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mclang

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Posts posted by mclang

  1. On 7/18/2023 at 6:48 PM, Twigg said:

    I just got a steam deck and am setting it up for Xenonauts 2. Is this still your recommended mapping layout?

    Sorry for the late answer.

    I haven't played X2 in several weeks due to System Shock Remake taking my evenings, but as I remember I haven't changed anything. There has been some in-game keymapping changes though, so maybe mine isn't optimal anymore.

    Please share if you have found better settings.

    • Like 1
  2. On 2/17/2023 at 12:31 AM, Gijs-Jan said:

    We haven't looked into Steam Deck support at all and there's no guarantee - but it would be helpful to maybe have an indication of what issues currently exist!

    I have been using solely Steam Deck for several months and haven't found any Steam Deck related problems. Only thing needed for quite fluent (imho) play is customize the default Keyboard and Mouse layout e.g like this:

    • Left trackpad: Numbers 1-9 (radial menu)
    • L4/R4: Q and E keys (for rotating tactical map, making fighters roll)
    • L5/R5: Ctrl and Space (target ground/wall and mark soldier done respectively)
    • Y: Inventory (i key)
    • B: R key
    • X: Enter
    • A: Crouch (c key)

    I think this custom mapping should be downloadable from Steam Deck community layouts, name is "Keyboard and Mouse for X2".

  3. Hello

    I'm also playing using Steam Deck and the gaming experience has been great using custom mapping layout. I think it should be visible in community mappings, but the changes I made to the default keyboard and mouse layout were these:

    • Mouse scroll up/down using L1/R1
    • Left touchpad for numbers 1-9
    • L4/R4: Q and E
    • L5/R5: Ctrl and Space
    • Y: Inventory (i)
    • A: Crouch (c)
    • X: Enter
    • B: R

    On thing missing for now is that I'd like to have F1-F4 keys somewhere, but otherwise works splendidly.

    • Like 3
  4. Friday evening and some time to test again.

    Found out that the duplication of missiles and torpedoes is NOT related to engineers/workshop but to the access lift or storage rooms instead.

    The save included has two bases, the second of which doesn't yet have workshop or storage room ready, but still received and extra sidewinder missile when it was produced on the main base. Also the torpedo being made will appear on the both bases after it is ready.

    Other items like Ablative Plating, Defender Armor or Stun Gun are not duplicated.

    I hope this helps.

    user_bug_hunting-2.json

  5. Hello!

    I'm still playing old version but didn't find this reported before in the ten pages I searched.

    So the bug:
    If you have two bases that both have workshops (I had 4+1 workshops with max engineers) and manufacture alenium missiles or torpedoes on the first one while the engineers on the second base are idle, each manufactured item gets duplicated on the second base.

    I haven't had the time to check newest version yet, or if this bug affects also normal missiles and torpedoes.

    I'm playing with Steam Deck, so I don't have a save to give you, but I sort it out if needed.

  6. I pretty much agree with all of your feedback, especially these:

    7 hours ago, heavyplasma said:

    In interceptor combat, keyboard selection 1,2,3 is used for Geoscape-style time advance rather than selecting craft.  This drove me nuts because even after hours in the game I still press instinctively press 1 for Angel-1 in squadron and it immediately unpauses.  I consider the air combat as analogous to tactical where you can go 1,2,3 etc for units. 

    7 hours ago, heavyplasma said:

    Game menu window stays open after saving game, I wish it would auto close on save.

    7 hours ago, heavyplasma said:

    No dot or dash permitted in save game names seemed a slightly restrictive choice.

    7 hours ago, heavyplasma said:

    Killed enemies occasionally shows 'Suppressed' text as they bite the dust.

    7 hours ago, heavyplasma said:

    Clicking after arrival of new scientists/engineers took me the soldier list.

    7 hours ago, heavyplasma said:

    Alien corpses of Mantid and Sentry guns show stood up sometimes when reloading a save.

    7 hours ago, heavyplasma said:

    Bog standard Angel aircraft seems like they should just be purchasable from the aircraft screen rather than have to build for days through the workshop.

    7 hours ago, heavyplasma said:

    Aircraft weapon manufacture is extremely expensive per unit.  I think this was the part of the economy I found the hardest.

     

    Furthermore, it would be nice to get some more information about the defenses UFOs have, how they work and which cones are main weapons and/or rotating defense batteries. I'm still struggling with the torpedoes and do not understand why they sometimes blow up just after firing :/

    I think the best place to give this kind of information would be after the air combat by the pilots that engaged the UFO. They could comment about how the UFO e.g shot down the missiles at certain range or seemed not to be affected at all by certain weapon when the situation is encountered first time. This information could then be added into the UFO description.

    Anyway Congrats to all people involved, you are doing great work!

    • Like 2
  7. On 1/11/2023 at 6:36 PM, Kamehamehayes said:

    I don’t really understand what the point of the “tail ufo” option is right now. In X1, it was a tool to start behind the ufo so it was always useful, but here, you can place your planes wherever you want, so it doesn't matter imo. It just feels strange to have that option at this point if it doesn’t do anything to benefit the player gameplay wise (unless I’m missing some niche scenario that I didn’t consider). 

    I use "tail ufo" regularly to get it over land before I shoot it down

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