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Everything posted by Ruggerman
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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?
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[v25.3 - Ground Combat] Unable to use stun gun on reaper
Ruggerman replied to asdfcyber's topic in Xenonauts-2 Bug Reports
You can make it and you can equip it to a trooper, but when you aim it on a target, you don't get the aiming reticule, so you no it want work!! -
[v25.3 - Ground Combat] Unable to use stun gun on reaper
Ruggerman replied to asdfcyber's topic in Xenonauts-2 Bug Reports
That Stun gun has not worked for a number of versions, so I don't make them, I just use the stun batons, they do work. -
V25.3 Stores - CTD again when trying to transfer items
Ruggerman replied to Emily_F's topic in Xenonauts-2 Bug Reports
Another member has inferred that this problem could have something to do with infinite machine guns? just a thought, but I have noticed the same, so I don't transfer. -
[V25.2 - Ground Combat] Sebillian revives itself
Ruggerman replied to Flo's topic in Xenonauts-2 Bug Reports
I had stunned one Sebillian with a baton and the next turn it was on its feet an ready to rumble, but a couple of well aimed laser shots put pay to that. It should have been out for the count, lets hope they have a good, look at that, but it did make the game a little bit more interesting, as in future you would have to put a guard with a stun device, if you intended to bring the alien back for research?? -
[v25.1b] Just wondering about the automed
Ruggerman replied to Ruggerman's topic in Xenonauts-2 Bug Reports
Thank you Chris. -
[v25.1b] Just wondering about the automed
Ruggerman replied to Ruggerman's topic in Xenonauts-2 Bug Reports
I don't know if it works, because, I have not used it for the reason that when you bring it up on the Module screen it show the weight of 12 and the effect is blank. so I am thinking that it is not going to work. if the effect is not shown? -
Is the Module automed supposed to have an effect, as it only has a weight and no effect?
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When you have researched the Regenerative tissue you can then build the advanced med kit, but it don't carry over to the other bases you build, as they can only use the original med kit, and the Advanced is not shown so you can't supply it to the troops in the other bases.
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Thank you Chris!!!
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Can someone in the admin of this page remove, items that are of no way or even slightly off topic, or just adverts for some product.
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[v 24.6] advanced laser shotgun has no ammo
Ruggerman replied to squeezechart's topic in Xenonauts-2 Bug Reports
If you delete the rechargeable laser weapons, and build the first lasers, the batteries are back, and work OK! -
Ref Komandos: this screen should change as you develop better battle harness, if this could be upgraded as you learn more about the tech from the aliens. The lay out really does need to be improved as you advance in the game, and also the weights of some objects need to be adjusted, so they are more like modern equipment, plus they should be lighter with the new materials. There should be a holster and a combat knife at each end of the belt, or a place for the stun baton, and the weapon should be able to be slung over the shoulder for easy availability.with a sling. There seams to be enough room on the screen for this, as it looks, but I know there will be some coding problems, but that is what programmers do!!!
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I think that it would be a good idea, if the amour suites on the inventory scream could be changed as you develop better vest, for combat storage on your troops. I know that would mean a lot of coding, but it would give the game a new dynamic.
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It is easy enough to change those file, when you know were they are, and that goes with the other files in the game??
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[v 24.6] advanced laser shotgun has no ammo
Ruggerman replied to squeezechart's topic in Xenonauts-2 Bug Reports
I have noticed the same, in the armory screen, there is no picture of the ammo, but the weapon now has a rechargeable battery so it probably does not need one, but it would be nice to see a picture of such a device? -
V24.6 Experimental Released (Closed Beta)
Ruggerman replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
The stun gun, did not work, up to hot-fix 4, and it did for 5, but its has stopped again, in that when used by the shield trooper in the second hand, no target site. -
If that much time and effort is put in to a device, then there should be a comparable return, in that it works faster and heals quicker!!
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Yes you can, but at a more expensive price, I am told by Chris, that they will become less expensive when you make the Forge.
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[24.4 Soldier Screen] Armour Count
Ruggerman replied to Ruggerman's topic in Xenonauts-2 Bug Reports
Want I am trying to say is that you only need make one item of either weapons and Armour, as each time you add it to a soldier load-out the counter resets back to one, and you can then add the same weapon or armor over and over again.to all the soldiers, it's like "the sermon on the mount" -
When you are adding Armour to your soldiers the count number only reduces on the main screen, but does not reduce on the the other base screens for the troopers, the number stays the same. If you only build two Armour suites you can fit that two too all of your troopers with out building any more. The counter in this screen is not adjusting the number that should be left, once they are fitted to the soldiers.