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GreySciTe

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  1. Reminds me of TFTD where you have to get a live Ungetüm Terrorist (i don't know the english name. The one spitting green stuff and you need for aquaplastic armor) to get psionic stuff and later that alien won't appear anymore.
  2. Just have seen the first episode and i can say, it's all about self control
  3. Is the moral system already implemented? Because i never recognized an alien to panic or flee. Even when i mowed down a lot of aliens in alienbase missions in a short period of time. Going berserk should really be in the game because thats something you lovehated from the old games. I love to remember when i did a grenade chain and one guy went madmax and killed one of those grenade guys. The following chain reaction killed half of my team.
  4. Thats good to know. I first didn't understand what you meant with getting the HF because i had it already. But with erudans comment i understood.
  5. It would generally be nice if you could unload a weapon in ground combat to safe ammo in some situations where you have only a few shots left in the mag but need a full one for advancing.
  6. I also had this bug. My savegame https://dl.dropboxusercontent.com/u/37127593/18.3%20HF2%20Terrorexit%20bug.zip
  7. It is more an update than a new thing. I just want to report that that old bug with an aircombat in the background(invisible but you can hear it) to the original aircombat still occurs. The game crashes after the combats are finished.
  8. The one for MAG ammo doesn't work. What is the right command/text i have to insert? The others for Laser and Plasma did work. The shockgrenade didn't but thats because i already researched it i think.
  9. So the last alien will be a kamikaze grenade bomber that throws a bunch of explosives at our beloved troops in its dying breath
  10. I think you get a small TU bonus if shooting at the same target. Or am i wrong? Does it already make a difference if you kneel/stand? If no it should.
  11. And please don't forget that friendly NPCs should also react reasonable. For examples NPC soldiers could take cover. They are most of the time standing in an open field at the moment. And some of the civilians should go panic mode while others can run to a saver place like the chinook and wait there in a corner when they see xenonauts. And when they do so it would be nice if they try not to run in front of your guns protecting aliens like bodyguards.
  12. That could be arranged if there would be my proposed automated factory solution. Automated Laser Ammunition Factory/Automated Plasma Ammunition Factory/Automated MAG Ammunition Factory Each factory offers unlimited ammo of that ammo type to all bases. So you can outsource it to a pure production base or sth like that. This ensures that you won't have infinite ammo at once because you first need ressources (money and perhaps alien stuff) and building space and then have to wait until it is finished. Also it has a monthly cost so you can't argue anymore that ammo is free. Another option would be to ad a new research project like "Technology Trade Treaty" which means that xenonauts start to trade their new technology with earth governments. In return they provide them with advanced consumables like ammo/explosives.
  13. Grenades should also have an indicator like guns where you can see what is maybe in the way. It is very hard to estimate if a corner is in the way or not. Also the thing with throwing over obstacles is annoying atm. Last terrormission my guy wasn't able to throw a grenade over a park bench(the ones with table and two benches) 3 tiles away from him. Blinding grenades should have a larger area of effect. Atm i can't barely use them to protect my soldiers because to throw them accurate enough that they work i have to move my soldier into line of fire anyway and have to hope that the reaction fire misses.
  14. Maybe not the same but it has also electonic in it Is there a bug with researching electroshock grenades? Because i did research it and i can't find them anywhere.
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