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Dead Dread

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  1. Quote Max_Caine "the game reported "Friendly activity". Nothing was happening so I went away, made a cup of tea, came back and still nothing was happening and it was still "friendly activity". Possible AI loop?" Yep, I got the exact same thing, game hangs at friendly turn. Was early on, like the third turn or something. strange thing was after a few minutes i started clicking around and then the aliens started moving again, they didnt fire at all and the 'friendly activity' text was visible at the time. Had to kill the process, cpu usage was at ~52%.
  2. just gave it a go, not looking too bad for an early build, now straight to the issues. Getting big freezes when i click end turn, after 20 seconds or so the cursor turns into its hourglass and a few seconds after that hidden movement screen appears, enemy turns occur and everything runs smoothly again. This is on laptop running i7 4270HQ @ 2.6Ghz, geforce GTX 960 M. tried to interrupt a running soldier by clicking elsewhere on screen but they continued on their original path, you could divert soldiers on the run in x1 would be useful to keep this in x2 for monkeys that cant find the spacebar. Lots of other little issues but the OP seems to address most of them, cheers for the preview & gl with the continued development of the game.
  3. Yeah I'm still getting this warning when trying to acces via firefox, looks like your on googles blacklist. I assume until thats cleared up peeps will keep getting warnings. "Reported Attack Page! This web page at www.goldhawkinteractive.com has been reported as an attack page and has been blocked based on your security preferences. Attack pages try to install programs that steal private information, use your computer to attack others, or damage your system. Some attack pages intentionally distribute harmful software, but many are compromised without the knowledge or permission of their owners."
  4. Hadnt tried uninstalling and then since the 1.53 update i was getting crashes to desktop so ive kept my saves, did a clean install, and am in the process of adding mods back in. Im using the modmanager and doing the whole restart / exit jig rather than manual install. when its all working agin i'll let you know if there are any issues uninstalling from mod manager but i assume thats going to work fine... since it isnt steam ;p
  5. 1) Hate all male dominated games. 2) Hate chest enhanced female psuedopron characters. 3) gimme more fems that are lean mean fightin' machines, eg pvt. vasquez aka "goldstein". she so badass she wouldnt even blink before blowin' the head off some pretty boy fantasy [video=youtube_share;SZYkBbB9cEA]
  6. The only real problem with workshop from a user perspective is that there is no uninstall option. Unsubscribing keeps the mods installed, you just never upgrade to the latest version. Whilst "Verify Game Files" is an all or nothing option that reverts the game to default settings so you cant uninstall just one mod. There is also the odd occurence when you subscribe to a mod and it never installs, hopefully that doesnt happen with xenonauts but its rampent in Unreal engine games and others. btw: have subscibed to a bunch of mods via workshop and so far so good
  7. I use a fairly well rounded squad. A shield/grenade dude for pushing forward together with an assault (the reaction bonus with shotguns mean you almost never get shot at). 1 sniper who usually has the worse armour and stays rearward where its safe. 2 rocketeers. In the mid to end game these are roles given to the nubcakes, they gain strength and TU from just carrying the things around and can actually be of use blasting open doors or destroying cover. (On terror missions half the squad are rocketeers). and whilst you may destroy some cash giving loot, a squad wipe is infinately worse and best avoided. 2 heavy MGs, supression/killing machines. and then a rifleman or 2 as jack of all trades. with better dropships i tend to add an extra assault/shield/Mg and keep rifles to the minimum. Never push your guys forward so they have litttle TU left, if you uncover an alien they need to be able to retreat. Never leave troops exposed and dont expect half cover to be of much use, remember you have smoke nades, they are better used 'just in case' than taken home in the bodybag of a dead soldier. Never bunch your guys together.. they will be a nade magnet. and be super careful of areas with lots of cover like dense buildings, expect an alien to pop out from corners everywhere. this is another reason why rockets are cool, you just blow half the building away on your first turn then have the rest of the squad to lay fire down on any exposed threat.
  8. I still think there is a bug here, if you use an MG, lasermg etc if a few shots hit it seems to work as intended but often all shots miss, hit cover and destroy it. If missed shots are 50/50 spread then at least half should go round the corner and miss. Its as if the miss shots originate from the centre of tile and not the 'best shot' chance part. I remember this behaviour existed in earlier standard xenonauts but am fairly certain it wasnt present in recent X:CE. (or maybe i just got armour suits and stoped using cover since my mgs are walking tanks) Also this frequently results in rookie zookers blowing themselves up, which probably IS intended ;p. If anyone knows where the bits of codes are relevent to missing corner shots and can spread some light as to whether this is intended bahaviour or not it would be appreciated, thanks.
  9. maybe fly them out, do a short flight then return to your medbay equiped base. see if they then go into medbay?
  10. you Sir are an evil, evil, bastard... luv it :-)
  11. that it is, and now its as simple as selecting CE from the beta tab in steam
  12. Lining your guys up right at the door of a ship is a common rookie error, it may work on the first few missions but you will get smashed doing that. The AI doesnt know exactly where your men are, BUT if you close to within a certain about of tiles there is a % chance it will switch to an aggresive mode (dependent on species etc). This is what is likely happening. Aliens are quite happy to muck about in ship, then you get close, they switch to aggresive and actively come out looking for you. Since you are all bundled at the door and the act of opening a door doesnt trigger reaction fire your toast. I find it much safer to have your men well back. for smaller ships you can have a door opener who runs around from the side of the ship to open the door. but to be honest i mostly just nuke it with c4 or rockets >:-D
  13. Community Edition is now an option under the betas tab in the games steam properties.
  14. yeah, you use to have to stand the rear guy but it was changed a few builds from release so they can both be kneeling now..
  15. You will find maps repeating themselves, adding a map pack is highly recommended. The game plays very differently when you are on a brand new map with no idea what is where compared to a well worn map where you know exactly where cover is, where aliens usually spawn and where the alien craft is.
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