Tobbzn Posted June 24, 2014 Share Posted June 24, 2014 I too would welcome the ability to target the environment with "quiet" melee attacks. Quote Link to comment Share on other sites More sharing options...
ViewThePhenom Posted June 25, 2014 Share Posted June 25, 2014 Where can I find a copy of the CE edition? Quote Link to comment Share on other sites More sharing options...
kyosuke Posted June 25, 2014 Share Posted June 25, 2014 Steel Talons FTW! Theres an idea. Solver, you must put the Mammoth Mk2 in the game. For balance reasons. I'm sure the valkyrie can hold one. Seconding this! It's an apostasy that the game doesn't have 1. I'm standing by the words "There is no kill like OVERKILL." Quote Link to comment Share on other sites More sharing options...
Akavit Posted June 25, 2014 Share Posted June 25, 2014 Haven't played the latest build yet so perhaps this is already in. 1. Make the flamethrower mechanics available to modders. 2. Option to let fires spread to nearby tiles if flammable or explosive substances are in the tiles. Quote Link to comment Share on other sites More sharing options...
Mustang Shooting Stars Posted June 25, 2014 Share Posted June 25, 2014 Actually, you are right. Adding a selection of melee weapons (combat knives/light sabres) is a perfect solution. If melee weapons were added you could just 'cut' the fences rather than using wire cutters and it's a cool option to have if you ever come face to face with an alien or have run out of ammo etc. It's also an interesting possibility to have an honourable Xenonaut who rejects the idea of guns etc and will only fight with his 'lightsabre'. Some kind of a samurai/viking/beserker/Jedi. Imagine playing Xenonaughts (Ironman/Insane difficulty) ONLY using swords to defeat the aliens... possible? The original Rebelstar from the 80s - the earliest turn-based predecessor to Xcom - did actually have a 'laser sword', that some of the troops were equipped with, out of interest. Quote Link to comment Share on other sites More sharing options...
Chris Posted June 25, 2014 Share Posted June 25, 2014 People who are not Solver and want to get involved with the community coding can now read the details here: http://www.goldhawkinteractive.com/forums/showthread.php/10965-Community-Coder-Program%21 Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted June 26, 2014 Share Posted June 26, 2014 People who are not Solver and want to get involved with the community coding can now read the details here: http://www.goldhawkinteractive.com/forums/showthread.php/10965-Community-Coder-Program%21 Not Solver, though. He is forbidden. Bring back the Evil Shed! What is the Evil Shed? It must be before my time. Is it anything like The Dread Gazebo? Quote Link to comment Share on other sites More sharing options...
MrPyro Posted June 26, 2014 Share Posted June 26, 2014 Back in days of old, the ground combat artwork for UFO's had not been completed, but buildings had been. In order to simulate a UFO with the available assets, a particular building was nominated as actually being a UFO. Thus was the Evil Shed born. Quote Link to comment Share on other sites More sharing options...
Irishguy117 Posted June 26, 2014 Author Share Posted June 26, 2014 We should also bring back alien base parking lots. Who needs corridors, rooms or doors? Just a big wide open parking lot, full of aliens. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted June 26, 2014 Share Posted June 26, 2014 Back in days of old, the ground combat artwork for UFO's had not been completed, but buildings had been. In order to simulate a UFO with the available assets, a particular building was nominated as actually being a UFO. Thus was the Evil Shed born. Holy balls that's awesome. The deepest lore. Quote Link to comment Share on other sites More sharing options...
Gazz Posted June 27, 2014 Share Posted June 27, 2014 That's where my avatar is from. The Evil Alien Barn. Quote Link to comment Share on other sites More sharing options...
agris Posted June 30, 2014 Share Posted June 30, 2014 (edited) I put these in the wrong thread and got no traction, so now I've found the right thread. Here it goes. Hey Solver, is it possible to: Enable tooltips for items in Xenonauts inventory when they're on a mission, identical to the item tooltips when outfitting soldiers in the base? Can you add a way to remap the hotkey number a given xenonaut is assigned to in a dropship? Currently, the only way to do this is un-assign all the soldiers and reassigning them in the desired order. For example, iff you could change the game so that CTL+# when the mouse is over a given Xenonaut in the dropship crew layout reassigns them to #, it would be really useful. I'm not the first to ask about this. Could you change how medpacks interact with downed Xenonauts? Just preventing us from being able to use medpacks a soldier that has dropped would be helpful (or increasing the likelihood they survive, but that changes game balance..). Edited June 30, 2014 by agris Quote Link to comment Share on other sites More sharing options...
Fucille Posted June 30, 2014 Share Posted June 30, 2014 (edited) Because I'm fairly sure it's not possible right now: To go with armours being able to alter stats, armours being able to alter the accuracy of being shot at. i.e. setting the scimitar armour_gc entry to +25% accuracy so shots against it are more accurate due to it being a huge frigging target. EDIT: And while I'm at it, some kind of notification as to whether a downed xenonaut is dead or dying that happens BEFORE the end of the mission would be nice. Edited June 30, 2014 by Fucille Quote Link to comment Share on other sites More sharing options...
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