Lohengramm
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Lizard spawned inside hay silo with no doors on farm map
Lohengramm replied to Lohengramm's topic in X:CE Bug Reports
It was fairly early game, I've never made it terribly far. The ship must have been one of the smaller ones. -
Lizard spawned inside hay silo with no doors on farm map
Lohengramm replied to Lohengramm's topic in X:CE Bug Reports
Was stuff like this fixed in the map generation fixes in 34.2? -
Xenonauts: Community Edition 0.34.1
Lohengramm replied to llunak's topic in X:CE Release Announcements
Sweet, any estimate when that might be making an appearance? Are you mostly just bug fixing at this point, or do you have more quality of life / modifications in the pipe? -
Xenonauts: Community Edition 0.34.1
Lohengramm replied to llunak's topic in X:CE Release Announcements
http://www.goldhawkinteractive.com/forums/showthread.php/13428-0-34-stable-can-t-climb-on-top-shipping-containers-with-obvious-paths-ramps -
Xenonauts: Community Edition 0.34.1
Lohengramm replied to llunak's topic in X:CE Release Announcements
Do Minor Mapping Fixes include a fix for not being able to stand on top of shipping containers? -
Cop/Security Guard with Laser Weapon
Lohengramm replied to Loki45's topic in Xenonauts General Discussion
Is the subplot about the lab assistant selling your secrets part of that? Or was that a Community Edition addon? -
Mutual Surprise Rule in X:CE vs. vanilla?
Lohengramm replied to Lohengramm's topic in Xenonauts General Discussion
Yeah, I see X:CE has door reaction fire. I think I'd rather play vanilla if it retains XCOM's mutual surprise rule This is a really big change in X:CE if it doesn't work that way in vanilla, and should probably be an option you can change in the settings somewhere if it isn't like vanilla? -
I did a forum search and found this: http://www.goldhawkinteractive.com/forums/showthread.php/10011-Opening-door-should-trigger-reaction-fire/page8?highlight=mutual+surprise In which it seems Ilunak is in favor of allowing aliens reaction fire when you open doors, but Chris is indicating that is not how Xenonauts vanilla was meant to work, favoring the classic XCOM mutual surprise rule? Is this something X:CE changed? Because when I opened an alien ship door with my shield man, he got blown away immediately by a Caesan with a rifle standing on the other side of it. Or did Chris change his mind and make the basic game behave like this too? This is pretty important to know.
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New to Xenonauts - Air Game / Strategic Mode Advice?
Lohengramm replied to Lohengramm's topic in Xenonauts General Discussion
Oh, no I think I see what I need to do Thanks for confirming what I was starting to think, though. -
I did a forum search and found this: http://www.goldhawkinteractive.com/forums/showthread.php/10011-Opening-door-should-trigger-reaction-fire/page8?highlight=mutual+surprise In which it seems Ilunak is in favor of allowing aliens reaction fire when you open doors, but Chris is indicating that is not how Xenonauts vanilla was meant to work, favoring the classic XCOM mutual surprise rule? Is this something X:CE changed? Because when I opened an alien ship door with my shield man, he got blown away immediately by a Caesan with a rifle standing on the other side of it. Or did Chris change his mind and make the basic game behave like this too? This is pretty important to know.
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Would it be possible to do something to make Strength training less micro-intensive? The way it works now is a no-brainer, just load everyone up to max weight before every mission. It isn't a decision point, just something you need to micro-manage constantly since Strength values change constantly (if you're doing your busywork correctly). Wouldn't it be preferable to have a Strength training system that didn't require this busywork between missions? For example, it could be as easy as lowering the training requirement to 50% of your weight capacity (from 90% presently, I think?). Just to keep SOME requirement in place, for appearances Then you don't need to worry about being sure your packs are full constantly after each mission. I don't honestly think this is ideal either, however, since new players still won't know when equipping their team that this is something they should always be doing. Training other stats is more obvious / automatic / doesn't require any work outside ground combat mode, so this stands out for that reason as well. It already trains exactly the same way TU does afaik, with just an additional micro requirement between missions? Since we're already half way there, why not just go whole hog? Make Strength improvements follow the TU formula to the letter and forget about any extra requirements, since those extra requirements = pointless, boring, micro busywork with no value added? Wow. From the man himself. Is this something that could be done in X:CE or would that require a ton of work to not break the game?
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I noticed man-portable Rockets do, and C4 charges do not (well, a single C4 charge did not). Is it possible for 2x C4 charges to break a UFO door? Do Scout Car Rockets break them? I don't know how terrain damage works, do you need to break a damage threshold in 1 attempt, or does the game record damage done to terrain and let you break down wall with multiple applications of lighter damage?
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Does X:CE Change Air Game / Strategic Mode Significantly?
Lohengramm replied to Lohengramm's topic in X:CE General Discussion
Hey thanks! That is exactly what I needed to know -
Oh wow Chris, I'm so glad to hear you say all this. When I heard Xenonauts 2 would be full 3D I thought "but but but the beautiful art work!!!". The clean lines that make your spacecraft POP are just fantastic. I'm no art critic, but I think Xenonauts 1 is a gorgeous game and somehow less "cartoony" than XCOM 2012 despite being literal drawings. You've won me over Where do I pre-order (again)?
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I'm new to Xenonauts in general and jumped right into X:CE instead of playing vanilla. I was looking over the included mod list and it doesn't seem like it does much to alter how air combat / strategic mode works fundamentally, though I'm not sure what the balancing portion might be doing in that regard. It seems in the game I was playing recently that distributing bases to conduct air combat operations is VERY important and you should start doing this as early as possible. It seems like having 2 ground combat ready bases is actually a waste of resources compared to increasing your global air coverage in the early game. Is this true? Is it specific to X:CE or just how Xenonauts plays in general? I'm used to standard XCOM where you don't need more than a handful of interceptor craft to save the world
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Hi all. I'm in month 3 while playing X:CE and I noticed my initial strategy of building a 2nd fully operational combat base (with troops, medical, chopper) is not panning out, even in Normal. I'm still losing funding even North America, where I stood up this second base and have shot down and recovered a Corvette among other things! What is especially annoying, though, is that incoming Corvettes and Scouts seem to be skirting the edge of my Condor's fuel limits entirely on purpose so that I can't actually shoot them down before they run away and my interceptors have to go refuel. I don't doubt I can recover from what is happening eventually and pull out a win in the end, but, I do feel like I approached Xenonauts incorrectly. I'm not sure if this is because I'm in Community Edition or if basic Xenonauts is behind this strategy shift, though. The correct approach to saving the world in Xenonauts seems to actually be more about having 1 "main" base in the early game that you fly ground missions out of, and 3+ satellite bases that exist solely to shoot down alien craft in order to protect your funding / provide more income from air striking all the extra crashes. I'm imagining this leads to the xenos eventually attempting to destroy your otherwise defenseless satellite bases, since you're frustrating all their air operations, but I'm also imagining I have a few months to stand up soldiers and equipment in these satellite bases before that happens. So if I was going to start over, instead of opening up a 2nd full interception & ground operation base in North America at the start of month 2... I should have opened up a base in North and South America, dedicated to 2 Condors and 1 Foxtrot (eventually, for Corvettes and beyond). Then my funding in that hemisphere would be well protected and I could milk air strikes to pay for the bases themselves. My initial base in Europe could then continue to be my main R&D and manufacturing location while also serving to train up my first batch of troops. Eventually I could start to ship trained troops and their gear around the world and step up ground operations to increase my alien materials and cash intake further and further. Hopefully before base raids start being a thing Oh and, it seems to me that because radars are so expensive, it would also make more sense to build a 2nd base than to build 2 extra radars (400k!) ASAP in your initial location. Does this sound like a better approach to the strategic game than what I did?
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Lizard spawned inside hay silo with no doors on farm map
Lohengramm replied to Lohengramm's topic in X:CE Bug Reports
Yeah I saw your sticky. This all happened over the last couple days, before I saw your sticky or decided to report it.