-
Posts
447 -
Joined
-
Last visited
-
Days Won
10
Content Type
Profiles
Forums
Calendar
Downloads
Everything posted by Ruggerman
-
In some of the games I have played, Yes one or two Civi's, get mind controlled, but that is limited to how many Physic-Amps the aliens have, which would and could not be all of them at once, and for shear panic you would get a couple more, but you would think that they would make there way to the path of lest resistance, and not into the Danger Zone! Some times you could get the John Wayne type, that would, if armed take on the aliens, but how many are there in the general population, a hand full at best. As a distraction to the game, they do get in the way, which is all part of the confusion of battle, and get in the line of fire, and it could be interesting if when they get wounded you could render assistance, and save lives, but with that you would expect them to make their way out of danger, for the majority, some as we have noted will be confused, and run in all directions. It is a balancing act, trying to simulate battle and making that within the confines of a computer game. All the very Best, in the endeavor!!!
-
[23.5b Strategic] Labs and Workshops
Ruggerman replied to Ruggerman's topic in Xenonauts-2 General Discussion
Thank you Alienkiller, then we all must wait for the next version?? -
Is it me or am I not seeing the whole picture, as if I build workshops in each bases, they will produce equipment for that base, and they can be different production at each base, and it can be transported to other bases, but with Labs they only seem to be able to work on one project at a time, and there for not different ones at each base, is this intentional, or a bug that has not been recognized, and will be addressed at a later time, or is it intentional.
-
This was the End game mission, the other, was a late game Alien Base Mission, Yes I know that they are probably still working on the Final End Game, so I am not surprised, it is just that it is a bit Lame at the moment.
-
The End Games is a little under underwhelming, as it is just an Alien Base mission. I know that and I hope that this is only a place holder mission. As it would be nice to have a layered number of mission to get to the end. Also with the Valkyrie Drop-ship, it does not fit in the Alien base mission, as I had one of my troopers stuck in a wall, and this is probably why I had to move my troops back to the Dragonfly, so as to fit in the End Game Alien base mission.
-
I would like to know why, and even in a panic, the civvies's would run into danger, and not away, Yes one or 2 might, but most would flee away or to safety, like behind our troops or to our aircraft. You would not think that, unless armed, would go any way near the alien space craft, and certainly not into the jaws of death???
-
If you save a game, and try to load it later, it show a dialog box the the saved file is not comparable with this version???
-
[23.4 Stratagic] Number of Engineers and Scientist
Ruggerman replied to Ruggerman's topic in Xenonauts-2 Bug Reports
Thank you Chris, that looks like it will do just nicely. -
I don't no if this a bug, but there is a very limited number of Engineers and Scientist available in the game, as I have tried to max out both in the early bases, but when you build new ones, you are informed via a dialog box that there are no more Engineers or scientists. Why is there a limit on these resources?
-
[V23.4 - Cleaner intel mission] - several issues
Ruggerman replied to Emily_F's topic in Xenonauts-2 Bug Reports
The mission ended after I eliminated all of the cleaners, just like all other missions. -
V23.4 - Advanced medikits don't work
Ruggerman replied to Emily_F's topic in Xenonauts-2 Bug Reports
I concur with Emily_F as they have not work for a number of rev's -
[V23.4 - Cleaner intel mission] - several issues
Ruggerman replied to Emily_F's topic in Xenonauts-2 Bug Reports
I found all 23 golden Desks, but at the end of the mission there was no intelligence to be acquired, nothing at all, so I don't see any benefit to the mission. Also when the troops arrive back at the base they are minus some Armour and weapons like stun batons. -
If the gas grenades could be brought in with the advanced stun phase, or that and another research project, then we could have them, but it would take longer to acquire them, and then they could be available for then Grenade launcher.
-
Thank you for the up date, I will like forward to seeing them as I progress through the game. Thank you again.
-
What happened to the Gas grenades, they seam not to be available, which makes it a bit hard to capture aliens alive!!
-
If we are talking about skill sets, then weapon proficiency for a number of different weapons i.e. (grenades, pistols, Rifles, LMGs, the use of Hand to Hand weapons, and the new Alien weapons) to name a few. As well as the use of other equipment??
-
Soldier Inventory System Suggestion
Ruggerman replied to jeffQC1's topic in Xenonauts-2 General Discussion
This is something that I would like to see implemented, as the lay out at this time bares little in what could be describe as functional, in a military sense. Could there not be another layer of battle dress, that one could wear, with extra pockets for equipment storage. -
[V22.5 Ground Combat] Colossus Animation not working
Ruggerman replied to Ruggerman's topic in Xenonauts-2 Bug Reports
Thank you Chris, Hope these files are what you need. output.log user_shon-165.json -
[V22.5 Ground Combat] Colossus Animation not working
Ruggerman replied to Ruggerman's topic in Xenonauts-2 Bug Reports
I am not sure were to get the files you would want me to provide, but I will try these ones, hope they help.? crash.dmp error.log output_log.txt -
If you create a soldier type with a long name, it will stack the name like with Emily_F picture!