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NuclearStudent

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Everything posted by NuclearStudent

  1. Yes. However, this brings in its own set of annoying micromanagement problems.
  2. An idea that has been bouncing around in my head is that unlocking the tech unlocks the ability to construct prototypes. An additional project would allow for mass-produced versions. The prototypes would be sold off at cost of the materials, so the player isn't heavily disincentized from building prototype version. The effects would be very similar to your idea, but with these differences: It would make alien alloys and alenium more useful. Currently, alenium and alien alloys are basically useless until late game interceptor production, and even then a shortage of alenium is not something I've really had to sorry about. It would add more money to the game. That's not really a big deal because it's easy to compensate for. It would remove the awkward thematic issue that the rest of the world seems to being doing jack shit.
  3. I should mention that alien ticker advancement is completely unrelated to anything the player does. You cannot delay alien advancement by refusing to do missions (that's a really silly game concept I'm glad Xenonauts does not have.)
  4. Unfortunately, I don't think that can be programmed into the game.
  5. Going back to the original topic, it would be nice if the tooltip info on the difficulty window mentioned that damage text would disappear. It's a little bit confusing as is.
  6. Aw well. I kinda figured it might not be possible.
  7. If I'm reading you correctly, that makes the manufacture unlock the other manufacture. That's pretty cool, but I wanted the 2nd manufacture to automatically begin without having to click in the workshop.
  8. I'm not so sure about that. While the mod makes me laugh, it could probably make some people feel uncomfortable.
  9. Max, what are the conditions modders can use to trigger or limit manufacturing and research? For example, I was trying to figure out how to make a completed manufacturing project automatically trigger another manufacturing project and couldn't figure it out.
  10. Yeah, that happened to me too. I ended up manually changing it in the config files, where I realized that it was a feature and not a bug.
  11. The troopers are all ex-pilots. That would explain why the dropship is lost when all the troopers are dead. It doesn't really explain how you can abort a mission and leave everybody behind..
  12. Drages, your made your rifle more realistic and fun by having it effective at suppressing. However, that was the machine gun's previous role. What might be a good idea is having the machine gun excellent at moving down targets in the open. A LMG with no reaction fire penalty, decent accuracy, but extremely high recoil and possibly reduced range might work. Something that sweeps areas. On a side note, I've finished a test mod for long range mortar tube things. Do you have any suggestions for long/short range grenades you haven't added in your own mod?
  13. I must say, I'm really impressed that you managed to get Xenonauts done. I'm not really satisfied with some aspects in the game, but working around the Xenonauts code is challenging. It takes me a week just to figure out how to add something fairly simple to the game.
  14. I don't know the answer to what the defense parameter does. I'm just posting here to remember to check if you've found the answer.
  15. Drages, the M-79 grenade launcher from magnum-nauts is a retextured rocket launcher, not a grenade launcher per say. However, I think I've figured out a workaround for the grenade launcher problem. I've been trying to figure out how to add mortar tubes for a while, and I think I've hit on the solution.
  16. Both me and drages have tried to add grenade launchers. The game is hardcoded against it.
  17. Chris, I have never seen this happen. Blue stun damage numbers have never come up when I've shot a target with anything but explosives. I've also never directly noticed damaged targets taking longer to stun. For example, I've put a 140 damage into an alien leader with a laser carbine. Then, I had a shield whack the leader with a stun baton twice, doing around 80 stun damage, threw in an electroshock grenade that did 30ish stun damage, and dropped in a stun gas grenade. The very next turn I whacked the leader a stun baton at least once, and the leader didn't pass out until I added another shock grenade.
  18. Phantra, if what you've told me leads to a solution, I will hug you across the internet. Thanks, Phan.
  19. I can still program "mortar tubes" in. It's just that they look really sad impacting without so much as a sound. I think I might finish the mod, but it can't be as good as I want it to be until Community Edition unlocks creation of new weapon classes.
  20. It's time based. Unfortunately, there is absolutely nothing you can do to slow the progress of the aliens down, though that's easily configurable in the game files.
  21. I meant the latter, and I'm sad that it isn't possible. I want short-range mortar tubes. To do this I either had to try to modify rocket launchers to shoot grenades or modify grenades to have longer ranges and look like rocket launchers. It really makes no sense to me that changing sound files isn't appearing to do anything. The grenades look like their sound files are hooked up like normal weapons are.
  22. There's a bit of a problem in that MoraleDamage does nothing to non-player controlled units. Only player-controlled units can panic, berserk, etc. so bravery doesn't actually seem to do anything.
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