problem, just couldnt progress past mid october due to corrupt saves
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Build V18.51 Hotfix 3 Released!
Stinkspray replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Oh cr@p, my ironman save got corrupted somehow and crashes on load. Just before the end of month 2, and everything was going so smooth :'( Had a couple of crashes/hangs when trying to initiate ground combat @ corvette crash sites before that btw -
Build V18.51 Hotfix 3 Released!
Stinkspray replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
StellarRat imba=imbalanced well grenades can miss now, and actually miss all the time if you try long-range throws, so no more mortar bombardment from across half the map. Think the other weapons also have their effective ranges tweaked, although i think the tooltips are not changed. LMGs definately have ther optimum range lowered, which alone makes all other weapons look better. LMGs shots now cost 40 TU (was 45) but use 5 ammo per shot (down from 6) Gotta test other weapons now (till now i only used LMG troops and grenadiers, as everything else was pretty much useless lol) -
Build V18.51 Hotfix 3 Released!
Stinkspray replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Played 5-6 missions, LoS is definately fixed (GREAT!), love the changes - weapons feel a bit more balanced now, greandes are no longer imba. Love the new mission score calculation too, now there actually is some incentive (scorewise) not to blow up all those civilians for fun. No bugs noticed xcept it cost 40 TU to quick reload a rockcet launcher and just 25 if you do it from the inventory -
Well, im afraid that if we go that direction we may soon find ourselves commenting on another topic titled "Immortal Soldiers" or something + i really like the air combat. Actually, i'd like it even better if it had some random factor to it so it was possible to lose even if you do everything perfect - like evade well, kite well, tail well, time missile salvos well and STILL lose. But i know its just me
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i'm strongly AGAINST Indestructible Interceptors. You know, there are people out there that enjoy playing games in which you can actually lose. People that find it thrilling to know that things can suddenly go terribly wrong. People that always play Ironman/Hardcore and scoff at save-scumming. Please don't ruin te game for these people. If you really have to implement that, do it only for lower difficulty levels or at least leave 1 difficulty level that's clear of that s*** I personaly vote for just rebalancing the costs/build times so one can afford to lose not only f-17s but higher tier aircrafts as well. Other than that, its not too hard to think a move or two ahead and just keep some cash handy to rebuild your aviary if sh#t happens PS: Or perhaps you can introduce repair costs, so if a plane is downed it can be repaired for say half its original price. But NOT for free.
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Nah, don't touch the girlies pls. I only use 1 male character which i name after myself, and fill up the squad with Blond Chicks. -.-