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fredkruge

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  1. IIRC, when I tried using it nothing happened and I lost TU's.
  2. I am wondering how often the list of new soldiers you can hire refreshes, or if you have to hire, then fire to cycle them through?
  3. I hope its been read by the people who are developing the community edition mod. In vanilla xenonauts the normal shot accuracy for the sniper firing takes 45% of your TU's, which makes sense.
  4. How can I increase my soldier limit? I just want to increase the mission limit from 8 to 10. I cant find a single thing on how to do this.
  5. I loaded a character with high TU's to a rocket loadout. I was able to load stun rockets but it costed me 56/65 TU's. I thought reloading was based on a TU percentage?
  6. Ahh, unfortunately not . I upgraded to Community edition and am using that now.
  7. Edit: corrections made. I dont think you understand what problem I am referring to. This relates to the precision rifle. Im referring to using Xenonauts: Community edition. In vanilla Xenonauts, a normal sniper shot takes 45% or 40% of your time units (I cant remember which). Meaning you can have 2 shots at the NORMAL accuracy level. In xenonauts: Community edition, a normal precision rifle shot takes 49%. But the problem is the rounding. Example: A soldier with 46 TU's, 49% is 22.54 TU's. But the game rounds it to 23 TU's to take a shot. So with 46 TU's you can fire 2 normal precision rifle shots. But a soldier with 47 TU's, which is HIGHER than 46 TU's, a precision rifle normal shot takes 24 TU's for some reason. Making you unable to fire two normal accuracy shots for some reason. This means a soldier with more TU's somehow has less shots. I feel there is a rounding error being made. Something I suggest is to make the TU fire % to be 45% for a NORMAL accuracy precision rifle shot so your soldier is able to turn facing as well.
  8. In order to do the normal shot, it takes 49% TU's to fire. If your unit has an odd # of time units then you cant do 2 normal shots. Example: 50 TU's . Normal shot takes 25 Tu's per shot. If your unit has 49 TU's, each shot still takes 25 TU's (it rounds up with 49%), not allowing 2 normal shots. In vanilla Xenonauts you can fire 2 normal shots without an issue. If you put it at 49% for a reason, at least dont let it bog down soldiers with an odd # of TU's from being able to shoot 2 normal shots.
  9. Yes, I attempted to load them manually as well by dragging. Dragging worked for regular rockets. I also tried with rockets in the quick slot, and backpack slots.
  10. Is the 'fire in the hole' mod included in X:CE? Because when I try to add it using the launcher mod manager it says that it is already installed. Also, when I try to add 'open doors - exterior' or the interior version to stop doors from auto-closing, it says that it isnt a mod file (the .zip), even though I can add it to vanilla xenonauts. Preemptive question: If they arent in X:CE, will they be added to it?
  11. I destroyed a part of a walkway on accident when I shot an alien and this occured (refer to picture provided). Even after I killed the alien, I was able to use that soldier on the stairwell to walk over the destroyed walkway.
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