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Belmakor

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Everything posted by Belmakor

  1. Yeh I thought this was odd. Haven't actually fired it in game - I was expecting it to be some sort of rocket launcher type thing but i guess not!
  2. Chris, I just noticed you have no pledge for buying say 3-copies of the game for friends? I originally bought one for me and my brother, but as stands there is no benefit of buying multiple- i.e a shiny gold star
  3. I predict your going to reach your target by the end of tomorrow. =)
  4. Maybe there should be a sound range for the purpose of the HMS which is slightly larger than site radius. Then when you hear it you'll actually curse in the knowledge how close the enemy is but that you can't see them. Even use time compression to have the footsteps (slithering) sound like 3x as fast would knock off 10-15 seconds in a terror missions.
  5. Wow, ok I actually underestimated the time the HMS was on for in my original post. I just timed 46 seconds for the HMS at the end of the first turn. Tbh I can't really think of any other game that has such long periods of inactivity in it. Even Civ V which is notoriously power hungry only takes about 20 seconds between turns. I suppose it all boils down to what you class as inactivity. If it is that you are not moving or performing any actions then you will probably agree. I can understand why the HMS screen exists and I would not want it removed. I even believe it adds tension when you can hear people being shot. I am not sure it adds tension hearing footsteps however. Or seeing civilians run around doing nothing. If footsteps were removed and non-combat actions not performed in view then I would imagine the turn length would be cut into 1/3 or 1/4 of it is now. Personally for me this would make a massive difference. You could make it last for a minimum of 2 seconds so its obvious you have actually clicked End Turn. I don't really have time at this point in my life to watch 5 or 6 minutes of HMS every battle.
  6. Frustrating that you have to log in to chat on that site! Good job though. Nice to see people drumming up support for this fantastic game.
  7. Lets discuss the length of time this appears on your screen during turns... Perhaps a setting that can be selected so that enemy turns are fast tracked so that we only see alien activity (not civvies or ai controlled soldiers) and we don't have to listen to shooting going on outside of the LOS. I know its not like original XCOM but I mean sometimes waiting 10 seconds or even 20 seconds on a terror mission is frustrating. What are others peoples thoughts? Would you like to have the option to fast track turns or would you be happy if it was condensed as above anyway?
  8. Ahh ok my bad. This is the first version where I have been able to get to the tech required for lasers due to the save/load bug.
  9. My precision laser rifle was removed from play after my soldier was wounded (down to about 8hp) during one mission. He went off to the medical centre for 10 days but I couldn't get the precision rifle back (it was reading as zero in the soldier equip screen). Its not registering in the stores either meaning that he must have taken it with him to the medical bay! Technically not a bug per se, but I think it is unintended?
  10. Minor bug. One of my rifle men got shot and one killed by an alien reptillian on the industrial tileset in the first turn just outside the chinook. He had a normal AR and normal jackal armour. His body disappeared completely and all that was left was a spot of blood, a medipack and a weapon (which was underneath the medipack).
  11. Its not a massive problem but... I play with a modded load out which doubles sidewinder capacity (with lower damage) which I personally prefer to vanilla - and argue is better for the game. This means I actually have a second salvo that I might want to deactivate after auto firing the first lot.
  12. Nope. At the beginning of combat your weapons cool down before they are ready to fire. You can manually select them to fire when in range (the icon is green) or you can manually select them so they don't fire when in range (the icon is red). You can make this selection during the cool down or after it as long as you are still not in range. Once you are in range if you have them ready (green) then they will fire themselves. If you have them not ready (red) then they will not fire but now the icon will turn green. Not only is this confusing, as you can't tell whether your weapons are set to hold or not - but on many occasions I end up right clicking on them (trying to tell them not to fire - because the icon is green) and they end up firing as a result. I am pretty sure this didn't happen in previous versions?
  13. Ah well that explains in then! Thanks for that.
  14. Unfortunately not. This was after the 10.1 update and before 10.2 I basically took the research files for the Wolf armour and copied them with my armour (which i'm calling hyenna). It is now researchable after you find a plasma pistol. After you research it the correct xenopedia file pops up. I then used all the principles for the basic armour and jackal armour as an item believing that this would mean the hyenna armour would be available after research - but it is not. I suppose the alternative might be to make it manufacturable - but really I want it to replace Jackal armour. There must be a file somewhere that holds the weapons/armours that are automatically available for use at the start of the game but I can't find it. 1. I want Jackal armour to be pathetic against plasma weapons (as it is not designed for this). 2. Hyenna armour is a small modification that is researched after you first encounter plasma weapons so that the armour better dissipates heat from plasma and incedinary. It also gives you something else to research in the early months and makes battles against the light scouts team of 2 a little bit more dangerous.
  15. I thought it used to be that you could right click on missiles to deactivate them so that they would not be fire even if you were in range and they were locked on target. At the moment you can still deactivate them when out of range or when they are not locked but as soon as you get lock and range and right click they will fire instead of deactivate. Is this intentional? Basically means you have limited options to stop missiles being fired prematurely once you are in range.
  16. Yes I have had this too. Haven't seen this bug since V9 or even earlier.
  17. I quite like this bug. If you crash land the surviving aliens pull out the dead and wounded from the crashed ship just like any human would do in a similar situation...
  18. Yep, they are also tougher so I wonder if Chris has accidentally resetted them to all have non-aggressive behaviour.
  19. I can confirm this. In addition, you can fire the Scientists that you don't have and make your wages much lower than they should be.
  20. Yeh done that. Added into script, researches, weapons/corpses, corpseprops, units/xenonauts, gscitemtranslator, items and soldier props. Every where there is a reference to wolf, jackal or basis I have created a new entry for the new armour. Yet something is missing...
  21. You know that sometimes the alien spawns in against the core and when the UFO crashlands it is already smoking and so the alien dies... lol (easiest missions ever)
  22. Plasma is super hot and also quite radiative (I think). It would be pretty lethal if you used one of these weapons without protective gear. Far better to engineer something less dangerous that contains the plasma safely.
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