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Showing content with the highest reputation on 07/24/2023 in all areas

  1. About 70%+ of my new recruits are female. More than a bit immersion breaking. Unless this is some sort of ESG shill, maybe it should be set to a more realistic 10% to 20% female rate of the original Xenonauts.
    2 points
  2. For me, I love being able to change my soldiers to people I know. This was such a small thing in the new XCOM games that added a lot of enjoyment for me. So in addition to just allowing changing our soldiers names, I'd love to be able to change appearance, gender, and nationality on top of the existing name change, to match people I know. I know this isn't the most pressing thing and I'm not saying this should come before major features, but I still think this is a small thing that would add a lot to the game and should be done at some point.
    2 points
  3. I was going to complain that you are ugly and your mother dresses you funny but that wouldn't help the game become more immersive.
    2 points
  4. I have enjoyed playing this game, however combat can be really frustrating. Cover doesn't really mean anything except as a hindrance to me. If the cover is waist high and I am crouching right behind it or standing up I shoot it first half of the time with full TU points. If I am on a higher level (elevated land or on a roof) and there is a patch of vegetation in the line of sight 3 to 8 squares from the target it hit it first. I can understand hitting items that provide waist high cover if I am not right on the other side of it and it is in the middle of my line of fire. Cover just seems to penalize me and help the enemy. The enemy can be in the middle of a field crouched with no cover and with full TU points I am at a 23 to 38% hit chance. Blow up cover and if they are crouched the game acts like the cover is still there for them. When I use cover it maybe provide protection 15 to 25% of the time (I am also crouched). It can be half cover or full cover it does not matter. I can be in a building crouched behind half cover and a wall and the enemy can shoot from another building thru a window into a window of my building bypassing my cover and hitting me square. I would be nice to be able to use cover end a turn maybe not get hit 1 or 2 times and be able to shoot over the cover and not destroy it. Character customization would be a bit nice too. I have 2 bases with some subs and a 3rd base going up and everyone looks the same. I know that is minor but I would just like to see a bit more there. All told I will keep playing and hope combat and the use of cover improves a bit.
    1 point
  5. So, it is useful to be able to arm troops before going on the combat mission, but if you change loadouts you usually want to change people are on the drop ship, meaning you have to abort the launch to do so. It would be better to have arranging them after the load out screen when sending a dropship somewhere.
    1 point
  6. While clicking on the name of the base when in the Base Information UI (to rename my base), a window popped up that had the title "Choose Aircraft Name."
    1 point
  7. Thanks. This is actually intentional, the engineer isn't meant to speak English very well. But I can see the confusion
    1 point
  8. After savescumming a few times in the mission where you swipe Cleaner data and experimenting with how cover works (i.e, missing and not liking that), I noticed that all the desks that I already swiped the data from were once again highlighted as mission objectives. Hovering over it shows no grab action, so it seems to be only visual.
    1 point
  9. I had a lizardman, can't remember their names, get shot by my people, and run inside a UFO. At the end of the following turn I couldn't see inside the UFO and shouldn't have been able to know where he was, but instead I saw the healing effect pointing out exactly his position. Honestly, there really isn't more to say. Particle effects from things like this shouldn't be visible in the fog of war.
    1 point
  10. Yeah, I figured that out last night lol. I just thought I would let y'all know in case anyone else got it.
    1 point
  11. I always looked at the real time air combat as a good break from the turn based RNG madness that is the Ground Combat, having witnessing too much reaction fire PTSD. And besides, modern day jet fighters are all about mach speeds, having it turn based would make it look much weirder.
    1 point
  12. Maybe something like Battle Star Galactica: Deadlock did. You issue orders (where to go, how fast to go, what weapons to use) then hit go and the next 5 seconds play out. Then you get to reassess the situation and make adjustments accordingly.
    1 point
  13. I really like the idea of different archetypes for different tiers. Lasers don’t get a shotgun but they do get a smg - lightweight and cheap burst fire with short range. Laser snipers get an upgrade project but mag tier has no sniper rifle. Maybe the mag machine gun has a tripod mode that takes a turn to deploy but allows you to empty the mag at 3 different targets the next turn.
    1 point
  14. sorry it didnt notify me of this reply, and i have just loaded the save that it was happening on and it seems to be fine now, i also forced a second fight againt them and it worked
    1 point
  15. You might want to consider dropping the 'all techs have this set of five weapons' pattern - or at least loosening the rules about how those weapons relate to each other inside a tier. Why does a laser-shotgun have to exist? In some ways lasers and shotguns are opposites - one of the defining features of a shotgun is the way the shot pattern spreads out, while the defining feature of a laser is specifically that it doesn't spread. Sure, you can come up with an explanation (we put the beam through a splitter), but is that actually a good idea? OK, there probably does need to be a close-combat laser weapon, but that doesn't mean it needs to be "3 pellets, 28%/40% TUs, 40/74 Acc". I'd like to see each type of weapon put a different spin on at least one of the available weapons types - preferably in a way that isn't fully 'balanced' relative to the baseline for that weapon. Throwing out a couple of random ideas: give accelerated shotguns an extra pellet* and drop the aimed shot TU cost on precision lasers to 49% TUs. Now instead of the current debate we would have clear tactical identities: accelerated weapons are brutal in close-quarters, and lasers are unmatched at long-range fire. *You'd probably need to remove the damage-per-pellet increase, as the combo of that with an extra pellet would go too far.
    1 point
  16. There is another thread where someone suggested that they should give you SOME HINT as to where the leader is on this mission, and I totally agree. Right now it encourages just exploring haphazardly until you find him, then reloading so you can bee-line to him to make it out in time. I did it on normal and reloading once to the start I knew where he was is the ONLY way I could complete it. I do also find it strange that the turn limit for this mission is the same on the easiest game mode. Should have one extra turn at least I would think.
    1 point
  17. In a game with aliens with human DNA, plasma weapons, paradox-free faster-than-light travel, and combat where the involved soldiers patiently wait their turn while their enemies run around, THIS is your complaint?
    1 point
  18. there is a shield upgrade later in the game, but it is close to the piont where you unlock gauss weapons and alike. so it does grow along with your tech progression, but it doesn't seem to have too many "improvement steps" so to say.
    1 point
  19. Is it 20 progress points or 1 progress point for each TU spent firing weapons at a hostile?
    1 point
  20. Where the hell did you come from and took a shit out in the open here about who can say what? Some of us liked the 3x3 vehicles back in X1, what's wrong with that?
    1 point
  21. While the Strix Sound Card application is running in the background, Xenonauts 2 is silent (no audio of any kind). When the Strix app is closed, the game sound works.
    1 point
  22. I have also had this issue within the Early Access release (purchased via Steam). I sped up the time by pressing F4, rather than actually pushing the button.
    1 point
  23. I have confirmed in m1.16, if engineers are stopped due to full storage, they do not generate hourly idle funds. Additionally, if engineers are stopped due to a full storeroom and an additional storage room finishes construction, the engineers remain stopped. Running attached save until storeroom at base Alpha finishes construction resulting in 217/275 storage, alpha engineering still shows stopped due to 'stores full'. Bravo and Charlie storerooms capacities are 144/150 and 147/150. The slack-jawed troglodytes in Engineering can't figure out the storeroom is no longer full and are now stuck stopped. user_day_106_manual_save-185.json
    1 point
  24. Description: All engineer at base/transit/wage cost tooltip text says 'scientist(s)' instead of 'engineer(s)' What Happened: Text was probably copied from scientist tooltips and not changed.
    1 point
  25. Yeah, I think this is something we can add. Just a checkbox on the Soldier screen, probably. Not sure it'll arrive before Early Access though.
    1 point
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