fredkruge
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Posts posted by fredkruge
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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?
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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.
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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.
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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?
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Ignore this.
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The optional mods for FitH haven't been updated for the modular system, which is probably the issue you're having with them. I'd not updated these as I wasn't certain there were many/any people using them. However, it seems I was wrong so I will get them updated at some point this week.
Lovely
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Ahh, unfortunately not . I upgraded to Community edition and am using that now.
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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.
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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.
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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.
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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?
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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.
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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.
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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
Melee Attack - What is it?
in Xenonauts General Discussion
Posted
IIRC, when I tried using it nothing happened and I lost TU's.