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Raywalker

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Everything posted by Raywalker

  1. @Squaddie Perseus : Hopefully someday someone with the artistic passion, time and rendering software could make something like that ( wishes a 3D-to-Isometric modeller buys xenonauts and gets inspired)
  2. I haven't seen the colossus sprite have weapons, so perhaps overcome that, you could add colossus specific "upgrade" weapons for example a special gun or launcher,dont know if that makes sense.. If it feels too much like a disconnect, perhaps use the colossus as a giant meat shield with a shield as it's priority resistance modifier and it hovers to overcome the lack of walking sprites? Trying to think how to use the limited resources available to someone who can code
  3. Well all I was thinking about was the dreadnaut execution animation , but see what you mean with it shields and hammer and all in regards to the 40 k stuff . The sentinel is like a lite version of that. I do agree having human "tanks" are cooler than tanks I am not too sure how the weapons would work, maybe it can be like an ironman suit- built in weapons?
  4. Sorry, don't mean to derail, just reading about these mega-power armour ideas and I think the warhammer universe specifically the space marine units are probably closer to your idea of xeno-extermination (specially dreadnauts). Moving back all I have seen in the assets of the colussus is one picture and just looking at the other armours the colussus would need a colossal amount of work to do from scratch. It would be interesting to have robots as I recall in openxcom being a mod to reverse engineer the sectopod. I think the closest current implementation I can think of ( and I am fully open to correction) would be to make use of the armour resources pack and make some unique weapons for the a predator variant and call it from there? ( I am fully open to correction)
  5. Personally I found "Hold the Line" having points of highs and lows - as constructive criticism it feels close to a Creative Assembly's Total War games, where good perform is gives the player better results, likewise bad plays can potentially leave Xenonauts "routing" leaving them quite vulnerable. It makes morale more predicable and with good bravery only makes psionics a preator/ caesan leader an issue. On the flip side, can lead to frustration and lack of better word - suffering. Having a Xenonaut being stun-locked is not very fun and low bravery units can become useless/ a liability. It is up to personal taste of course and is good mod for what it achieves and what can be seen as a hindrance can be seen a blessing. Personally, if you are going to implement it I would think to modify it towards the type of atmosphere you wish to achieve - with the author's permission of course.
  6. I guess it isn't game-breaking and I will avoid teleporters and C4 placement in future or just throw them. If I come across it again, I will make note of it and hopefully be able to better capture the problem. Thank you for the effort.
  7. Yes, I usually use 2 turns to accommodate for the lost TU's used for swapping and place it with one turn and then let it explode the next (sometimes 3 to accommodate for psionic alien panic) So over 3 turns : 1) Set C4 for detonation for the next turn - C4 2 turns 2) Place C4 for denotation at location and attempt to find a safe place - C4 1 turn 3) Make use of explosion caused by C4 placed at strategic location - C4 explodes after alien turn for turn 2 It exploded as planned but not in the place I expected and having the the explosive still present further added to confusion.
  8. 1) Yes, C4 timer was set to 2 the turn before to make it 1 when I would drop it onto the space next to the door panel and run to let it explode the turn after. 2) On the same turn the soldier dropped (i.e. placed on floor via the inventory screen) the C4 pack by the door panel and then moved to the teleporter. 3) The soldier did not phase through teleporter after selecting the area after dropping C4 where the 3 soldiers are in save on the other side of teleporter. 4) Shocked, it did explode on the teleporter on the space the soldier was standing, it didn't do much damage either. In save the soldier was full health when starting turn. 5) To my surprise, opened soldier inventory, thinking I had not placed it or something and in the floor inventory slot was the C4 where the soldier was standing (on the teleporter) when picked it up it had a 0 on its timer. C4 was dropped in the top left hand corner of the floor inventory screen, if I had to guess floor inventory placement I would say position (0,0)
  9. I am not sure if it is a bug with Skitsos Alien Base booster pack or something with RC3. Something weird ended up happening when I placed a C4, set time(2- one for setup and another for running up to door and placing explosive and running away) it exploded where my guy was standing, did 18 damage (he had jackal armour) and when I saw what happened, I saw C4 at my soldiers feet (on the ground). I then picked it up and the C4 had a 0 timer. The soldier was standing on a teleport pad after he dropped off the C4 when ended turn. Picture: https://www.dropbox.com/s/nrovep9ksibvnwo/BugReportC4.png?dl=0 Also attached is the save: [ATTACH]6192[/ATTACH] Mod required: Skitsos Alien Base booster pack Mods active: Khall's More Portraits Lore + 1.1c2 New Cars 0.5 Skitsos Sleek AI turn mod X:CE 0.32 RC3 Balance, settings and base mods AutosaveIM2015-03-03_17.08.36.zip AutosaveIM2015-03-03_17.08.36.zip
  10. Was thinking today at how the Alien activity on the Geoscape is very xenonaut-specific and when a funding nation leaves the project I end up feeling like a extortion security agency letting the aliens cause as much terror and bombing to a abandoned funding bloc and think to myself "Poor nation, too bad you don't pay insurance :rolleyes:" and let the aliens do their thing only stopping to bother if an alien base pops up. A few ideas went through my head and I don't know if the work-load, effort to reward would be worth it or even feasible, but I was thinking that if missions in "Red" zones are ignored a nearby nation(s) would take offense and take a smaller relationship knock in the process, likewise if a mission is done the opposite would occur with a benefit to relations. I guess it could be taken further that if say USSR has abandoned the project, America might get a small bonus to relations from terror and bombing terror sites being ignored in USSR. Another thing that I thought for flavour would be to sell xenonaut schematics to nations and see flavour text of UFOs being shot down over water which I believe could solve crash site logic dilemma (and add casualities from "red zones" solving their own problems by assaulting and capturing UFOs, Alien Bases, etc themselves, possibly having "iceland incidents" occur) And another thing that thought from XCOM and openxcom MiB mod and adapting that idea was abandoned nations would form their own anti-alien invasion task-force and potentially steal xenonaut crash sites and weaken xenonaut support in the process showing the world "the aliens aren't so bad" (possibly encountering them during missions) - this I feel is the pie-in-the-sky idea as that would require the creation of another organization and can be potentially frustrating and I would not know what other bad things that could happen. Anyway I had that brain-fart and was wondering if these ideas are even remotely close to feasible as I can only imagine this would be a difficult to achieve?
  11. Had the same issues with RC 3, I submitted a bug report. Didn't try using the old .exe though. Seems it is mostly alien firing at anything and me throwing, shooting and getting alien reaction fire is crashing my games. Not too sure what else though.
  12. Thanks , I will give it a try. Edit: I deleted the line: <DeadSoldierNotificationDuration>3.0</DeadSoldierNotificationDuration> in the config.xml file in the "X:CE Settings". but when the sebillian attacks the npc soldier it ctd, dont even see a projectile - I hear the shot but it crashs. Image of the seb and the soldier it generally attacks that leads to a crash https://www.dropbox.com/s/ns1fwz6624pnjnt/Crash.rar?dl=0 I am not sure if the other errors described still exist, although I am sure the soldier dying freeze should be fine now.
  13. I am not to sure if this is a bug, but I wanted to ask if it is possible to adjust the aliens TUs as well after it has fired to prevent situations where the game crashes, leaving the xenonaut dead and has the rest of the team stuck with little/to no TUs left while the aliens get another turn to shoot at the potentially helpless xenonauts. Perhaps in the case of the game crashing due to a CTD or error, a "hidden" backup can reload the previous round to ensure the aliens do not have free turns to massacre xenonauts. I am not sure, I guess the best option is auto-save functionality although unsure whether a auto-save at the end of the previous round or at the start of the player's turn would be best I don't know what can be done, but it is disheartening to lose xenonauts from game crashes and to know the death can only be the beginning
  14. Almost every turn the game crashes randomly or freezes up when a xenonuat is killed during alien's turn. When I load up ground combat it runs fine something until else happens to ctd it. I can only thing that appears to cause problem is the aliens firing its weapons as it generally causes issues around that instance. Not sure if save is going to useful as it is basically first UFO for test save, but it is attached non the less. [ATTACH]6185[/ATTACH] Mods activated : Khall's more portraits v1.0 Lore + 1.1c2 NewCars 0.5 Skitsos Sleek AI turn mod XCE 0.32 RC3 base,balance adjustments and settings I am not sure what the issue is as it is not exact situations causing it. Sorry forgot to add, the original version is Xenonauts V1.56 Stable (27 Feb 2015) Testing_032_rc3.zip Testing_032_rc3.zip
  15. I think my biggest issue is starting a new base quicker as I sometimes get a wave of scouts, ground attacks, air superiority over an area while it is building and then still getting it operational to intercept for finances. So I think the big hits come from the first two months getting set up and from there it is bad luck and bad timing as a I try weaken ufos and then can't intercept because of the intermission between air sorties.
  16. Then scouting missions were screwing me over in places in didn't check or reach as I was shooting more ufos down and alien bases were shutdown the moment I found them in veteran. Fair enough I need to build more bases, especially interception, I admit my shortcomings. However RNG seriously hates me (which is no ones fault but my own), as I was getting mid-December 4 "massive" signals presumably carriers, 1/2 cruiser(s) and heavy fighters.
  17. Personally,I hope I don't get flack for this and apologize in advance, if you are really unhappy with an aspect you can make a backup of the mod files and fiddle with the .xml file settings for personal use. I have done that for personal use as sometimes things just don't work out right. I don't know if is intended for a "massive" UFO signatures to appear in December 1979, which made me fiddle with it. After all, the files are there and I think that you'll miss out on the expected experience and one kind of "voids the warranty", but I am sure that as long it is for personal use it should be fine. I again apologize if this crosses any etiquette lines and can be deleted if deemed appropriate.
  18. Hi, don't wish to burden but thought of some stuff, whether they are practical or not you can decide. A most of this is stuff I read in old threads while browsing and are low priority stuff comparatively, but without further ado: 1.) Would it possible for proximity weapons ( proxy funtionality to advanced grenades) 2.) I saw in some old posts of a callsign system mod, however doesn't seem to have materialised. Perhaps just an field to store a ground combat name for a soldier as a mod? 3.) Possibility to remove custom loadout tabs or to cancel its creation when misclicked. 4.) Aliens mind controlling civilians and armed forces which would probably have relevance in terror missions. 5.) An option for a dodge-direction aid to help with orientation ( not to sure what though and might add unnecessary clutter) If this stuff isn't feasible or isn't game friendly i'm okay with it.
  19. I was looking through the gameconfig files and noticed that all your funding variables are 1.0 and they have greater caps, I then looked at original files, X:CE and saw that there are different variables there. Seeing as how you are emphasizing funding nations as main income and having the game play intended to be relatively short, would different funding variables help achieve that and make funding of certain nations a greater priority with a lower funding cap and a varied funding multiplier? I am not sure if this will totally break balance though and it is just a thought while comparing.
  20. I also apologize for not using the correct format. It was something that was bugging me and wasn't sure where to write it and did not think properly when I created the thread. And I found the issue and it is with XNT, it has the exploit of 100 % accuracy.
  21. It must be a mod that is overwriting something as it seems that vanilla and X:CE 0.32 RC 2 have a 25% blocking chance for an alien. Sorry to have caused grief I cannot say about aliens who hug walls and get the rest of bullets from a unit that destroys said wall though.
  22. I am using RC v0.32 RC 2. And the way I can reproduce it is to press the Ctrl key and hover over the alien just behind to produce a 100% block chance caused by alien, this then seems to ignore all light terrain variables (like chain fence) and shoots 100% at the "blocking" alien. Here is a link to a zip where I acquire target and hopefully one can see all 10 bullets hit its mark. https://www.dropbox.com/s/vbx8ebeulks3a46/Testcase.rar?dl=0 I can try vanilla and see if this works like that as well and send pics if it does.
  23. Alright, I will download the new version and see how that pans out.
  24. I think I asked about Kabil's mod in the sense that it is not just one type of ufo on the map at a time but a bit more variety on the geoscape. So instead of just seeing battleships everywhere as an example have smaller UFOs take "advantage" of the chaos battleships provide. My reasoning is that if the player has the means to, does one choose to potentially pass up on a battleships or a lesser UFO when the battleship is more reward to time efficient. I can understand that it could turn in a shooting, but because it takes time to reload aircraft taking the easy ufo, leaves one choosing to get rid of a battleship or leave the comparative gnats alone to focus on more pressing issues. To clear up my first poorly worded question.
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