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  1. Past hour
  2. Alienkiller

    [v18 Geoscape] Dropship Bug

    The Bug comes directly after the first done shot down UFO-Mission after the Dropship returned to base. My normal Game-Process is following: 1. Build up an Medical Center in Main Base (either USA or Sowjetunion) 2. Build up 2 Training Centers in Main Base (either USA or Sowjetunion) 3. Build up an 2nd Generator and Storage-Room in Main Base (either USA or Sowjetunion) 4. Build up an 2nd Base with high Incidence of alien Activitis (either USA or Sowjetunion) 5. Equip the Beginning Specialist-Soldiers (Infantry, Sniper etc.) with more Grenades or similar and the Heavys with the Combat-Armor 6. Reequip the Standard-Riflemens to 2 Grenadiers and 2 Shieldbarriers Then waiting for the first UFO as well as the first 2 Researches (UFO Invasion Anlalysis and MARS-Vehicle), shooting down the first UFO (Scout) and doing the Ground Mission. Directly after the Soldiers come back to Base more Slots show up. Everything works Normal (Buildup, Base-Expanding, R & D, UFO and Alien-Activitys as well as UOO-1 at the Monthend). Have tried to Check the Problem too in Game, but nothing blocked, works slowly or something else show up. Realy strange. Could it be a Problem with the second Transport, that the Game thinks the Skyhawk is a second Transport?
  3. So unless I'm misunderstanding something, I don't think this is a bug. The green path shows the shot path if you roll a hit, and any cover along that path reduces your chance of hitting. However that shot only has a 14% chance of hitting so it's likely to miss, and miss shots can scatter in any direction. So most likely you missed the shot and the rocket deviated and hit the alien bomb instead. If the shot had a 100% chance of hitting then that should never happen, but if you're taking low-accuracy shots you need to be careful of the scattering.
  4. Thanks for the report. Yeah, we know about this one already - it's not a very easy issue to fix unfortunately. We can fix it and we will fix it eventually, but it's going to take us multiple days of work to fix so we consider it a low priority issue for now.
  5. Chris

    [v18 Geoscape] Dropship Bug

    Thanks guys. I saw this problem before the release and thought we'd fixed it. It used to be that going on any mission would cause a load of extra dropship slots to appear. Do you guys have any idea what might have triggered this to happen? My suspicion is that it's either soldiers getting wounded in battle or going on a specific type of mission, maybe alien base attack missions or Xenonaut base defence missions?
  6. Alienkiller

    Platesiut (the first undersiut) [V.18]

    But it should. Maybe the Devs are working on it, therefore it dosen´t give Protection atm. If you go in the Equipment Screen over the Combat-Armor and then over the Platesuit you will see the Difference on the Numbers. The Text says, that it give additional Protection for the Soldiers and I give like you see it to one without an Combat-Armor. He has only an Standard-Suit.
  7. Terror Missions I haven´t seen yet, but therefore the 3 Raid-System and the first 2 shot down UFOs (Scout / Destroyer) in the Ground-Combats. They are hard, esp. for your Soldiers without light Protection (the Undersuit-Vest) and the others with the Standard-Cevlar-Armor (Combat Armor). That´s exactly what I like. Not to heavy, not to light for winning a Mission. And you have to think of what you do with your Soldiers. For the first Terror Mission you should have the first accelerated Guns (Rifles, Pistols, Shotguns and if possible the LMG) and an armored Vehicle (MARS). But that with the Panic-Thing sounds likewise to the first Mission from UFO ET, where you meet the first PSI-Aliens which are real Dangerous.
  8. Today
  9. Throwing desperately needs to be implemented....I tried my first night mission today and throwing flares was just awful with how it behaves like a gun.
  10. *Me from march 2021* So this is old and I don't know if it's still relevant, but apparently I never posted this way back when.... *2020 me* I was playing and noticed a soldier named Etsuko Ando that had a boys portait. I was fairly sure that was a girls name though I am not native japanese so I checked with an image search. I am pretty sure it is. https://www.ecosia.org/images?q=えつこ Pretty minor really, but I thought I would mention it since it was something I noticed.
  11. Khosani

    Recording programs for Lets Plays?

    oooh that is super lightweight. Thank you, sir
  12. Geez that first terror mission for me. I plowed over everything up until this point, but this time on turn three I had three functional people. The aliens mind controlled two of my own who rampaged, and panicked two that ran in to death. I didn't even stand a chance, not even a small chance. And that will be +50 panic in the region too. That's pretty hardcore. I am not saying I don't like it, but it's not what I am used to. Also the mind control lasted for the duration of the combat? Is it just supposed to last forever? edit------ Flares keep crashing the game for me too....I don't get a crash report and my screenshot key doesn't seem to work for the block of red text that popped up before it CTDd.
  13. If any soldier steps on the square at the corner of the brick building (directly in front of the soldier named Mario Gubellini in the save) the game crashes to desktop. Walking around the square works, but stepping onto it from any direction causes a crash user_issues-25.json
  14. Yesterday
  15. odizzido

    Platesiut (the first undersiut) [V.18]

    It doesn't give additional protection for combat armour either.
  16. Alienkiller

    [v18 Air Combat] rebalance

    Read the Archive from the UFO DESIGN ANALYSES as well as the other UFOs and the SUMMARY CORRECTLY. There is exactly explained what the Scout, Destroyer etc can do and what it can´t. The Alien-Scouts have as Maximum: 1. light Shield (atm only Alien-Ships; easy to destroy with our Standard-Weapons like Rockets and Cannons are shooting the subject of relentless criticism) 2. light HP (about similar HP´s as our own Fighters) 3. an light Energy Weapon as Defense mountet on the Hull which means a light Defense Turret (like our Back MG-Turret and 1 or 2 MG´s as front Defense in Dive-Bombers, Recocnissance Aircrafts) 4. As well as they are Constructed for Space Flight not for Atmospheric Flight (Speed Limitation, poor Acceleration and Manouverability) The Alien-Destroyers have as Maximum: 5. medium Shild (atm only Alien-Ships; easy to destroy with our Standard-Weapons like Rockets and Cannons are shooting the subject of relentless criticism) 6. medium HP (some better HP´s then the Scout) 7. an light Energy Weapon as Defense mountet on the Hull which means a 3/4 Defense-Turret and 1 heavy long Range Weapon with a shorter angular distance as front and Side Weapons (like our Back MG-Turret and 1 or 2 MG´s as front Defense in Dive-Bombers, Recocnissance Aircrafts and Rockets like our Fighter Planes) 8. as well as for the better Protection and Ground Attack-Ababilitys greater Limitations (bigger Speed Limitation, much poorer Acceleration and Manouverability) I am not Toxi only fully Nerved. The Scout and Destroyer have already so much Disadvantages and the Player get more Cheatings as a Solution. That´s the Things I and many other Others get fully Angry with reading such solutions. Kamehamehayes Alien-Crew Solution with the Ship Handling sounds great. And the Evasive can implemented again if it workes for the AI. That´s the only 2 Solutions which are aggreeable for Ships that have already many Disadvantages (Scouts / Destroyers) and Advantages (Fighters / Abductors / Cruisers / Battleships and so on). The Gun-, Rocket -and better Weapon-Range from the Aliens are fully OK like they are now. The Weapons get much harder already then the Human Equivalents can be.
  17. Kamehamehayes

    [v18 Air Combat] rebalance

    Guys what is with the toxicity. We all want Xenonauts 2 to be the best game we can possibly be. But shutting down people's ideas without a counterargument or anything like that just doesn't do anything to improve the game or the community around it; this behavior just turns people away from discussing the game. This is a place where we try to have a civilized discussion about the game while not shunning people because of their opinions. I understand that there are things that are implemented into the game that we don't agree with, heck I don't agree with 360 degree aiming, but that doesn't give anyone the right to shun people and be toxic because they are frustrated. Thank you for reading this and hopefully we can turn our attitudes around before the open beta release.
  18. silencer

    [v18 Air Combat] rebalance

    If you have nothing interesting to say, don't say anything.
  19. Kamehamehayes

    [v18 Air Combat] rebalance

    Sorry I am jumping into this topic really late. I really don't agree with the 360 degree attack radius. With no weakness to exploit there would be no reason to do air combat at all compared to auto resolving, which takes only one click. Instead I have a couple of suggestions (some borrowed from earlier in this board). Different races should handle each ship differently. For example (this is for the scout ufo), the sebillians are less intelligent and more primitive than the rest of the alien force, so they prefer a brute force approach and implement this by having longer range cannons at the front of the ufo but in the process leaving a tactical weakness on the back. The psyons, being the more intelligent aliens, would understand the tactical weaknesses of a brute force approach so they would instead have their cannons take up a wider area around the ufo making such a tactical weakness much harder to exploit, however; their cannons now are weaker and have less range than their sebellian counterparts so a skilled player could bait the ufo into using evasive maneuvers and then use the rest of their missiles before closing in on the kill. This idea would get slowly more complex the game progresses (androns would try to attack the weakest interceptor in the group, wraiths would rather attack the most threatening interceptor in the group, earlier aliens will slowly learn from their mistakes by increasing the range or spreading the cannons around the ufo, etc). This is just my two cents, if you disagree that's fine but the 360 degree aiming needs to go in order to have tactical diversity.
  20. The Platesiut gives no light Armor-Protection anymore. The 2 Pictures show the Problem. user_platesuit_bug-21.json output.log
  21. Alienkiller

    [v18 Air Combat] rebalance

    @ Silencer: If you have something to tell good, effecitve or what is it called about the Airfight then say it, but not such something ineffective like that:
  22. silencer

    [v18 Air Combat] rebalance

    If I have 2 interceptors approaching at different angles against a UFO, the UFO fires at ALL the aircraft. WHAT? How many guns the UFOs have? Infinite? Currently air combat is just pointless. Better autoresolve. Fight vs scout. No tactics - just charge. Fight vs Fighters - no tactics - just charge. Fight vs Destroyer - no tactics - just charge. Air combat will always be repetitive. Saying "How can we make air combat less repetitive" is just like trying to make ground combat less repetitive. Ground combat will always be repetitive (you always do the same thing) and so will will air combat. Here is a fight vs Destroyer. 2 interceptors vs Destroyer - You can see that destroyer has a blind spot in the rear. Intelligent person at first will be like: OK I'll make one plane as bait, and the other will go flank from the rear. This tactic will not work, because the destroyer will target the nearest fighter. So once you start to flank, the flanker will be targeted. Ok so you switch roles and the process continues. The first interceptors are faster only by a small margin. So if you will try to finally make that blind spot approach you will be either too close to make a difference or out of fuel. Meaning the only reasonable approach is just to charge it and take the hits. 2 interceptors vs fighters - previously I had to go slow do some dodges, fire one missile wait for the fighter to dodge fire another. Now I just watched as my fighters destroyed theirs without taking any HP damage.
  23. Dev Console becomes insane after destroying some textures on a terror mission. user_dev_console_crazy-25.json
  24. I am 100% behind this part... The bright color palette and lack of real time shadows despite using a 3D engine means that Xenonauts 2 currently feels and looks like a polished Xenonauts 1 mod. It is really sad... because in its current stage Xenonauts 2 would have worked perhaps in 2016 at most. I mean the original fallout games look way more gory, realistic and with better lightning despite being 2D.
  25. MrAlex

    [v18 Air Combat] rebalance

    Laser Lance cool cannon, especially if there are two of them
  26. Last week
  27. Challenge

    [v18 Geoscape] Dropship Bug

    I have different numbers, but, yeah. I have a few extra in the jumpship. In the ready room I start over from 3 to 8 for 6 extra slots.
  28. It looks like a soldier is robbed during treatment. After the last mission, the soldiers returned from treatment without weapons: a laser rifle and a laser sniper rifle disappeared
  29. Alienkiller

    [v18 Geoscape] Dropship Bug

    I have noticed the same Problem.
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