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Belmakor

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Everything posted by Belmakor

  1. You can edit the health of the hunter in the "vehicles" xml file if you so desire. Although its not been balanced yet, I think the Hunter is made to intentionally be quite weak defensively as otherwise it would really be a law unto itself. Its really just a scaled version of the tank you used to get in XCOM which itself was relatively weak at taking hits. On most occasions you should find it manages to take 2 hits before annihilation.
  2. Don't worry, Civilian AI hasn't been implemented to any great depth yet. Although I think I remember Chris saying that civvies might be just as afraid of your XCOM operatives as the aliens. Nonetheless they should eventually free from danger as best as possible. Also the spinning thing is something that will be looked at in the future, but as its not game breaking its on the back burner to my knowledge.
  3. Weird, this is what already happens for me! No need to navigate through menus it should launch you straight into ground combat?
  4. I have a nice work around. $15k soldier, $18k tech, $22k scientist. 1 day for an alenium warhead. Means I can play the alpha without cheating. =)
  5. Yeh, I always start in the Balkans for coverage of Africa, Europe, Russia and Middle East. Then the second goes in Indonesia for coverage of Australia, China and East Russia.
  6. Yep this will happen reasonably frequently. Generally speaking it will only now happen on the battlescape - most of the Geoscape bugs have been ironed out. Best bet is to save regularly on the geoscape and battlescape and don't have any work on in the background you don't want to lose (as a hard reset seems to be the only solution - particularly in base defense or terror missions) and you can't alt-tab out.
  7. Had this same sound error in Base Defense mission. It froze on the AI turn potentially as it was about to take a shot at me (though it was facing away from me). Could that be the sound when they rotate?
  8. I have experience the aforementioned bug a few times now (please confirm whether it is indeed a bug). Basically you can have a soldier near to the AI and another who is moving further away who then activates the AI reaction fire. I have had several instances where the AI has deliberately shot at and killed the nearest XCOM operative instead of the one instigating the reaction. Either that or his aim is really bad and also extremely lucky. Can anyone else confirm? I presume its a coding issue (hopefully not a limitation) that is making the AI simply select the closest target. In fact, It makes me wonder if the target causing the reaction is truly within visual range of the enemy or there is something else going on behind the scenes I don't grasp.
  9. Well its September and I am being invaded by a corvette packed with 12 Caesans with every wave. Not to mention the fact that one of them has a plasma something which 1 hit kills! That and a single bomber followed by a flight wing of fighters which lures out my interceptors! (Neat AI btw )
  10. I can confirm this same issue on one occasion during a base defense mission. Perhaps only the hunter thought it was nighttime inside while the others knew about the lights
  11. Just thought i'd point out that every wall in the base can be shot through although they do not provide line of sight.
  12. Just a quick mod for anyone who wants the challenge of the bomber having a laser cannon and the heavy fighter the firepower to easily handle two F17s! Navigate to the root assets folder i.e (C:\Program Files (x86)\Desura\Common\xenonauts\assets) Go into aircraft weapons xml (forcing open using Excel or similar). For the heavy fighter, under the column heading 'loadout' copy in AV.HVFIGHTERBEAM AV.HVFIGHTERMISSILE For the bomber; 'loadout' type; AV.BOMBERCANNON Save and over-write. Enjoy!
  13. Chris, Seems the version you uploaded to Desura does not have the weapons activated for the heavy fighter or bomber. Managed to work out how to do it in the xml though. Jeez that heavy fighter chews up F17s!
  14. I just played a base defence missions on v9.5.1. The aliens were everywhere (not just my hangars!) eek! Also, @ BobbyDylan Just wait till your up against two fighters and the new tougher corvette. Two aircraft simply don't have the firepower what with each fighter taking 2 alenium warheads or 1 alenium + 1 sidewinder and the corvette needing at-least 3 alenium warheads and an avalanche.
  15. Realise not much balancing has been done yet but... Is it possible Technicians and Scientist Wages could be reduced by some amount (perhaps try around 20%)? At the moment you can't really have more than about 20 scientists and 30 technicians over two bases which means your going to struggle to get high level tech mid-game and struggle to produce more than the essential Alenium warheads for more than one location. That or reduce the production time of alenium warheads to a day a piece. At present I had to have 30 guys working over-time just to produce enough to equip my aircraft on a once weekly sortie.
  16. Yeh I really like this. Can we please have two buttons for increasing/decreasing researchers. << < > >> so that you can up in increments of 1 and say 10. That way I can assign 60 researchers with 6 clicks not 60!
  17. Ah good... Feel free to add in crash-sites for Heavy Fighters so I have something to do in August/September! =)
  18. I managed to transfer two Alenium warheads between Greece and Indonesia. Did you increase(select) the quantity before trying to transfer?
  19. Still valid then, The air superiority fighters are sometimes facing away from you despite being the aggressors.
  20. Cheers, You will need to make it so that it doesn't lone ranger in on 3 of your fighters unless you have actually determined it is brave enough to face them in the first place?
  21. Two scenarios that result in compulsory destruction of your aircraft due to looping air combat which results in 0 fuel. Verified with 3 aircraft but haven't had situations with less. I think 3 aircraft versus one heavy is the key. 1. You engage 2 fighters and 1 heavy fighter with 3 aircraft. You destroy the two fighters and the heavy fighter turns and runs. It is too fast for you to catch. However, upon leaving back to the geoscape you are automatically thrust back into combat with said heavy fighter which is facing away from you and is fast enough to out-range your guns before you get a lock and escape the air combat. Rinse repeat until you are out of fuel with no way out (not even retreat works as I think the enemy is set to aggressive interception on the geoscape. 2. You are engaged by a single heavy fighter (which intercepts you). Upon entering the air battle it is already facing away and powering off the screen before your afterburner allows you to catch it (both the MiG and F17 are outrun). Because it intercepted you, it will continue to force you into air combat - fleeing every time - until you run out of fuel. Needless to say there appears to be no work around.
  22. That would explain it then. Thought it might have been the case, except I was confused when getting attacked by 3 fighters they are always facing me!?
  23. Can't remember if someone already suggested this. But why don't you select suppression as an option on your turn but have it carried out in the AI turn. I.e there is no firing animation until the enemy's turn and it is either activated by an enemy unit moving into the suppression zone/cone or if there is one already in the zone then it suffers the proposed AP reduction/movement/accuracy penalty. If no alien moves into the zone then the suppression animation is performed as the last part of the turn (so you visually see the ammo used).
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