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Gauddlike

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Everything posted by Gauddlike

  1. I like that idea. It does give the option for a more logical troop distribution if you want to use it. For example setting the front entrance of a UFO to be manned by guards, the room outside of the bridge to be held by the elites and the bridge itself to be where the commander lurks.
  2. What did you need to manually edit to get it working?
  3. That sums up my thoughts quite nicely. If the options are keep adding and tweaking a game I already like, with the potential to spoil it for me if they make changes I dislike, or leave it basically unchanged and work on a new and improved game the choice is a no brainer for me. I don't really subscribe to the view that games should be in continual development beyond bug fixing patches. Once they are done then just move on to the next project rather than dwelling in the past trying to twist your previous work into your new vision.
  4. So my Xenonauts t-shirt just arrived while I was digging through a pile of clean washing looking for something to wear... Must be a sign that I need to be a walking billboard for the game today I reckon.
  5. Suppression is still based on the range of the weapon as far as I know so there are definitely situations where an alien plasma rifle with its range of 30 could cause suppression but returning fire with a 25 range plasma caster would be unable to suppress. Using squad sight to fire from a protected rear position after a scout has been suppressed for example. A lot depends on the positioning of your troops, as well as their morale and how many turns they have been fighting the enemy. A single Alien Plasma Rifle shot has a suppression value of 25 and a radius of 1 so the situations where multiple soldiers are getting suppressed by a single plasma rifle shot should be quite rare, if it is even possible at all. Remember that suppression carries over turns so if you have been shot at recently your troops may not have fully recovered while a fresh enemy may take several shots before they reach the same level of suppression.
  6. Yeah the basic armour helmets do look a little odd. The majority of the artwork looks great though.
  7. How about alien weapons? They cannot be reloaded in ground combat by the player I believe, looking at how they are set up may help. Incidentally I tried the ammo=default and it made the quick load slot blank but still allowed me to reload manually using the original ammo for some reason.
  8. Try this? http://www.goldhawkinteractive.com/forums/showthread.php/11776-Air-Combat-Tutorial?p=133075#post133075 I think you are limited to two because the starting base only has three hangars and one is taken up by the Chinook but I am not certain. Might be worth looking at trying to change that as a starting point, either remove the Chinook or try adding an extra hangar, I think the former is easier than the latter. The coding may also not be present in the source to read a third aircraft though. *edit* I forgot the base has four hangars and one is empty, must be the coding problem.
  9. If I remember rightly all weapons are returned to full ammunition after a mission anyway, even if they just get back on the dropship but don't return to base. You could just have the ammunition for your new weapon set to manufacture only but not unlock the manufacturing job. Then you have a weapon with no ammunition to carry but that recharges itself in the dropship after each mission. I am not sure if that would prevent you from loading the weapon for the first mission though. If that is the case then you could create an unlimited free ammunition type and call it 'Laser Battery Recharger' for example. Give it an inventory size larger than a backpack then it can never be carried but should automatically load a weapon when you equip it.
  10. You can also just change the starting aircraft to give yourself two battleships on loading a new game if you want. Look in gameconfig.xml for the starting aircraft section and replace the two f17 entries with the proper name for whatever craft you want, for example airplane.human.marauder or airplane.alien.battleship or whatever you fancy. You can only have two though.
  11. As long as you remember that the kickstarter demo is VERY old now. Some of the features that were in testing back then have been dropped and some others added or changed completely. That demo is a poor representation of the actual released game and may not be a very good representation of how well it will run. For example a new tile compression system and tile atlas system has been added since then which significantly affects loading times.
  12. Would they notice? Plus most of the wildlife in Australia is far more deadly than a few thousand alien ships filled with plasma toting aliens.
  13. Gauddlike

    Xenonauts

    Well with their regeneration it could last 14 episodes...
  14. Secondary weapons for vehicles were never disabled as far as I know, the selection menu was just removed in the new UI. The only thing I think that was missing to make it a full feature apart from that would be a button on the ground combat UI to easily switch weapons or a way to display both weapons (as with pistol and grenade for example) so you can easily pick the one you want to use. I prefer the latter.
  15. Other methods were intended to render it unnecessary. Some of those like prop transparency didn't work out as well as hoped. I would still disagree that it is an essential feature as I can quite happily play without it in the vast majority of situations. I would rate it as a nice to have bonus for the odd occasion.
  16. More focus on individual ground missions with less over arching out of combat management?
  17. Yeah I would class it as a bug, it is unintended behaviour. Unless by that time all of this new technology is just not cool any more and they have decided that retro is the way forward? Leads nicely to X-Com Apocalypse where the tech is 50s themed after all...
  18. There have been issues with accidentally downgrading your tech in other areas so that could be the problem you describe. For example automatically upgrading your turrets to the tier 4 version then researching the tier 3 version downgraded them.
  19. I think the question was more about the inventory size of the pistol you added. For example a vanilla pistol is 3x2 inventory tiles, is yours the same or have you altered that ratio? *edit* Bah too slow.
  20. I honestly hated that mechanic in the OG. It was not fun to have to sift through recruits in that way. At least in Xenonauts you can see from the start if their bravery is any good. The psi system still needs a lot of work to be fun in general though. Some of kabills ideas seem like they could hold promise if they work though.
  21. The cover indicators were dropped from an early beta version of the vanilla game so I am interested in seeing if they make a comeback in the community edition.
  22. The png files do not contain any additional information used by the game from what I have seen.
  23. I wasn't using it as a modular mod but as the actual mod he posted. I didn't see the point converting it to use the modular system until it actually worked as a mod. I don't really know at this point if the problem was that the mod was broken or it was just not working with the modular system but it appears to me that the basic elements of the mod work which could be useful feedback. There was already plenty of feedback on how to use it with the modular system so no real need to add more. I should have been more clear with the reply though.
  24. What links? And for that matter what main page?
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