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  2. Hmmm - you're the second person to mention this now. Can you find the logs and post them up please? We'll take a look.
  3. Thanks. Will bring this up with the programmers and see if it's actually necessary.
  4. Can you try deleting the whole game directory and then reinstalling the game? Details here: If not, can you find the output.log file and post it here? details here:
  5. Today
  6. I can't place the starting base to start playing is there a work around for this?
  7. Here is some additional info on the Phantom and Gemini Armor. Each aircraft comes with built in Armor, this armor will not repair. However if you add armor the the aircraft it will repair and shows a combined armor of what the aircraft came with plus the added armor.
  8. Pistol and Shotgun should use the same effective range. Energy of pistol bullet (lets assume 9mm) goes down with range sharply, also short barrel lenght make pistol quite inaccurate for longer ranger. These two combined makes pistol efficient in rooms. You dont see soldiers use pistols, except of colonels-generals as "part of uniform" and last resort self defence. In fact, shotguns are in range far superior to pistols. You can see hunters with shotguns but none with pistols, right ? In sake of reducing numbers needing to remember, I would recommend make shotgun the same range as pistols. Assault type soldiers - Shieldmaiden and Shotgunner has the same range - for sake of simplicity. ============ Especially happy for : Reduced the weight of the knife so it is no longer heavier than the pistol. ( I made topic of the exact same name on Steam, ages ago, so finally it gets noticed. ) Added a kill count for each soldier on the post-mission debrief screen. ( I have put an effort to improve someone else idea. Finally it is in the game.) Thanks for reading.
  9. They're the new files in the zip file. I originally uploaded the whole zip file but realised the player.txt file contains personal data which you might want to strip out in future.
  10. Thanks. What range are you generally attacking from? Shotguns (and burst fire) is strong at really close range, something like 5 tiles or less. Beyond that burst fire is less damage efficient than normal shots, although more effective for suppression. Shotguns should still be fairly effective at short range even with sub 40 accuracy, as they don’t rely on accuracy that much compared to other weapons. What sort of hit chances were you seeing? You can always add the targeting module to get another +5 acc too if you think you need it.
  11. I am unable to build the first Base, I can go through all the lead up store, but when I get to "Place your new Base" nothing happens, and I have to exit via Task Manager.
  12. Ah thank you for the info, I need to better read the patch notes!
  13. Yesterday
  14. Description: Mostly repeatable crash to desktop firing laser machinegun at servitor and blowing up fuel tank while scrolling right. What Happened: Crashed to desktop laser machinegun bursting at servitor. Steps to repeat (most of the time): 1. Move Kirsenko to lone tree by map edge and spot servitor. 2. Full burst at servitor with Lange and immediately scroll right with 'D' or mouse after clicking to fire. The scrolling seems necessary or increases crash chance. auto_groundcombat_turn_12_start-2223.json output.log
  15. Thanks. Are all these files the contents of the new zip file created automatically on crash, or by pressing F11? I ask because I can't see an output.log there.
  16. They're unlimited quantity now; they should already be unlocked to equip on your aircraft. (I need to update the research text so it says that.)
  17. Early impressions, things are LEATHAL. Whatever you did to dial back human weapons seems to have done too much (haven't hit with a range 1-3 burst yet). Meantime, the cleaners are hitting 3 round bursts across half the map, and the Aliens are worse. Medical center doesn't seem to "Save" very many either. My initial squad had assaults with sub-40 accuracy, this seems to break the model, they are literally missing at range 1-2 with all 3. Air changes look to be good, less to worry about. Money hasn't been TOO much an issue, will know more once base gets built out.
  18. If alien base is impossible, then you probably are on phase 2 at most. Predator armour is phase 2 stuff, however pulse minigun is phase 3 stuff. You should enter phase 3, research some stuff and only after then conquer alien base. Praetorians are at least phase 3 aliens, if not even phase 4. Just too much to remember. To enter phase 3, there is no other way than wait until ticker gets high enough. In other words, game time must go on enough. You will notice immediately when aliens put phase 3 UFOs against you. Objectives game tells you might be impossible until game progresses further.
  19. You shouldn't get anything else on alien outpost. I will answer more on another thread.
  20. I am in month 2, I just researched Aerial Warfare and now I cannot build any air weapons. Category is gray in the engineering list.
  21. Well done! Really love that game. But to be honest. I am not exactly happy with the new Strategy UI Sounds. Way too fancy. I am eagerly awaiting the opportunity to build the starting base from scratch, according to my strategic and aesthetic preferences.
  22. The attached logs should be self-explanatory; there's no save directly before it happened, but I was about to head to the soldier extraction mission and went to the positioning screen to move them round after load-out and got a CTD. auto_strategy_after_combat-6.json bugReportProgress.txt logs_Error_0-incorrect_ammo__stacktrace.txt logs_Error_0-incorrect_ammo__world_capture.txt logs_Error_2-invalid_path_gi_stacktrace.txt logs_Error_2-invalid_path_gi_world_capture.txt logs_Error_3-default_ammo_un_stacktrace.txt logs_Error_3-default_ammo_un_world_capture.txt logs_Exception_1-nullreferenceex_stacktrace.txt logs_Exception_1-nullreferenceex_world_capture.txt logs_Exception_4-nullreferenceex_stacktrace.txt logs_Exception_4-nullreferenceex_world_capture.txt userBugReport.txt player.log
  23. hello, i tried to open tech tree cos i am stuck at predator armour and pulse minigun, i took a ceasan outpost already, but the alien base is impossible and i think i stunned everything i could....., my main game mission is to capture a pretorian right now i cant progress any further. thanks in advance
  24. Well , thanks so much, after researching 2 pages of new research from alien outpost , i only got pulse lasers as new weapon.... i am still stuck with predator and wolf, also i never got anything after the mark 1 knife, and i cant get the tech tree 0.99 to open with the program..... i think i stunned all aliens i could, alien bases transform from outpost to base nearly instantly........ i would hate to be allowing a third base in......
  25. Last week
  26. Hello all, I'm trying to create a basic mod that speeds up the engineers, thus creating materials quicker. I can't seem to find the correct file for X:CE, even though I swear i've opened every file. Any help would be greatly appreciated. Nate
  27. Yeah, that I have noticed too. Xenonauts 1 have such an System, which show the Growth in Technology in Background-Pictures. That’s the only big Thing I miss in Xenonauts 2.
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