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Everything posted by Sathra
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All of my pictures in http://www.goldhawkinteractive.com/forums/showthread.php/5678-Didn-t-find-thread-for-funny-screenshots are from V5 or V5X. Stat increase rates are in gameconfig.xml along with descriptions on how they increase. They should increase with normal play though. Grenades are enormously effective (They can kill early aliens with a single blast), and are very good at destroying most cover. Fighters and stuff are meant to be dodging. They just failed all the time previously, so now air combat requires some thought. Or in my case, staggering missile launches and spamming the dodge button. I'll update the first post with the link for V5X.
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Experimental Build V19 Hotfix1!
Sathra replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
This is not really the place to post bugs. The bug report forum, under Experimental (right at the top) is the place. -
Tried Beta 18: Still needs a lot of work
Sathra replied to Sirandar's topic in Xenonauts General Discussion
No installer. There is a launcher though. But Chris might be right about an incomplete download since the grenade stuff really should not be happening. -
Changing the shot cost for the LMG is troublesome, as its a fixed cost so you end up with veterans being able to throw an enormous amount of fire downrange. A max TU soldier (122 or so) can fire the current MG's 3 times. I always thought of them being SAW's anyways. Though the 'moved' penalty could probably be increased to further reinforce them as being support weapons (currently I think it drops accuracy by 50%). Try not to over-complicate things. Its a game, so there are compromises and the more complex things can be really hard to explain to new players. Case in point: Medkits. Its apparently not at all obvious that they can be charged like weapon aiming.
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The 'power on' objective sounds really need. Major movie vibe. Unlikely it'll make it though (not even sure the game can do this). The various other light sources I can get behind. Would be nice to have some various coloured lights. Rockets have a small chance to causes fires in vanilla I think, and its about flare radius.
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Okay, V5X and V5 both updated. Savegame compatible. Changes: -Pistol accuracy dropped a bit. They were too accurate. -Shotgun accuracy increased a bit to be more useable. -Grenade, rocket and aircraft missile/torp costs increased. Reasonably cheap still, but not throw-away cheap. -Aircraft missiles/torps can now be sold for more than manufacture cost (but not material cost). Just a bit of a boost during switchover. -Flares are cheaper to throw (about 32 base I think). -Smoke grenade smoke nerfed. Alien will now sometimes try to shoot through it. -UFO's can dodge missiles now. -Close range accuracy boosted (V5 doesn't have this, as its not really needed). Might be the last for the 5 series, as the next set will break saves due to adding the class analysis mod.
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Cool. Cool, cool, cool. (Watch too much Community? Never...) I'll have to add it to the next build (V6) since it will break saves.
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No blaster bombs either! And for additional crazyness, no grenades, only HE packs. After about 60-70 strength you can throw them as far as a rookie can throw a grenade I think.
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Didn't find thread for funny screenshots
Sathra replied to sskolot's topic in Xenonauts General Discussion
First terror mission of a new game. Luckily a day mission. Both of these screenshots are a turn apart. I have no idea how I didn't lose anyone. -
Experimental Build V19 Hotfix1!
Sathra replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Fair point raizel1981. Just a bit wary with the poor reception of the new overlay. -
Are they suppressed? (blue icon over the head).
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Well put. Its an interesting point that I never actually noticed from the OG (and I guess it was in TFTD too). Let's leave the floor open for Chris to decide.
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Ground Combat Balance Discussion v19 Experimental
Sathra replied to Aaron's topic in Xenonauts General Discussion
Another thing to add is aliens can fire too much. I've had non-coms fire 2 single shots and a burst (total 60 AP - modded weapons_gc) even though they should only have 50 AP. Is it related? -
[V19X / Ground Combat] Alien vision at night
Sathra replied to Sathra's topic in Xenonauts Bug Reports / Troubleshooting
I mean, it happens irregularly during day missions but its really noticeable at night. -
Steam version CTD while equipping soldier
Sathra replied to Dangermouth's topic in Xenonauts Bug Reports / Troubleshooting
Multiple bases? And are you going to the base from the geoscape by clicking on the base icon, or through the base tab? -
Yeah...smoke grenade smoke is too good at the moment. Aliens refuse to fire into it for some reason. Trying to test the value needed, but its not going well. The Carbines (including the AK), shotgun, and the pistol and shield combo are all good for breaching UFO's. My strategy at the moment is 2 people with shotguns/AK/carbines (depends on map if I use the shotgun or AK) and 2 with shields. The rest are general combat with mostly rifles, an MG and a sniper. They stack up against the door, shields first and crouched. When everyone is in position, open the door and go mad with autofire, grenades, advance forwards for point-blank shots, etc.
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Wait, terrible idea. You'd end up being able to make pretty much nothing but Magstorms and plasmacasters due to the sheer number of heavy plasmas. Really wish manufactures.xml allowed (OR) statements now
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German is close enough to the English in this case. Ansitropic(?) filtering is the English I think.
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Both have been brought up recently, though its good to have a thread specifically for the lighting.
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Ground Combat Balance Discussion v19 Experimental
Sathra replied to Aaron's topic in Xenonauts General Discussion
Yeah, I'm trying to rebalance smoke grenades downwards in my mod so aliens will actually fire through smoke. At 30 they simply decide to never shoot, even at under 10 tiles range. I.e. Basically, throw a smoke and breach, and as long as you stay inside the smoke you are completely safe. As for stun batons, they work pretty well. 2 hits to stun a Sebbie non-com at full health. Its just getting into melee range with 30+ TU to smack it down that's the hard part.