Jump to content

All Activity

This stream auto-updates     

  1. Yesterday
  2. Ruggerman

    [7.4] Main base screen

    I hope that this is not going to be the final iteration of the main base as it has no improvements over the X1 bases, and it is so limited in design scope. Can we please come up with a better layout.
  3. I have check alien officer, while in ground combat and have seen in the inventory that they have energy blades, but when you return the the base and check the stores they are not there?
  4. By the time you get close to the alien raid or terror site, they either vanish or as the ground combat begins, the game is completed?
  5. Ruggerman

    [7.4 Combat missions] - No civillians

    I have not see any civilians either!
  6. When using the 7.4 beta, if you try and load an automatically generated save game generated during Ground Combat, you are not able to do so. The "Load Game" button becomes active once the save you want to load is selected, but the game itself does not load. The same problem does not occur with automatically generated saves at the Geoscape level, nor with manually created saves in Ground Combat. It is only automatically generated ground combat saves that seem to be unable to be loaded.
  7. I rather like Charon's thoughts above on how the experience of the pilots themselves is not as important as the air wing as a whole. You could work this as readiness value for each airbase as a whole. When plane is shot down your value goes down as they will be replaced with a less experienced pilot, whereas successful missions increase it as your pilots and ground crew become better. At certain readiness thresholds you could have skill tree abilities for both the ground crew and the pilots that you could pick such as quicker refueling or slightly longer range for cannon weapons. Also higher readiness could translate directly into higher accuracy and evasion as well. You could even transfer readiness between bases to bolster a bad base or one that recently took a lot of casualty's. A ten percent transfer could be explained as you just sent them a couple good pilots and a few experienced technicians. Also as an aside it would be cool if there were other aircraft in the combat zone. It would spice it up a bit if there were civilian craft that you could try to bait the et's away from, or military craft from the local government that could try and assist you.
  8. I'd love to have some feedback, but I got Xsolla'd into waiting for a Steam code ☹️
  9. I saw this once in a 7.3 game where the intercept plotted for the fighter was directly towards it, but instead the interceptors flew a course that was almost a mirror image of where they should have been flying. I was able to select them and choose a new target and when I selected the Alien fighter again they flew towards it and intercepted as expected.
  10. chiroho

    [7.4] Main base screen

    Out of interest, where is your main base located? Or what did you call it? Mine is in Africa so always seems to come up first because it's first alphabetically regardless of what other regions I put a base in, but it looks like the bases in the last are being ordered alphabetically.
  11. Any chance for a re-upload?
  12. So.... anyone else who's had experience of the Skyhawk got anything to say about it? Emily_F? chiroho? Ruggerman? I can't be the only one with a voice?! Or can I?
  13. Post combat inventory shows energy blade recovered but not in stores or available for research. user-9.json
  14. Double post I know, but...more opinions based on experience of Skyhawk The walls are both a boon and a bane I've used the Skyhawk as a bunker several times now. It's been pretty necessary in raids during the inital melee before I can expand outwards. At the same time, there's no room to manoevure inside the Skyhawk. I've said it several times now but it bears repeating - the way I choose the positioning of troops during setup seems to have an effect on the inital first few turns, because I can't make up easily for bad placement inside the Skyhawk. 10 soldiers seems enough.. then a little too much.. then enough again When starting the game, soldiers are horribly vulnerable. The first few games against Psyons had me loosing 3-4 soldiers per game. All a Psyon had to do is get a lucky hit in and that was it for the soldier, so 10 soldiers seemed enough to make up for losses. I got combat armour and started facing Sebillians, whose weapons are less effective against soldiers in combat armour than Psyons ad 10 soliders seemed to be a bit excessive. Then I faced Androns while I still had ballistic weapons and holy crap 10 soldiers weren't enough for 1 Andron, let alone the 12 in the raid. Bear in mind I've only got as far as probes and scouts - I've yet to face an observer or destroyer so I can't comment yet on wether 10 is enough/not enough for the larger class of ships.
  15. First fighter I have seen in this game. I launch a fighter jet and it literally goes the opposite way to the alien fighter.
  16. I am currently building a laser LMG, with some nanothread armour queued up. If I try to increase the nanothread count, the LMG count goes up to match the nanothread armour. If I then click on the lower priority arrow to drop the LMG to the queue and start making the nanothread armour the LMG quantity goes back to 1. I can then move it back to 1st place and it stays at 1 unless I increase the quantity of amour again, where the process repeats. Image and save attached user-5.json
  17. My understanding is you can only have one dropship, so this bug stops you going to missions a long way away. I had an alien raid in South America and launched my dropship (based in North Africa) immediately, but on the way there (about 3/4 of the way) the mission disappeared.
  18. My main Atlas base is no longer the first thing to come up when I click on the main base tag (pic attached). It's only a minor issue, but is just oddly irritating lol
  19. I just noticed that none of the missions have any civillians. Is that a bug or is it deliberate?
  20. I know that the games are in there somewhere, but they don't appear when you bring up the saved game menu, only if you want to delete them, and then you get a lot lot off game saves that the auto-save produces.
  21. I completely agree. But given that the Xenonauts are supposed to be drafted from the elite military units of the participating nations, they should already be very well trained in both the skills and the mental state required - even if they're still rookies in terms of facing non-terrestrial beings.
  22. Last week
  23. Anyone who has thrown grenades will have a better appreciation of the skill needed, and the mental state required to use these weapons. When you throw a grenade, and watch from safety, you will see that they make one hell of a loud noise that there is only a very bright flash, and not a movie style gasoline explosion!! As they are a fragmentation grenade, and not Molotov cocktail.
  24. Fiarly simple to reproduce. 1) Before a mission, equip two secondary items - I equipped a medpack and a smg. Place the medpack in the secondary slot and the smg in the backpack 2) During a mission, swap the medpack for the smg (in my case) around so the smg is in the secondary slot. You will find you cannot use the smg, but if you swap back, you can use the medpack.
  25. I've had general concerns about this as it's definitely happened to me before as well. Things like the soldier using the HEVY Launcher shooting something immediately in front of them, going almost 45 degrees either left or right, or even shooting half as far or twice as far as the target. While I certainly understand the fairly low chance to hit that sometimes comes up, these are supposed to be soldiers pulled from the elite of the elite of the world's military, come to fight against an alien menace. And even though the HEVY launcher is a newly researched item, it's not really that different from many grenade launchers used throughout the world's military. So while there only may be a small chance of hitting the target, it would make much more sense to me if a miss resulted in going a few squares left, right, over, or under. The lower the hit possibility, the more likely to be further away from the aiming point. So some sort of grid or circular template with possible hit chances around the target would make a lot more sense than the current behaviour. Similarly for throwing a grenade. These aren't civilians who have been conscripted into the fight, and throwing a grenade directly into the tree right in front of them seems extraordinarily unlikely for any highly trained solder. They may not hit the exact square they're aiming for, but they're not going to miss 45 degrees to the right and half the distance they were aiming. Even people who aren't great at throwing objects like balls usually can manage to get it in the general direction they're aiming. Anyway, that's just my thinking on this, but it would probably entail a significant redesign of the way things work. I totally agree though that the shooting at your feet that happens quite a bit in the game seems pretty ridiculous given who our soldiers are supposed to be.
  26. Not sure if this was intended to be addressed in the 7.4 beta, but it still seems to be present.
  27. This happen twice in the first mission I tried with the new update. Each time, the HEVY launcher guy contorted herself and fired a shot at her feet. The second time, she killed herself. Frustratingly, I don't think I have a save as I'm also trying out the Iron Man mode to see how that works - unless it saves anyway?
  1. Load more activity
×