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Everything posted by Ruggerman
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[27.4] Reaper Animation BUG after save reload
Ruggerman replied to CaptainSPrice's topic in Xenonauts-2 Bug Reports
That old chestnut back to haunt us! -
I also find it hard to believe that people would run into the alien space ship that you would think would be certain Death!!
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Yes I have noticed that, also they tend to run towards the danger, but that would be OK maybe for one or possibly two, out of fear and confusion, but not them all, some would seek safety with the defending forces.
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Smoke in X2 is just the best thing ever
Ruggerman replied to Kerensky's topic in Xenonauts-2 General Discussion
This use of smoke is very similar to the way we used to use stun gas, in that you would fire a couple of shoots into a room that contained Aliens, and just wait a couple of turns and go in to find the Aliens resting in the arms of Morpheus, it was like a dream come true. -
What game options do people want?
Ruggerman replied to Chris's topic in Xenonauts-2 General Discussion
Building up base is a slower systematic process, you build one, and then another, and then you move old equipment to the new base, when that is operational it can begin the make more equipment and the you make another and then another. this is like use the wide front strategy. -
What game options do people want?
Ruggerman replied to Chris's topic in Xenonauts-2 General Discussion
There should be at lest one base for each continent, and maybe one more so as to cover the Globe, so I was thinking of something in the order of 8 to 10 bases? -
As others, I also have some random thoughts
Ruggerman replied to Krzysztof z Bagien's topic in Xenonauts-2 General Discussion
The hidden movement screen is annoying, and it is a bit of a left over from the x-com 1 and needs to be updated or removed? -
Suggestions about the HEVY Launcher
Ruggerman replied to Endominus's topic in Xenonauts-2 General Discussion
This weapon has not seen much development over the time it has been in the game, but it would be nice if it had at lest some variation in the ammunition types. Just how good would it be if you could fire an illumination round what would show light over a greater area, and also maybe a canister round to act as a large shotgun for close range engagements. Also there was a time when there was a stun grenade round, which came in handy to subdue aliens in closed rooms, and lets not forget the humble smoke, and HE rounds. There could be advancements in ammunition capacity, and range, plus add-ons for targeting, be it optical or digital, who wouldn't like some nice laser sights. Just a thought, what do other think??? -
Weather conditions in ground combat?
Ruggerman replied to Kamehamehayes's topic in Xenonauts-2 General Discussion
If their were weather conditions that decreased performance of your troops, then maybe their could be some devices that could enhance or decrease those effects. This would add a new tech level to the game, and also add a lit bit more complexity to the game. -
One would have thought that a POWERED amour suit, would give you better movement and strength performance, and not a decrease. That should be corrected.
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Yes I have also noticed this, you have to deselect the Dragonfly, and then select the fighters.
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I was wondering if there could not be a different symbol on the GEO map for the different aircraft that are used throughout the game, would be a nice touch .
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There was a similar problem a couple of version ago, with the jet packs, that just kept on playing and the only way to stop it was to save and exit the game, and then restart it.
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V26 - Fuel use and refuel time for Phantom interceptors
Ruggerman replied to Emily_F's topic in Xenonauts-2 Bug Reports
The time it takes to rearm and refuel is just to long, you would not want these guys as your ground crew, because they take as long as a wet week, and it is not realistic, any standard. -
Ethnicity Representation
Ruggerman replied to heavy disruptor beam's topic in Xenonauts-2 General Discussion
All the Hominids types are randomly selected, so there should be no sensible argument, as it is left to the machine to choose?? -
Thank you Chris, I didn't know that, so I have checked it out, and there I am. Thank you again!
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I have been in this from the start and invested to a level that I thought would provide this graphic, so they are not available yet, as the game is not at that level to instigate this feature. Well Emily_F your avatar is certainly similar to your photo, and not too hard on the optic nerve. Thank you
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When this games was kick started, one of the features was personalized portraits, is that still a goer or has it been canned. Please advise.
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Thank for getting ride of it, but will it return??
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As others, I also have some random thoughts
Ruggerman replied to Krzysztof z Bagien's topic in Xenonauts-2 General Discussion
That hidden movement screen has been around since Jesus played fullback for Jerusalem, and yes I think it needs to have some mates, to enhance the experience. -
The game I am speaking of was form Micropose from back in 1995, and I think that it was the first game of this type that was available in Australia in this Genre. With this aircraft you could shoot down alien ships, and then land and engage the remaining aliens in ground combat, it had a large compliment of troops inside to achieve this.
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[1.65/X.CE V0.35.0] Pataschka's Stargate Administrator
Ruggerman replied to Pataschka's topic in Completed Game Mods
Yes I concur, That the rank could be from the country of origin, but they are now in a new international organization. So may be a new one would be a nice alternative ? -
[v25.3 - Ground Combat] Unable to use stun gun on reaper
Ruggerman replied to asdfcyber's topic in Xenonauts-2 Bug Reports
I was carrying the stun gun in my back pack, and as Chris has stated in another question, it could have something to do with the program thinking that the gun is unloaded, if that is the case I will try it again with the stun gun in hand at the start of the ground battle?? -
Back in the 1990's The Xcom of the day, that is the original, you could develop a drop ship that was part alien aircraft buster, and troop transport, so that you could shoot down and then land and engage the alien saviors in ground base combat, so as to do an all in one aircraft. Just a thought, but could be the next level of aircraft design?