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podbelski

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Everything posted by podbelski

  1. ugh... can someone pls shed some light - what's the cause of the release delay?
  2. re the next XNT build, will it be announced in this thread? I wonder if my thread subscription notify me when the XNT is out...
  3. strangely, I don't see any reaper_gargol, reaper_viper/alpha/delta, wraith_omega in the files... how could this be?
  4. looked through UFO loadouts and feel happy luckily now I'm saved from the huge amount of work to implement such a thing though, I'll probably reduce some quantities a very little bit for myself
  5. TY btw "old version" attachment 4433 has the same problem
  6. ... and cannot download attachment "Compatibility patch for Dynamic UFOs + FitH/ECS", the system says "Invalid Attachment specified"
  7. sorry but I'm having trouble finding X:CE v0.27 or later, preferably with XNT mod. Is it available for download around the forum?
  8. one more re numbers: if I set "0-1 blah_blah_blah", the game will spawn the alien with 50% chance right?
  9. wow, somehow I overlooked your "Dynamic UFOs" I actually doing exactly the "crew loadouts" part of it by myself! Good that I'm not too far into it, hope your mod will be good enough
  10. re 2) my impression so far is "guard" behaves similarly to "defensive", but could not notice the difference. Looking through aiprops, sections related to behavior, probably "guard" might act similar to "aggressive" but stay inside UFO/near the entrance. But this is a very rough guess maybe you can shed some light on one more thing: in ufocontents, a particular alien person is coded like "2-2 Sebillian_Guard_Aggressive". I'm still guessing what's the purpose of the 2nd number? I haven't seen it differ from the 1st one, which has to be the spawn quantity...
  11. helpful clarifications, just two more things: 1) the Viper under "command" role still runs outside the UFO. Might be some other aliens behave similarly 2) there is one more role "guard", can someone clarify what is it about?
  12. cool, looks good now shooting from the next square from knees now gives 92% to-hit chance, and the test I used before is 83%. A bit too low, but fair
  13. do I get it right - the guys who developed the vanilla game used 3rd party pre-built engine? Then it's clear...
  14. don't want to be annoying... but what is "community edition" then? Isn't it about modding the engine?
  15. hmm... I thought the engine is inside "xenonauts.exe", which is included as part of the XNT distributive but whatever, I've got the situation just can't wait for the next XNT version
  16. sadly, that's correct. It was my 1st try of the game. Now I'm waiting for the next XNT version to make a new installation and restart the game
  17. aren't you guys modifying the engine? I thought this kind of bug is in scope of XNT... @kabill savegame is attached... it's from XNT5.3.1 + Xenophopia v.1.3.9 [ATTACH]5441[/ATTACH] 100acc_miss_test.sav 100acc_miss_test.sav
  18. that was quick: standing 1 tile away from Delta, no obstacles, 100% snapshot using WarHawk revolver from knees: easily getting 1-2 misses out of 4 shots
  19. it's not bad luck... I thought that might be a strange feature but radek sounds pretty convincing
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