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RulerOfNothing

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Everything posted by RulerOfNothing

  1. Pretty sure that the range circles looking odd was a reason for Xenonauts using a flat map, as mentioned here, so the appearance of the operational range circles wouldn't be too much of a problem (unless they cluttered up the geoscape too much), but I think a list of distances to the target would be better (especially if the intercept window listed the ranges of the aircraft next to the distance)
  2. I suppose that works as well. What I was referring to was that I had set up secondary bases with combat aircraft, but hadn't managed to equip those bases with soldiers and transports (and all of the Corvettes I was shooting down were on the other side of the world from my elite-ish soldiers)
  3. This occured to me when I was playing Xenonauts, and had sent my chinook to the other side of the world, which caused it to announce halfway through that it was low on fuel (which it was). Now while I should have seen that coming, I think it would be useful if the geoscape gave more useful information regarding aircraft range. There are a few ways I can see this being done: Firstly, if a mission target is too far away for the selected aircraft(s), the game should prevent the aircraft being sortied, but only against stationary targets (because moving targets might come into range while your aircraft are en-route) Secondly, there could be a new mode which shows the ranges of various aircraft overlayed on the geoscape map. I am not quite sure what exactly is the best way to do this, but I think it would be useful to be able to see how much of the world a planned base could defend.
  4. This occured when I was doing a ground combat mission, and I had ended my first turn. I have not yet isolated what causes this, but I have noticed it happen after I redo a ground combat mission.
  5. Shouldn't the door open when you go through it then? I have noticed this on all the versions of Xenonauts I have played, but opening the door does allow my soldiers to see and shoot aliens in the crashed scout normally.
  6. That's very good to hear; being able to barge through the walls doesn't quite make up for the aliens being able to shoot through them
  7. I think the transporter window is supposed to say "Troop Complement", and there have been a number of issues with pathing around and in crashed UFOs.
  8. I believe the stated reason for that is that Xenonauts is set in the late 70s, and so humanity does not have access to the technologies needed to make handheld laser weapons at the start of the game. Incidentally, I believe we still do not have the capacity to make handheld or man-portable laser weapons, so being able to develop them in X-COM without alien technology is a bit odd in my opinion.
  9. I think you need to keep someone at the ufo for 5 turns. I believe if you do this then the aliens that are still alive are considered to have escaped.
  10. When I was undertaking a recovery mission, I noticed that my soldiers were sometimes able to go straight through the walls of the crashed scout. Further note: I have screenshots of this behaviour here and here.
  11. Actually, I'm just wondering, would it be possible to quickly switch to the pre-mission splash screen, but put "Loading mission" somewhere on it rather than putting it up when the loading is finished?
  12. I have been playing Xenonauts for some time, and I equip my soldiers with guns of various kinds (mostly assault rifles and shotguns, and the odd sniper rifle). I swap out the default rocket launcher because it is a heavy and cumbersome weapon that is overkill against the squishy Caesans, but it would be useful against some enemies hinted about (i.e. those guard drones mentioned here), so it would be good if it were possible to put equipment in the transport vehicle and let soldiers pick it up during the mission. This would enable the soldiers to avoid carrying around heavy weaponry where it is not needed, but allows them to react to more types of threats.
  13. I believe there should be an option to download an update if any update for Xenonauts is available.
  14. After the first ground combat mission, I noticed that my soldiers were suddenly losing AP due to encumbrance, even though I had not changed their equipment. When I went to the soldiers tab, I noticed that when I replaced their equipment, their encumbrance decreased as shown here and here.
  15. I also keep getting CTDs when I quit the game. I have noticed that there seems to be a problem when I try to modify my soldiers' equipment after a mission, but unfortunately I currently do not have the time to test this throughly.
  16. I have noticed that with every successful mission, all alien corpses that come out of the mission are 'destroyed' rather than stored to allow research. Now while this is because the part of Xenonauts dealing with alien corpses and prisoners isn't complete yet, I am just curious as to how this part of the X-COM games will be handled in Xenonauts.
  17. I have been playing around with it, and I would say that the new scout tilemap is pretty nice. I have a question though: does researching Alien Alloys and Alien Navigation do anything at the moment?
  18. Well, I'm not sure how important this is, but the building that looks like a radar dish is called '#####' in the construct building menu and in the base view.
  19. I think that crash is a consequence of the fact that double clicking on a soldiers name is supposed to take you to the soldiers tab, which as we all know doesn't work in v8.1.
  20. I suppose I should introduce myself. I am from Australia, and I pre-ordered Xenonauts because I am quite fond of the old X-COM games (as well as some other old strategy games).
  21. I have encountered a similar problem to tservo1963, except that when I try to load a game without hitting the escape key, Xenonauts crashes instead of locking up. Otherwise, I would like to note that it is nice that the interface is much brighter and that UFOs that escape to space leave the geoscape.
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