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Posts
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Biography
I loved UFO: Enemy Unknown when I was a kid. I had a Demo which was a terror mission that I probably played a couple of hundred times. I eventually got the full game.
I am a SGT in the RNZAF, been in for seventeen years now. -
Location
New Zealand
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Interests
Computer games, Duh!; Board games; Guitar; Tabletop wargames
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Occupation
Aircraft Technician
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Xenonauts: Community Edition 0.31
winterwolves replied to llunak's topic in X:CE Release Announcements
Hey, great work guys! If I activate the random maps, do I still sometimes get the normal maps? -
[X:CE 3.0HF1- Geoscape] Base attacking ufo got stuck
winterwolves replied to winterwolves's topic in X:CE Bug Reports
Sorry, I've kept playing, so don't have a save from before it landed. I probably have a save with it landed there. I imagine that is not very helpful though. I have attacked the UFO now, and it is like attacking a landed battleship with all aliens alive. I ran away. Skitso has posted this as a bug on the normal bug report forum, so he may have a more useful save? -
Xenonauts V1.51 Experimental Released!
winterwolves replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
You can go into a settings file and choose what function you want the mouse wheel to do. I personally have it so that it changes levels, and also moves through the aim modes when you have the cursor on an enemy. Sorry, I am away from home, so cannot jump into the files to tell you exactly where it is. -
[X:CE 3.0HF1- Geoscape] Base attacking ufo got stuck
winterwolves posted a topic in X:CE Bug Reports
Hi there For the first time ever, I had my base defenses shoot down the incoming battleship (I had already hit it wit four plasma missiles and a corsair load of plasma bolts). Now I have a landed UFO symbol simbal simble symble (how the hell do you spell that word? The first? it doesn't look right) over my base. Now I have a landed UFO icon over my base. I can intercept the ufo with a drop ship (though I have not done the mission yet, just clicked abandon) It has been sitting there a while now. Has this happened to anyone else? Ever shot a UFO with base defenses before? -
Is it just the one mission, or is it any outpost attack? Because I can do them fine.
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Hiya In the soldier equip screen, when you mouseover the medals, I am sure you used to get told what they were awarded for. This does occur in the debrief screen at the moment, but not in the soldier equip screen. Mods I have running: Lore+ minibar soldier roles Khall's more portraits (and extras I have done too) Skitso's map pack Skitso's tile art Skitso's Rank insignia Select next soldier buttons Dynamic UFO spawns Skitso's Sounds of Pain Armoured Assault! A Vehicle Rebalance Mod Gifty's Music Addon I don't think any of those mods would effect it, but once I started listing them, I got kind of interested in just what I do have loaded.
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If you can hold two shields, that sounds like an oversight, and probably needs fixing. The key thing that makes me use a range of weapons is the reflex bonus of the pistol and shotgun. These guys can safely scout out for you without incurring reaction fire for a good half of their move. Scouts are also great for hurling heaps of flares in a night mission. I have taken to giving my snipers a pistol, so they can do a dual role like this, and also be less likely to get gunned down during the UFO storming. I generally only take a missile launcher as a backup weapon for a strong rifleman, as I don't like to destroy gear. I costs you thousands of dollars each time you unleash a rocket, so I will generally only do it if there is a big advantage, like a bunched up group of androns. Anyway, like mentioned above, the great thing about this game is: there are masses of ways to do it, and you are free to play it as you want.
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Including GC panel improvements in X:CE
winterwolves replied to llunak's topic in X:CE General Discussion
"The panel" is the ground combat UI panel? So you can choose to have each of the above or not, right? -
[v1.5/X:CE] Armoured Assault! A Vehicle Rebalance Mod
winterwolves replied to kabill's topic in Completed Game Mods
So, I was using this, and I see the rapid fire weapons still gib the aliens? Was that intentional? I pretty much don't use weapons that gib aliens, because you are throwing funding away- shooting with them actually costs money per shot. Anyway, just thought I'd mention it, in case the overkill was not intentional. -
Hi Twitch There is an initiative check that is done for any enemy that sees you move. It is a calculation based on reflexes, percent of remaining TUs and what weapon you are carrying. The soldier that has moved has his initiative calculated, and all enemies who have a higher initiative can take actions, until the selected soldier has a higher initiative again. The alien that shot has just used a good chunk of TUs up, so you should be safe for a bit. So if a sniper takes a step with full TUs, they are probably OK. A guy with a pistol or a gal with a shotgun can take many more actions without triggering reactions too. If I am approaching an ambush point, like a door/teleporter, I'll try and have my assault units end near to the threat, with lots of TUs.
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[Suggestion] Engage/Abandon pop up info
winterwolves replied to winterwolves's topic in X:CE General Discussion
I just find that I am busy still shooting other UFOs down when one of my drop ships arrives, so I don't know what is about to load up. I also tend to save for the night with drop ships inbound, so that last reminder would be handy. I guess if no-one else sees a need for it, the don't worry about it.