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Thread: Soviet Weapons

  1. #21
    Uh, hi. First-time poster here. (For reference, I DL'ed the 10.2 build from the Kickstarter page a couple of weeks ago and I've been playing the heck out of it ever since. I'm stoked to see all those features funded! Though my employment situation means I may have to hold off on pre-ordering the game itself for a while.... )

    Anyway, I thought I'd better raise out some issues with this mod:
    - With Soviet Weapons installed, I can't use burst-fire on the M16 in the full-demo play.* (It's not a major issue for the moment, since my troops were all slinging AKs anyway. "Welcome to Earth, Marvin: let me introduce you to a little thing called 'rock and roll'." Nonetheless, I thought the modders needed the data.)
    - I started building laser-carbines and charge-packs at my primary base, but when I went to equip my troops with them, hitting the 'laser' tab in the weapons menu crashed the game. Are infantry lasers implemented yet, or was this an issue with the mod itself?

    * Just read through the 'bugs' forum - I think this may be part of the same known issue.
    Last edited by Death by Chains; 06-11-2012 at 13:06.

  2. #22
    Squaddie
    Join Date
    Apr 2012
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    Portlandia, Cascadia ___________ Wet Coast USA
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    89
    Thanks, hadn't seen any issue with the "Assault Rifle" being able to burst fire with Soviet Weapons pack installed... did you try pressing "B" to switch between single and burst fire? Sometimes clicking on the single/burst icons doesn't work as intended, that's a known game bug.

    As to the laser crash, yeah I think I inadvertently broke that editing one of the files. I've confirmed that the lasers work again after uninstalling the Soviet Weapons. I plan on updating the mod when Chris releases the next alpha build and will make sure that lasers are working.
    I'm not really one of those loony tinfoil-hat, black helicopter, UFO types... just not very creative.

  3. #23
    Rookie
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    Jun 2012
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    New Zealand
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    14
    Quote Originally Posted by XenoNUT View Post
    Thanks, hadn't seen any issue with the "Assault Rifle" being able to burst fire with Soviet Weapons pack installed... did you try pressing "B" to switch between single and burst fire? Sometimes clicking on the single/burst icons doesn't work as intended, that's a known game bug.
    I tried both methods, then targeting aliens or even random walls to test burst-fire. I'll give it another go in a few minutes the report back, just to check I hadn't done something simple (like not having enough APs available for burst-fire), but in the meantime: no, I don't recall it working once, no matter what I tried.

    EDIT: After a quick test, durr, me no can brain - me am have teh dumb. It looks like it was a simple matter of not having enough APs. After using the AKs so much, and becoming so used to having burst-fire for ~15 APs, the M16's high burst-fire cost was throwing me off.

    Of course, I applied the SovWeaps mod as soon as I tried the full demo mode, and I'm equipping every member of my team with Jackal armour, an AK and a spare mag, and two grenades 'just in case', so the 'burst-and-move' tactics I carried over from JA2 v1.13 meant I was learning/reinforcing habits that were/are probably unsuited to vanilla Xenonauts. Certainly they incline me to think RotGtIE has a pretty good case, at least at the current stage of development.

    Quote Originally Posted by XenoNUT View Post
    As to the laser crash, yeah I think I inadvertently broke that editing one of the files. I've confirmed that the lasers work again after uninstalling the Soviet Weapons. I plan on updating the mod when Chris releases the next alpha build and will make sure that lasers are working.
    Cool to hear. (I'd need to pre-order to have access to that same build, but that's a financial problem on my end, not a coding issue. )
    Last edited by Death by Chains; 06-14-2012 at 06:37.

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