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Gothyc

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Everything posted by Gothyc

  1. Yay! Thank you TacticalDragon. No rush with it, it's just nice to know it's being thought of. Oh one more feedback thing from a new player (sorry I'm a software tester irl so I may be a bit damaged). Is it by design that soldiers don't gain accuracy after missions, unless they got a promotion? I've ran 3-4 missions now without any accuracy gains. P.S. I hate those viper eggs... but I love to kill them! EDIT: Ok, a couple more missions in now, and soldiers started to get a little accuracy! Nevermind then.
  2. I only knew to open the xml because I searched the 97 pages on what to do and where to find it. Other newcomers will probably ask the same question, unless they happen to read this discussion here between you and me. Also, I couldn't find any information about the flamethrower in the xml. I also got spoiled as to what weapons will appear later in the mod, and it was also a lot harder to read and compare, say rifle to ak47, than it would have been in a dedicated guide post. I could do it myself, but I imagine it would be nicer to have it all in the same post - namely Tacticaldragon's guide. Or even better (if possible?) in the game itself as tooltips.
  3. Thanks for the reply Alewalek. While I understand it can be frustrating to get these questions from every newcomer like myself, I hope there can also be some understanding to why new people are asking - in a game where you're forced to make a lot of tactical and strategical decisions with limited funds, it's fairly important to know what the different pieces of equipment do. I just figured since TacticalDragon is nice enough to write a new guide for all the new stuff in the mod and asked for feedback on what else he could put into it, I would ask about these two particular weapons that are in the game from the start. Easier to have such data compiled into a single, easy to find post, than for every newcomer having to search through a 97 page long thread, and then opening up an xml file to look up the stats. Granted I understand it's a bit of extra work for the modders, but since the question was asked for what to add - what better time than now to give the feedback? Once again, many thanks to the modders for doing such fantastic work. I took a day off work today to be able to play this.
  4. Hey there. Love the mod so far, and I really appreciate the effort to write a guide to everything that's new. I did notice a lot of the new weapons in game don't have a tooltip with stats and/or functionality. This includes the two starting weapons Flamethrower and something that looks like a Kalashnikov, but is just labelled as "Assault Rifle" in game (uses same ammo as normal Assault Rifle), with no tool tips on their stats. Can this be added in game, or included in the written guide? Thanks again for a fun mod! Also, big BIG thanks for making the Light Machinegun useful again!
  5. Hey guys - is there any estimation for when the new version is coming out?
  6. New to Xenunauts, and new to all the mods here. This one looks really juicy, and I really want to play it! I do have one gamestopping problem though, plus one qurious question below: I saw in this thread that people had problems with the shields being 0/100 in the mod, and I found the same problem in my version (downloaded latest version yesterday). I also read the posts about the workaround with the repair and/or the save/reload trick, but it still won't work for me. I try to put the wrench in the belt, but it doesn't appear in any quickslot, I just see the ammo clip in the ammo slot (can't right click it) and the grenades when right clicking the grenade slot. I tried to put it in the backpack and nothing happens. I tried to put the wrench in my weapon hand (shield in left hand) and that makes the shield disappear into thin air (and, curiously, the ammo in the ammo quickslot also disappears). I tried the save and reload trick, both in Geoscape and on the combat map but that didn't help either. This also applies to newly created shields. Am I not understanding how to do the workaround, or is the bug back? While I'm asking things, I also have a question about some of the base structures. It's really cool with the different sizes of labs, workshops and living quarters. But in my version, there seems to be absolutely no reason to buy the larger facilities as they take up double space in the base, give double manpower, but cost more than double in upkeep than the previous smaller versions? Why is it like that? Is there some other hidden bonus with the level 2 and 3 facilities that makes it worth it? I hope my questions aren't too stupid, and thanks again for making such a great looking mod to a game that I just recently found and already love to bits! I can't stop playing.
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