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  1. Today
  2. Goras

    Anime

    Steins;Gate Fullmetal Alchemist Clannad: After Story Code Geass: Lelouch of the Rebellion Spirited away Mushishi Cowboy Bebop The Disappearance of Haruhi Suzumiya Princess Mononoke This is my little personal list and rating. I love these anime. Each in its own unique genre. MOD EDIT: No advertising websites. Do it again and you will be treated as a spammer.
  3. Goras

    Short story

    Write. We will read it with pleasure and interest.
  4. Coffee Potato

    Your Xenonauts 2 wishlist?

    It would be cool to have vaguer info on units and enemies, but have a location map.
  5. TrashMan

    Your Xenonauts 2 wishlist?

    @Bobit - up to a point. I prefer a more flexible and natural system. I also detest the idea of perfect knowledge/info, since that is exactly the opposite of what a real commander would have to face.
  6. Nuras

    Anime

    I recently watched Code Geass: Lelouch of the Rebellion . Very cool Anime
  7. Coffee Potato

    Why do we need vehicles?

    Dang straight.
  8. Yesterday
  9. Because it's cool and fun.. https://www.youtube.com/watch?v=tBP52dLpeno
  10. Foxtrot_Uniform

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.10)

    @Svinedrengen Hey, found your post about testing useXenonautBaseTilesetForRetakeMissions option, does it work well?
  11. Cruiser you can do by the following (takes 3 foxhounds out though) : Set them all to full speed and to head downwards at 90 degrees to where the cruiser is. Set the bottom one to then head out and release its payload, let the others move down because the cruiser turns slowly. Once 1 has been set, wait a couple of seconds, pause and set the second off. Then repeat for the third. As soon as the missiles are released, pause and set that plane to abort. That way you do actually hit with all 6 torpedos. The second time around repeat and you'll take it out. It isn't fun and it didn't give me any good research at the end of it. I've left the game for now and will return in a few months because it's just been very time consuming and the way the game is set you have to reload a lot (see ground missions, base missions, everything) or you just lose territory very quickly and then the game ends.
  12. Coffee Potato

    Your Xenonauts 2 wishlist?

    On that note, I'd like to have either a menu, or pop-up, or something that lets you see armor condition and resistances. Would be nice to see the XD thing of a separate armor mitigation stat on weapons. Loved having Axes as an armor piercing melee attack, get those awesome moments of running out of shots, and seeing your international party suddenly all become Danish for a minute. Always wanted a shield push. More medals. I want to be able to do a run where a unit can't be promoted to top rank until they capture one of every unit or something. Or have someone recognized for shotgunning 3 reapers in one round. There's just so much more that can be done with that. Air game has what I always wanted now.
  13. Coffee Potato

    suggestion for air combat

    Honestly just the change to a constantly moving background already feels awesome for me personally. I just hope they go the XDic route and put a bigger variety of UFO loadouts to play against. Vanilla carriers were just "Send 1-3 Foxtrots and forget" XDiv is usually "send 3 fighters with guns/antimissiles, see what they're carrying, then either send 6 more, or send in the torpedoes". Or just more stuff to Dodge bullet hell style. Just feels nice when they feel like they're trying to stay in the air.
  14. Last week
  15. Hi all, Chris. Big fan of the game but I need to ask a question. When I started to use my Samsung 7 series TV 43" as my primary monitor I had a hard time running Xenonauts 1. It did not work properly on 3840x2460 resolution. That is why I want to confirm that Xenonauts will be playable at this high resolution. Thanks for your answer in advance.
  16. Nuras

    YouTube Lets Play Channel

    I see a lot of videos on the Stellaris game on your channel, I like it too, I play it now. And so your channel is good.
  17. Ruthless Reuban

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.10)

    I tried to make this happen. Since even Charon cannot mod it, I tried to give some kind of "workaround" trying to make inventory management (especially regarding shields and basic ammo) easier without breaking game balance. Tested settings that really affects these; NG+2 except: alien weapon damage 1.05 (1.0 on NG+2, 1.10 on -) @ gameconfig.xml Basically your dropship have different "lockers" that can be accessed entering dropship (improvise on cases there is no physical dropship available, like on Alien base "dropship" is starting/exit area, Xenonaut base that is Command room...), imagine that dropship pilot (or something) supplies these items. Accessing any locker (except med bay) ends soldiers turn however (AP=0, mod it if don't remember soldier accessed locker) but accessing locker does not take action points (ie. all lockers can be accessed on single turn). If using locker requires more action points that soldier has (to switch items from backpack into hand for example), modding more action points is allowed. Switching equipment between soldiers (any soldier that has equipment can access locker) is allowed as lockers do not provide more items into battlefield. Also, if there is no aliens on sight for 5 turns AND soldier has "safe route" to craft, locker can be accessed without actually walking into craft. Basically locker is not available when there is active combat going on. - Shield locker: To access shield locker, soldier must have had shield on left hand when battle started AND have shield on left hand when accessing locker. Shield locker provides unlimited amount of undamaged shields and even replaces totally destroyed ones (does not increase amount of shields on battlefield however). Naturally this does not apply to alien shields. - Med kit locker: To access Med kit locker, soldier must have had some kind of medikit or first aid kit when battle started AND have that kit on inventory when accessing locker. As shield locker, provides unlimited amount of medical supplies for soldiers that enter craft. - Ammo locker: To access Ammo locker, soldier must have had enough clips when battle started for weapon that receives unlimited reloads from locker AND have that weapon on inventory. Multiple weapons allowed. Applies to weapons that have unlimited clips available on base (NOT rockets, grenades, Alien weapons etc). Clip requirements are: 5 clips if clip takes one space (like pistol clip), 4 clips if clip takes two spaces (like Laser sniper clip), 3 clips if clip takes 4 spaces (like Laser battery for heavy laser weapons). Clip(s) may be dropped after battle has started, locker is still available. Clip requirement is only to "waste" inventory space from something more important, ie. balancing. - Med bay: Any soldier that enters craft, receives free med kit that has unlimited healing power. Does not end turn. That med kit cannot be carried out of craft however and using it still consumes action points. How these actually work? Start game using Xenonauts_gc_editor.exe select soldier that wishes to use locker and launch editor during battle pressing U-key. Notice that editor will show alien locations, you can hide map window using Task manager always on top or something similar (map is not really needed). You can see what soldier has on Left Hand or Right Hand. Press Reload and ammo/shield/med kit/whatever charges are restored. If shield is totally destroyed or soldier wishes to access Med bay, select appropriate item from drop down menu. About balance. Even if soldiers have "unlimited" shields, they only get "unlimited" shields outside active battle. Also aliens hit so hard that soldiers are far from invulnerable. This is practically solution to "carry extra shields, drop them when battle starts and run to get them" -hassle. Ammo requirements are only to keep balance, so that soldier cannot take heavy weapon AND tons of rockets+other stuff. So essentially heavy weapon means much less other things even that weapon has unlimited ammo. Also it's not bad idea to keep spare clips on middle of battle, locker is for "quiet" situations only. For medicals, carrying medical supplies is advised, "craft" may be pretty far and single kit have quite limited healing power. Overall I cannot see this breaking balance any way. While basic items are "unlimited", special stuff is not. This makes game much more enjoyable though IMO. Feel free to improvise.
  18. Ruthless Reuban

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.10)

    Probably not as problem is within Xenonauts, not X-Division. I usually either reload earlier save or auto-resolve battle.
  19. Anything can be done with hangs up on alien turn? It started to happen on first Terror mission. Its quite regular, at the moment I have to alt+f4 third time when it happened... I got Steam version + steam CE and X-Division, nothing else.
  20. Ruggerman

    suggestion for air combat

    Their seems to be a lot about bring X1 style air game back, and not about advancing to an X2 style, if only so that when, and if the game is popular, we can get to an X3 game? My concern is for the game, please don't take offence.
  21. Considering Xenonauts is one of my favourite games of all time (even surpassing UFO: Enemy Unknown), I'm eager to see Gold hawk's finished product. Remember that things can be added by the mod community. It would be, perhaps, nice to see some alien weirdness (such as floating eyes) thrown in though...
  22. 1. Nationality. Your homeland is a place where you accustomed to live. Your body knows how to live here. Send me to jungles of Vietnam, to Arabian desert, even to Texas prairie - and I will spend more time and power striving against unfamiliar environment than fighting enemy. Send Vietnamese bush-fighter, Arabian warrior of sand, Texan cowboy to Karelian hilly forests and swamps of my childhood - and they are sitting ducks and easy targets. Training can diminish this problem, but it take years to eleminate it. Moreover, your homeland is a place where you have no problems to communicate with local inhabitants. And, finally, there you fight not for more-or-less abstract "humanity", but for your own home-sweet-home, for your mom and dad, for things you learned to love even before you learned to walk and speak. Gamewise During ground combat soldiers from this country get: - (small) bonus Reflexes - bonus TU (or less TU cost for movement) - bonus to Morale/Bravery - bonus percentage when using partial cover. And special ability "speak with local" (moderate TU cost). When speak with non-combatant, you can choose from: - ask where aliens are. He share his field of view with your crew till end of turn. If turn before he seen aliens somewhere and that place currently is not in your field of view, game put an always visible mark (alien silouette?) until you check a place. ("There is a monster in this barn!"). - recommend to move in (N/W/S/E) direction or to take nearest cover (with percentage for successful switch his AI script - he is not obliged to comply) When speaking to combatant human (soldier, cop, armed farmer etc.), you have additional options: - ask him to attack in (N/W/S/E) direction or - ask him to hold current position (i.e. stay here and reserve maximum TU until he will see aliens). Again, there is a percentage for success ("Roger!") or failure ("Bug off, you're not my sergeant!")
  23. Coffee Potato

    Training Mode

    It's one of those things a lot of people liked about Tactics Ogre, where you could split your units into teams for mock battles. Partly for slow grinding, partly for testing out builds. I keep a separate save just to test hypothetical ideas, since I like to play on Ironman rules for the most part. Reloading feels like cheating, but that's a personal things. It's just fun and immersive to play around and try new stuff. Plus it gives this feeling that your units do more than just live on the Shrike. I'm seeing it as just a random base layout or open field that doesn't exist. Base walls replaced with plywood, UFO replaced with a storage crate it something. That being said, as mentioned, a few other games handled something similar well. -OpenXCOM basically did the battle spawner thing, which is fun, but might break the illusion for some. I'd assume it's fairly straightforward to implement. -Tactics Ogre let you fight your own units, I feel like maybe NewCOM went down this road, but u-turned into making it a multiplayer mode instead. (The latest TO game let you turn your teams into fightable AI challenges, which was neat) -Ob64 had probably the best mix of balance and immersion I've seen, though. You pick a team, then they get a scaled fight, with an entry fee based on rank. So it's safe, but you're spending instead of gaining, and all downed units get nothing, counting as injured instead. Can't be cheesed, has plenty of downsides, but a good way to test things and get rewards if you do well. It also made the battles harder with every consecutive fight. There were rewards for winning several in a row with the same team. Maybe a medal or something in this case?
  24. Max_Caine

    suggestion for air combat

    Do what? You've overheard a conversation in the pub, walked over and stuck your oar in, because you're not really interested, you just want to make sure that everyone knows your opinion. Fine, go and share that opinion on topics you actually care about and not on subjects you couldn't give a monkeys for.
  25. Ruggerman

    Training Mode

    The training centre should improve a soldiers battle stats, and or learn new skills, like being able to in part moral through leadership bonuses.
  26. Ruggerman

    suggestion for air combat

    If you are so keen on an air combat game, why don't they just make one, and call it that. This is a ground combat game, and the air part, is only a means to an end. I only fight a couple of air battle to get the feel of the game balance, but it is not a priority for me, as I would use auto resolve, and get to the ground combat. This game is dependent of shooting down alien aircraft, if you can't do that, there is no game!! The air war needs to be a progression, of as you get better hardware, the aliens introduce new and better hardware, the old eternal struggle.
  27. It is in the mods file with all the other mods.
  28. Foxtrot_Uniform

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.10)

    Oh, okay. May I ask where's it's located?
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