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Gauddlike

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Everything posted by Gauddlike

  1. If you look at that image and imagine the Sebillian has just leaned out of the doorway to take a shot you will see that the path to your soldier is practically clear. When you reverse it if your soldier was to lean to his right to fire a shot back then the Sebillian would still be practically obscured by the door frame when in its current position. The system is not very clear in some positions and can be confusing at times. As Chris says the only way to confirm if that is actually a bug is to duplicate the positions with two soldiers and see if they have the exact same reaction in the exact same place. If they do not then there is a bug, if they do then it is just one of those confusing areas... The main confusion comes from the lack of feedback on when a unit is leaning to fire so it really is not obvious. The system basically allows the unit firing to use any of the 9 little sub tiles (you can see them highlighted as part of the fire path) as the point of origin for aiming and always tries to aim at the front centre sub tile of the target if I remember correctly. That is supposed to represent them leaning to get a better shot without actually having to move out of their tile. In the image this translates as the Sebillian firing from the point where its tail is at the front foot of your soldier. This means there is a good line of fire. Your soldier is trying to fire from the spot between the green square directly under his feet and the teleporter next to him (front right corner of his tile) and trying to hit the Sebillians front foot which is 100% obscured by the wall so he cannot fire back.
  2. The actual carbine they replaced was not as well liked by the community but nobody could bring themselves to call the second tier a 'laser shotgun' for some reason. How would a laser shotgun even work after all? There was a suggestion of adding the carbines back in alongside the current shotgun type weapons but it never happened. I guess the cost was too high to bring back a weapon people didn't really like much to start with.
  3. The game runs first time every time for me. Have you reported your issues as a bug yet? It would also be interesting to see the specs of the system you are running the game on and more information on what actually happens when the game doesn't work for you.
  4. Looks like a building that should be in STALKER. I like it
  5. There is a new modular system being worked on for the Community Edition to more easily merge mods. Using this system there is no reason to use another persons modified files. It is perfectly possible to create a balance patch or additional content for the vanilla game, or any specific mod, using this system. It might take a bit of effort to learn how to use it but I think it will be worthwhile.
  6. What version of the game were you playing at the time?
  7. That drop down menu should be populated by information from your graphics driver. Have you updated to the latest drivers? Do you have windows XP 32 or 64 bit? What are your hardware specs? Have you tried downloading the game again in case of corruption?
  8. Good to know, thanks for feeding back on this
  9. Nice to hear from a bunch of new people to the forum, welcome to all of you. Especially interesting to hear from players who didn't pick Xenonauts up because they were already a fan of the original x-com games.
  10. Don't forget the gold coloured mech unlocks that cost $500 of real cash.
  11. Welcome back, we kept the place just how you left it. Well sort of.
  12. Technically training was never taken out. It was a feature trialled during alpha but didn't work very well so was not implemented. You could say the reasons given are excuses but the fact is that the training system that was originally envisaged added nothing to the game. You could also argue that the devs could have taken time and resources from other aspects of the game to design and implement a different training system just for the sake of having one in the game. That was not what they decided to do however as they still felt that progression needed to be linked to ground combat rather than training courses. That could indeed be viewed as lack of motivation for the idea. It was something that the devs didn't really want to add and did not see as a central pillar of the game so motivation to do so would naturally be quite low.
  13. I agree that they are more likely to be useful in a game rebalanced for their existence. I rarely play without some kind of modification or balance tweak so I am probably not remembering how vanilla plays properly. My suggestion was based on situations where I have found myself wishing I had some way to properly escort the dropship. Another source was forum posts I have read asking about things like splitting squadrons so escorts can return home when they are out of fuel, ways to make interceptor squadrons automatically follow the dropship rather than manually doing it, and annoyance over landed ships killing the dropship if they take off as you arrive. I think there is a role for them but whether that role is important enough to slot them in without other balance changes to make them a valid choice is debatable. Few things I picked out in the Lamplighter text if you haven't already seen them:
  14. No worries, glad it was of use. I guess it was a simple oversight when setting the controls to range from 1 to 10 instead of 0 to 10.
  15. Yes there is. Open sounds.xml and look for geomusic and aircombatmusic. Change the volume value from 0.7 to 0. You could also adjust mainmenumusic at the same time in that file. Another option in here is the air combat radio chatter, you can zero that as well if it gets in the way. Sounds_gc.xml contains the ground combat music settings under "GC Music" and "GC Music Night". Change both volume settings to 0 there as well.
  16. If you are in the mood for a quick and easy mod you can make the change yourself. I have done this and it worked fine for me but as always back up your original files first, just in case. Go to xenonauts/assets/scripts and open optionswindow.lua and optionswindowmm.lua in a text editor. Search for name = "musicvol" and scroll down half a dozen lines to where it says min = 1 and change it to min = 0. Save it then do the same for the other file. You should be able to use the in game volume control to completely remove music whenever you want to now. You could do the same for sfxvol while you are there if needed. Sounds like something easy that could be added in to the next version maybe if Goldhawk are watching.
  17. That would be a nice change. I much prefer weapons to have as many individual properties as possible. I like the old AD&D method of critical chance and critical damage being separate as well but not sure how well that fits into Xenonauts.
  18. You were discussing the use of alien weaponry within Xenonauts by soldiers before it was researched. That is the same point we have all been discussing, mainly using examples from within the game of the actual technology you were discussing as it appears within the game. If you think that is a straw man argument then I reckon you need to refresh yourself on what that means. The actual weapons used in the game by aliens bear a strong resemblance to human weapons in form and function. The point being that their form and function could be understood by a human soldier of moderate intelligence without needing a scientist to point at the object that is clearly a trigger and saying 'press this to fire'. From a gameplay standpoint then if you were to be using alien weapons during the game then it would make sense to force the player to research them thoroughly before relying on them in combat. However in Xenonauts the player will never rely on them and by design will likely only ever pick them up during combat as a desperation measure before disposing of them in favour of specially designed weapons. They ARE researched before you can create your own versions of those weapons to use against the aliens though, as building and maintaining a weapon is a far cry from simply firing it. You could say that you would have preferred them to be researched before they were able to be used which is a 100% valid opinion but suggesting that they HAVE to work that way just because you think so is not really a persuasive argument to me. Not sure why you felt the need to insult the dev team as there have been no members of Goldhawk involved in this thread so far.
  19. Can soldiers with an even number of TU throw two grenades when a soldier with odd TU only throw one then? If that is not the case and the devs were aware of how the rounding works when they set the TU costs to only allow one grenade throw per turn then that is the balance they were aiming for so can't really be classed as a bug.
  20. Wouldn't be so bad if the Foxtrot was really agile but that's the Condor.
  21. Even if it was part of the strategy of x-com it is not part of the strategy of Xenonauts. It may have been intentionally added to X-Com but it was just as intentionally left out of Xenonauts.
  22. Firearms are generally very complicated bits of equipment designed to be used as easily as possible. We aren't talking about someone with no training stepping into a helicopter and flying it within seconds, or even driving a car for that matter. This is a long stick with a handle and a button. As long as you can figure out which end to point at the enemy you could make it work for its intended purpose.
  23. That looks like the Warrior rather than the T-80. You can see them as props on some of the desert maps. It is smaller than actual scale though.
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