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fredkruge

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Everything posted by fredkruge

  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.
  12. I cant seem to load a stun rocket into a character using a rocket launcher? Regular rockets load fine. I even tried dropping all regular rockets onto the ground but to no avail.
  13. Vehicles (the first ground vehicle you can research at least so far that ive gotten) dont track the stats of kills/missions. Aerial vehicles do track stats.
  14. I think breaching an alien ship needs to be more doable. Ive used 6 C4, and 3 rockets on a single section and not a dent. Is it supposed to be this way? The front door shouldnt be the only option I feel. Also, when assaulting an alien ship they need to NOT be able to continuously close door for free at the end of every xeno turn. It's a real PITA. Other than that, I do not regret buying it
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