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Posts posted by drages
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4 minutes ago, Stufferino said:
How does a Reaper's zombify ability work?
It's really hard to defend against. They just walk up to your soldier and turn them into a zombie without limitations. It'd be better if they had to kill them first then they resurrect later like in XCOM, or there was a way to turn them back from being zombies...
Any way I can view the code? Doesn't look like it's in an xml
It's hardcoded and Solver could not add it without broken the default zombify (if you ask me, default is already lame like you described).. So as solver wants to be honest to default game, we don't have a "damaged zombify" which needs to kill the target before zombify.
If there are zombify reapers at the map, you should be very careful and let your vehicle check the zone before you send soldiers.
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Yes 33 is mostly a visual update.
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5 hours ago, zlodeische said:
i find a reason,
game crashes at mag minigan mk1 production end.so if i cancel it, all is ok,
in erlier saves all is similar
Then it's code got special bug, thx and i am happy that you can continue to play.
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1 minute ago, zlodeische said:
nope. crach in 5 seconds after. (crash on world map)
crush at geosphere? It's more strange.. do you have any earlier saves?
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9 minutes ago, zlodeische said:
i load erlier save and have crash in same time. any ideas what is it? (probably ufos should spawn in this time)
Not using any ambient sounds at all seems to work flawless. I could load saves any number of times without any issues.
Try this.. disable all ambient sound mods and get a clean save then load it and continue.
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9 hours ago, GomoraWasHere said:
Can we have an alternate download site for the main download of .99? The 5GB bandwidth limit in MEGA makes downloading the mod difficult. Especially when you have a mod that is near that bandwidth limit.
Sry no before nexus, hopefully Chrismas..
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How far can you throw a heavy explosive? Rockets got unlimited range. For this reason they are not powerful.
The explosive damage is still one of the best against most aliens. I made them as a solution for very hard situations. But the game difficult is still easier then I expected so you don't need so much.
I don't want to give 1000 hp to a little caesan for logical reasons so I will what I can do. Melee creatures are not so big thread too. First we will buff them and see what will happen.
I want to have a huge patch before Christmas but not sure about it too.
I work on androns so hard for long time and will change them totally. I hope it will make a difference.
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Just now, Kirill Selivanov said:
Help, please!
using 1.65w + 0.99.33 (base + patch).
mod log:http://prntscr.com/daiis0 trying to use that (without 2nd part) and got that bug-error (and there many like that pop-ups) http://prntscr.com/daij9p
How?
Tried only basic... strange...
You need X:CE 0.34.2 too.
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I got some ideas to implement which will change the game play but same time I don't want to change the xcom feeling.
For more realistic detection, bases should not able to detect so long ranges. Today there is no radar which can detect and identify from that huge ranges at mainland. So it should be airborne.
For this reason we can have different awacs for all phases with big detection circles and much lower radars at bases. Your awacs could be hit so easily by enemy fighters because the speed and weapons. We can give fighters to support it but then those fighters will have ultimate range like awacs has. This will break the balance because you can use those fighters with anything.
As you see this is game changing and very different concept. At phase 3 and 4 it will be a huge problem to have awacs in the air when there is many ufos flying. It's a cool feature and a nice touch to make the air strategical game play much alive and harder. But this could make the mod something more challenging then it should be too.
It's something should be tested after version 1.0 when we have a solid mod with balance already. Could be a mod mod at first or forever so player can choose to use it or not.
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I can give them low attack tu. As you know there were more rocket launchers at 0.98. I plan to put them again so you won't use a lame bazooka at age of pulse rifles.
They are making huge structure damage already even default rocket because they are explosive.
I can plan to make energy rockets with not destroying the corpse or items.
I will put this to list. Thank you.
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I coded so much rocket and you don't use them? OMG..
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7 hours ago, YaK said:
Ok, understood. Could you at least point me in the correct file (if there is any) to edit to lower trasnparency of the clipboard a bit?
Clipboard is an image. It's under backgrounds folder, with same name. Just rename it and you will have the default one. After you done with options u can rename it again.
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6 minutes ago, Charon said:
Drages Translator:
These fonts cant be changed, its hardcoded. We know about that. You can still see them prerfectly fine in the geoscpae menu and changed them there.
The other things +1.
Thank you very much.
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18 minutes ago, YaK said:
Guys a little feedback:
I LOVE the new Main Menu Screen, but the option text in black is barely readable and i would also suggest you to reduce the transparency a bit.
But just let the images speaks by themselves.Hey Yak..
The UI modding is limited at some colors and we can't change the color of the option menu items.. So u can see the option at only mouse over.. as people does not use that options so often (1-2 for a life time), i sacrificed them.
The button and holding the family photo was very important for me when i design the menu picture ( i did not do that, i don't have those skills.. heh), and somehow we need to show that part to the player.. the transparency is for this reason and other then options, all parts are readble like save/load and start new games..
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2 hours ago, Sir_Dr_D said:
That makes sense. Having enemies be suppressed by a pistol shot is a bit weird.
But personally I have been finding shotguns a bit lack luster. It's short range and low ammo count means I prefer the pistol most of the time. My favorite setup for assaults is to have a laser pistol in one hand, and a balistic smg in the other. Then the soldier is prepared for anything. Shot guns need more benefits. I think it should have the same suppression rate as a mini-gun. I also think Shotguns should do more stun damage. It should do more regular damage then stun, but still more stun then it is currently doing.
And what about rockets? Anything in a rockets blast area should be subject to supression. But right now if a rocket just flies by someone they get supressed even if they are not close to being the target.
Shutguns can have more stun yes.. but Charons handle them.. rockets will be balanced too.
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It's not a bug, the shower is one of the places you feel the most terror. So if you would see a heavy drone when you are at shower, it would be a huge moral hit.
We calculate everything. If your game does not crush then it's a feature!
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10 hours ago, Sir_Dr_D said:
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6 hours ago, Sir_Dr_D said:
Can you describe a bit what those suppression changes are?
Suppression is now only at burst weapons and shotguns.
So shotguns smg and rifles got little, heavies moderate and mini guns got most suppression now.
This is for 1. Phase weapons only for now.
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25 minutes ago, KnowledgeableAnt said:
I like the community edition better, but There is a very annoying bug that cuts the burst fire animation short. The soldier points his/her gun at the target, then the gun cuts back to the idle sprite and the bullets appear in thin air. It also does this with longer firing animations like sniper rifles. I've just beat the game on vanilla/ veteran difficulty, and would love to start a new modded play through. I tried disabling all other mods but the community edition itself, but the bug was still there so it must be a CE bug. Any help would be much appreciated.
It's not only burst. When the bullet fired, the attacking animation resets.. sometimes works sometimes not.. it's annoying yes..
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Hmm strange and funny.
1. Grenade spam.
2. Stay at the ufo for 5 turn and you will win as i remember..
3. Start the game with Xenonauts_gc_editor and press V to win.
4. Convince him to join X-Division!..
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Just now, Issoy said:
That's an awesome answer :)!
Thank you
Well then back to
killingcatching aliensof course! why would you kill them when you can capture, torture and learn something from them same time!
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42 minutes ago, Issoy said:
Hello
first ... great mod! loving it!
Now my question: Somehow I am not able to research Laser MK3 Rifle, Carbine, Minigun ... but I do have Precision, Pistol and Gatling Laser MK3. Am I missing a specific alien, cause I stunned them all -.-
Cheers Isso
Hey thx
How are you use about stunning every aliens? Mk 3 tech is connected to may operators in base defense, base assault and terror zones. You probably miss some.
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19 minutes ago, Essler said:
i downloaded it and patched it but everytime i try to look at the outfit solders screen it crashes
Something is missing for sure. probably the main big file is not installed right. A clean install is the best option.
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The bases are mostly hidden underground structures and they have a huge point for ground combat as the hardest one. If you take all the hard and challenging part from the game, where is the point at accomplishing something?
If you lose someone at default Xenonauts game, it's probably you go hurry..
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
in Completed Game Mods
Posted
Hey
No, planes don't get any experience.