Jump to content

Zach

Members
  • Posts

    93
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Zach

  1. Oh. I should add, the mission/objective of the UFO probably counts as well, as it determines the more "alternate" (robotic) aliens that accompany the craft, correct?
  2. I'm pretty sure I was able to sell this "item" (lol) earlier in my playthrough, but I'm now no longer able to. user_day_114_manual_save-148.json
  3. After I finish my turn, one of my soldiers gets healed from the Automed Module. After the ground combat is complete, his HP go back down to what they were before starting the ground combat mission. Soldier: Eoin Dempsey user_day_111_crash_site_manual_save-147.json
  4. You should still be able to view the type of alien. This is critical information when determining how to approach the situation. Please add.
  5. It may have to do with auto-saves at UFO intercept, because the quantum array is otherwise working. 1) engage the UFO and destroy it 2) make contact with the other UFO 3) instruct interceptors to go back to base 4) quantum array works again. (if you want to play a base defense mission with 6 sentry guns, load this save and disengage the first UFO. They are surprisingly OP) auto_strategy_before_intercept-30.json
  6. I remember coming across a reaper in XCOM was terrifying (maybe it was just being a noob back in the day). But the reapers in Xenonauts are easy pickings. They have no armor and are highly susceptible to grenades. SPOILER: The autopsy says "... can move across the battlefield with inhuman speed..." But they can't. They only have 60 TU. So weak. Recommendation: 1) Increase TU from 60 to 80 2) Increase armor from 0 to 20 3) Increase HP from 60 to 70 (some Mantids have 70 HP. Goofy to imagine one of them having more HP than a reaper)
  7. Same happened to me on an alien abduction mission. I picked up an M4 rifle from a dead army personnel.
  8. Maybe the solution is to increase the reward for night missions. Currently, there is no reason at all to do them. The player needs to be incentivized. 1) reducing panic. If the local populous sees that the Xenonaut team(s) are victorious over the aliens at night (which is often panic-inducing), then that should alleviate some stress (panic). 2) flares can distract alien units to slightly decrease their reaction and/or accuracy. Can we get creative?
  9. Ah, yes. Thank you for the correction. I'll try and be more mindful of where I post.
  10. Hey Chris. Maybe I didn't explain carefully enough. This scenario happened when I used one interceptor to engage one UFO. That interceptor fled the battle and then re-engaged the same UFO (or I used a different interceptor... I don't recall). Anyhow, it's a HP glitch. I understand what you're talking about and that wasn't it.
  11. Not really sure exactly what's going on. I tried to build a laboratory one-left and one-up from the bottom-right corner of the MAIN BASE tab, but now I can't cancel the construction of it. I tested at two of my other bases and there's something funky going on with the tile one-left from the very bottom right corner. I was testing with general stores and when I built in that location, I couldn't cancel construction of almost anything I had and I had difficulty demolishing buildings as well. user_day_70_manual_save-74.json
  12. As the title states. There is no way to do this. Sounds simple enough. It could be that one of the interceptors (1) was refueling or rearming and you send off interceptor 2 to take down the target. But then you see it coming near your base and maybe you have time to rearm before it disappears. So then you send out the other one, but they have to engage separately.
  13. I didn't realize it until I was several turns in, so maybe it was happening the whole time, but the flares made an audible SHHHHHH sound when you throw them. That's cool. But then I realize that as I'm scrolling across the battlefield, it's noisy as hell! I thought the map was glitched, but I pinpointed it to just my flares. I think the volume needs to be reduced like 70% when the flares are already on the ground. user_see_through_ufo-71.json
  14. Seemingly, if you move a soldier to where they can see inside the UFO and the alien(s) inside open it and reposition themselves, you can see them just the same as if the door was still open. I think the issue has something to do with how the door is coded, because it automatically closes. This is obviously different from most doors that can manually be opened and closed. Might be a good place to start. (referring to the save, if you move a soldier in front of the rock and just throw a smoke so he doesn't immediately die, you'll be able to see the aliens inside at the start of the next turn (they should open the door) auto_groundcombat_turn_5_start-47.json
  15. I engage a UFO, inflict damage, then escape. As the screen is transitioning, the UFO's HP jump up seemingly randomly. It might go from say 103/125 to 112/125. But then if I engage it immediately afterwards, it will still be at 103/125 (as it should).
  16. Regular crashed UFO site. Some civilian with a rifle was super gung ho and actually managed to live and inflict a ton of damage on a couple aliens within a couple turns. But then he ran right into the crashed UFO, knowing there were 3 aliens in it. He died right away. Anyhow, maybe they should try and preserve their life more... and their time units. They usually just run around, back and forth. Priority should be to take cover and camp. And the civilians that are unarmed should take cover near the Xenonauts transport vehicle and ideally pick up a weapon on the way if they can find one (but that sounds like a bit of coding that could be "unnecessary").
  17. What weapon is this? I don't have this in my game. English version.
  18. I used a laser machinegun to shoot out a wall and it busted in the first or second hit and all remaining 8 rounds hit that exact same wall that was taken out (and a couple hit the wall next to it and took that out). Then the enemy overwatch shot me. lol.
  19. Doing a terror mission and I found an AR on the ground from an army personnel that was already dead. I picked it up and it didn't show 20/20 ammo. I switched units and went back to that same dude and then it showed 20/20. I don't know what would have happened if I tried to fire it.
  20. Strange. I'd just like to point out that I can still demolish buildings at my base.
  21. Load up all your guys to the max, then drop everything when you start the mission and go back if you need xD
  22. I don't oppose this recommendation. And if there is only 1 unit left to construct, put a - in place.
  23. I had a laboratory that was 5 days from completion. I completed the quantum laboratory engineering and it reset my laboratory to 30 days. Good thing I caught it right away. I would have been so irritated!! hahaha. > Building progress gets reset when quantum laboratory in engineering is complete (probably similar for quantum engineering).
  24. Completed Cleaner HQ mission and I have 2 projects available. It should send me to the engineering section, not the research section.
×
×
  • Create New...