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Ishantil

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Everything posted by Ishantil

  1. Anyone else still getting AI loops? I reported it as a bug, but I'm not sure if anyone saw it. Any of you guys having that issue still?
  2. I looked at your prices last time. Are any of the producible items profitable? EDIT: I will try it out. Hopefully I can get the sebillians to stop AI looping grrrr
  3. Save games are located in My Documents\Xenonauts You will need to post a link to the file such as Google Drive or Dropbox and paste it here.
  4. Yeah, that's what I was getting at, that the calculation is screwy and isn't working right, thus preventing you from attacking when you do not have the requisite TUs.
  5. I've always wanted to make my own door in a UFO in Xenonauts.
  6. I believe that's actually a limitation in how the implemented the graphics for the UFOs. They aren't tiles like they are in X-COM, but an actual whole graphic. In the original X-COM game, if memory serves, the only way you could use unmodified weapons to damage the outer casing of a UFO was to hit it with a blaster launcher.
  7. The blast fragmentation warheads of the time probably wouldn't work very well against the UFOs. I think that a shaped charge would probably work best.
  8. I disagree, the anti-ship weapons are designed to hit slow moving targets, whereas the AIM-54 was designed to at least hit aircraft. I think it's the right platform. Given the altered timeline, the bugs in the system would be rapidly worked out of the system if it failed in combat. Especially on a small scale.
  9. The amount of effort and stun grenades required to make them in any way useful isn't worth their weight. I simply use shock batons in all cases now. As far as I'm concerned, they aren't even in the game.
  10. When I attempted to use the stun baton diagonally, I had 21 TUs, and it would not let me attack. So the logic obviously is checking to see if you have enough TUs.
  11. Stunning diagonally takes 27 TUs, and it has nothing to do with turning. It should not take 27 TUs to stun a guy diagonally. That's absurd.
  12. I would add that I think there should be a second tier of laser weaponry batteries when plasma weapons come out. This looks like a cool set of ideas, TrashMan. I would be happy to help test.
  13. Ooooh, I misremembered the magazines being 1x2. In which case, the larger magazine I envisioned is supposed to be two magazines side by side. I think the tradeoff of having to reload less often is worth being able to carry fewer magazines. YMMV.
  14. The machine guns have three shots, basically. The original machine gun holds 50 shots. So you go from 50 to 15. What I would do is make it so you needed a bigger magazine (2x2) but that you got 25 shots out of it.
  15. I normally change the BaseThrowingRangeLimit to 4.0. Seems to work pretty well. I have to move to get closer sometimes but it doesn't seem like I have to hug the guy to throw a grenade at him.
  16. When I looked at it in the code and whatnot, I arrived at the same conclusion. Too bad, really.
  17. Sniper Rifle: 55 Laser Sniper Rifle: 75 (increase of 20) Plasma Sniper Rifle: 113 (increase of 38) MAG Sniper Rifle: 170 (increase of 57) Weird curve. Perhaps 80 would be better? The alien sniper plasma does 50 damage, but has 80 mitigation.
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