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Gorlom

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Everything posted by Gorlom

  1. Max_caine was asking "where". I'm guessing such information would help Goldhawk with identifying where different people feel it would be intuitive to look for the function.
  2. Hmm. I'm either having a dejavu experience here or this has had a thread before somewhere.
  3. Strenght is (or was last I checked, it might have changed) gained by loading up soldiers to 80%+ of their carry limit (before they start loosing AP due to encumberance) and using X ammount of TU units. If you stop gaining strenght equip them with another grenade or two.
  4. Aren't they clones? wouldnt they need the colour coding to make sure some lesser identical copy isn't pretending to be a superior identical copy? I never said that the way they are doing it currently is very smart/logical/likely, but that is pretty much for the players benefit and gameplay reasons. I'm not sure what gameplay benefit that livery would provide? Isn't it more likely to take away from gameplay than to add to it? Are we discussing gameplay, lore and justification or a mix between the two? I think that would help me see your side when discussing this...
  5. Have you tried verifying the game files? maybe something got corrupted or is missing?
  6. I don't know, have you checked for similar threads in the experimental builds bug report section? They might have some more info there http://www.goldhawkinteractive.com/forums/forumdisplay.php/20-Experimental-Build-Bug-Reports
  7. I think this has been reported. So they should already be working on it (I believe it has something to do with the weight of the gun being multiplied in an unintended manner?) By the way do you think you could post bug reports for the experimental build in the experimental builds bug report section? It makes it a bit easier for the devs http://www.goldhawkinteractive.com/forums/forumdisplay.php/20-Experimental-Build-Bug-Reports
  8. Because once you reach a tech level that has unmanned drones and smart bombs painting a big target on the ship with your leader (and noone else) seems like a bad idea... even if the enemy doesn't have those things just yet.
  9. You can't in eithewr case. In Xenonauts the UFO hulls are impervious to small guns fire (anything in the battle scape), only aircraft weapons (during the interception minigame) may damage UFOs.
  10. There is already a type of mission with a time/turn-limit planned. Here is the post about it made by Aaron. http://www.goldhawkinteractive.com/forums/showthread.php/7657-Abduction-missions-plan
  11. It's easier for Matthew and the devs to track the bugs if you report one bug per thread. Just saying
  12. hahaha that is just evil! I like it
  13. Nah, I think they still want stuff like this reported.
  14. Those people could be players that are not abusing the door hinges and could just be annoyed that regular use of moving through doors in human buildings are so heavily impacted. Can you differeate between opening and closing a door? Would it still deterr if you put closing at say 45 TU and opening doors remain at what it was before this change? (although that would cause some intuity problems most likely.. hmm) I would assume that some kind of AI solution would be superior to adjusting the TU cost... To have the aliens destroy the door by firing on it if they think someone is behind it or opening and closing it a lot would solve the issue, no? I'm not sure how plausible that is to do though
  15. I asssume it stopped being possible to link accounts when the badges stopped being available to new forum users. There should be a stickie about that somewhere iirc http://www.goldhawkinteractive.com/forums/showthread.php/145-Forum-Medals?p=1531&viewfull=1#post1531
  16. I think it's on the launcher (after you start the game)? The reason you should be including the version number even if Steam updates automatically is that it makes it easier to track if it is a old bug or a new bug in later versions. It's just helpful for Matthew to have the version number mentioned somewhere. Also Steam has 2 versions. the stable version or the experimental version that you need to opt in on to use. There is a thread around somewhere that explains how. here it is: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions
  17. so am I supposed to delete the part or change the 1 to 0? I did not quite understand.
  18. Why hopefully? wouldn't it be better if it had? BTW: for future bugreports please include if you are using the stable or experimental version on steam (and version number), please and thank you. It makes it a bit easier for the devs.
  19. wierd... there used to be a (stickied?) thread for this afaik..
  20. I think that is mostly on aliens.. to prevent an alien with too high AC to be invincible. Not sure if it applies to Xenonaut soldiers... if it does it's surely/most likely only going to be for that battle.
  21. is the change hardcoded or can grenades be modded how they explode? (delay or impact)
  22. Jebediah: The no armour is because of X-com94. back in the old future compared to Xenonauts all the soldiers got was jumpstuits. And they were happy about it when fighting aliens uphill in a hailstorm of elerium crystals and anal probes!! I think a lot of the things you feel doesn't make sense is for gameplay and atmosphere reasons (bonus points if they are close to what X-com94 felt like) rather than to satisfy lore or justifications.
  23. did it disapear or become invisible? Was there still a shadow on the ground walking around? the wall it walked up to was it an edge of the map wall or just any regular wall well inside the map?
  24. Yeah the devs will most likely want your savegame. upload it to some file storage like mediafire or dropbox (or whichever you prefere) imo
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