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Everything posted by Amiga4ever
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Weapon Editor - The Quartermaster's Armory
Amiga4ever replied to Quartermaster's topic in Modding Discussion
I found this information then I edited my post )) I see U saw it before. Anyway thanks for help -
Weapon Editor - The Quartermaster's Armory
Amiga4ever replied to Quartermaster's topic in Modding Discussion
Nice work ) -
It won't be this week I think. Maybe 1-2 weeks. And I'm also curious what can we expect in new build.
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Hmmm for me new system is perfect. Yesterday I played UFO 1 and after watching ai combat I miss xenonauts combat
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I'm happy to hear that:D Next release will be awsome.
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Delete it under windows. c:/user/documents
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Every time when I attack scout it generates crash site. I use 2x sidewinder + canon Corvette - 4x Avalanche Fighters never generates crash sites ( they explode in the air ) I like Air Combat. Especially when Corvette has 2x fighters. Nice fun
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Right...where's vehicle indicator?
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Its mean theres nothing to recover. Ufo is destroyed in pieces like very small ufo in first Xcom The only issue is with information. Every time is "UFO destroyed" and sometimes should be "UFO crashed". Information about ufo destroyed should be only when there is no crash site. I hope it will be fixed in next release
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Believe me every day I have hope to see information v 9.0 released Since 2 weeks I didn't play any other games than Xenonauts - madness
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I have one more suggestion about the differences between UFO crashed and landed and here's my thoughts: - in crashed UFO most of the aliens should be inside or around the damaged UFO. Some of the crew could be dead already (about it I mentioned before in other thread). Because we sent chinook asap Aliens didn't have time to disperse around also raumatic shock slowed their - in landed UFO most of the aliens "doing research" around and only guards should stay inside UFO Rest we need to find "and kill" outdoors What do U think about it?
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Chris mentioned about it but didn't say when exactly
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Build 9.0 comes close
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Combat GUI Update (feedback please)
Amiga4ever replied to Chris's topic in Xenonauts General Discussion
Maybe you are right. We need to see in practice how it works Honestly I can't wait.....- 117 replies
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- ground combat
- gui
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Combat GUI Update (feedback please)
Amiga4ever replied to Chris's topic in Xenonauts General Discussion
Somebody mentioned it already about button to end turn for current soldier and I'd like to see it too. It's very useful option.- 117 replies
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- ground combat
- gui
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(and 1 more)
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I'd like to see option to removal whole equipment from soldier in base by one click. EXAMPLE: Maybe somebody mentioned about it already....
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[v8.9 Research] Cannot get to laser weapons
Amiga4ever replied to lensmanx's topic in Xenonauts Bug Reports / Troubleshooting
Thanks. I forgot about it:) and what about Wolf Armour? I don't see it as well. Alien Navigation is researched allready -
[v8.9 Research] Cannot get to laser weapons
Amiga4ever replied to lensmanx's topic in Xenonauts Bug Reports / Troubleshooting
I need advice. I researched: Allenium Alien Alloys Alien Alloy Fabrication Plasma Pistol and I'm stuck. I have in store Alien Power Source and Plasma Pistol Clip I didn't make save during research in progress. How to force Alien Power Source to research? -
[ v.8.9 ] Intercept bug
Amiga4ever replied to Amiga4ever's topic in Xenonauts Bug Reports / Troubleshooting
I agree. Most of the times it happens with alien fighters -
For me is perfect enough I can't wait to try it.