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Everything posted by Okim
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Reaction fire for machineguns Yes/No?
Okim replied to StellarRat's topic in Xenonauts General Discussion
My game seems to hang whenever my MG soldier is about to trigger reaction fire. And it hangs with violent and constant 'tr-tr-tr-tr' sound as if MG fired in infinite loop. -
[V21 Stable Candidate Hotfix 1] Floor block
Okim replied to qdlat's topic in Xenonauts Bug Reports / Troubleshooting
The same floor blocks can be seen in landed carrier mission. EDIT: destroyed main gate/door of the carrier is displayed as a solid and just slightly scratched one, but it does not block LOS or animate if passed through/right-clicked. -
[V21 stable candidate] Alien base layout bug?!
Okim replied to Monifix's topic in Xenonauts Bug Reports / Troubleshooting
I kinda enjoyed these teleporter rooms on small and med bases. I actually imagined them to be emergency bunkers in case of base assault. -
[V21 Stable Candidate Hotfix 1] Floor block
Okim replied to qdlat's topic in Xenonauts Bug Reports / Troubleshooting
The UFO is, btw, the cruiser. And in my case its central room is totaly devastated to the point where i see grass/sand tiles instead of normal UFO floor. Is it ok? I can imagine an impact that could do that kind of damage, but i wonder why alien devices are still in place? Kinda weird to see a drive laying on the grass. -
Well, i kinda know how to replace weapons on planes The problem is that i get no weapons pop up for any kind of plane until i get constructed a new one. And this is not always a solvation. I initially though that this is due to plane bieng refueled/repaired, but this problem occurs even on 'fresh' planes. The worst part is that no save/load fixes this problem.
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Hi. Got two bases with 2 Condors and 2 Foxtrots on each. After the last one Foxtrot was built on the second base - i got a bug. First of all that Foxtrot came into the game with Avalanches instead of upgraded Alenium Torps. I tried to replace them, but was unable to select the weapons. Then i tried to change weapons on Condors - the same result. Just no pop-up.
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OH. I can finally get rid of Desura. That surely are some great news!
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My two cents. You can always go a different way - instead of upping the mass of the clips - increase their size. Pistol and shotgun - 1x1 Rifle, precision - 2x1 Machinegun boxes - 2x2 rockets 4x1 instead of current 1x3 (yes, vertical rockets) Laser cells - 1x3 (long tubes taking both slots in the belt pocket and leaving some space to grenades) Plasma cells - 2x2 boxes (that`s uber weapons, so why not?) In real life a 5.56 30 round clip is 1/2 size of a pistol, so it will be realistic to have these sizes in the game. I would also reduce the size of the backpack. I personally was always confused by the whole idea of the backpack for fast deployment special forces.
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Can confirm that white tiles are present in windowed mode. Saw those on industrial map. The interesting part is that those turned to normal after i minimised the window and spent some time doing other things. On the next industrial map those sub-maps that where present in the first mission were rendered as normal, but new ones where once again white. Again minimising fixed the issue (but only after third attempt).
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The campaign is over now. Thanks to all contributors and participants in game discussion. It was a very interesting and useful experience. I`ll keep updating the campaign with info on rewards and further art pieces.
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This report (http://okimstudios.3nx.ru/viewtopic.php?p=25#25) describes how hex placement and system exploration works in this game. The time of dies with lists are gone. Today players choose speed instead of over-complexity and this is what we have to deal with. Trust me - there once were more events and encounters, more planet types and more stars. Players could built undestructable armadas and colonise everything on the map. But the game for 4 players was more than 10 hours per session. Had to cut many things to make this game playable for the majority of players and get within the 4-5 hours of play.
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Added the picture of the fourth race. These are the Wurmis - the fastest expansionists in the game. Description can be found on the campaign`s updates page here: http://www.indiegogo.com/projects/lords-of-the-stars-board-game/x/2371297?c=activity
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A case for making manufacturing marginally profitable
Okim replied to Assoonasitis's topic in Xenonauts General Discussion
I always thoug of X-COM being not just the shield of the world, but some kind of care-taker that`s goal also contains development and production of new technological prototypes for the whole world. Seems that Xenonauts are something completely different. Probably 1970th have some heavy impact on this I remember a discussion of some requests that funding nations do from time to time (like asking for laser rifles, for example). This idea for Xenonauts appeared long before it was shown in XCOM: EU (the new one), but i feel that it might have been abandoned due to this. -
This combined with missing equipment forced me to stop playing until a new hotfix arrives. And i hope it wont break my saves...
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The third race for Lords of The Stars is ready - the Hivenids. Description and art for these insectoid species can be found here: http://www.indiegogo.com/projects/lords-of-the-stars-board-game/x/2371297?c=activity
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[v18 Hotfix2]Ferret and Rearming bug
Okim replied to Commissar Pancakes's topic in Xenonauts Bug Reports / Troubleshooting
There is also a problem of rearming the rocket launchers. After they fire the first rocket their quick reload icon switches to basic explosive missile (the red one) even if you actually use plasma ones. This effectively negates you the ability to use that icon. It does not happen all the time though. This icon should also open a list of rockets in soldier`s inventory (on right click like grenades do). -
[V18.2 Tactical] Wrong sprite for Harridan Soldier
Okim replied to Okim's topic in Xenonauts Bug Reports / Troubleshooting
A soldier in Wolf armour has no animation for firing plasma carbine.