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Posts posted by Sathra
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Oh, another interesting thing I could try is making alien weapons part of the construction of human weapons (1 per weapon for plasma, and 2 for MAGs).
So a plasma rifle requires an alien plasma rifle to build. Would cut down on end mission income though, since they wouldn't be autosold so you'd have to sell them personally.
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I'm not sure, but I don't see why it would be removed. I think it still in, or at least crouching behind cover seems more effective and alien standing behind cover are a bit easier to hit (rare cases they are standing though)
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*slow trumpet solo*
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So you really want me to add this to my mod?
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I'd like to add the projectile images you've made to my mod, is that okay with you?
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For the last point, if cover was perfectly protective is would be too good (for both sides). It's still pretty hard to get a target out of cover already. Crouching does increase the protective value of an item of cover though.
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Yeah, I'm not sure what that is about. No-ones reported something like that in the bug report section.
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You can remove the image from the game (assets/gui/GroundCombat/hiddenmovement/"hiddenmovementsmall") pretty easily. Its actually pretty nice now, though the screen does centre on black areas with alien activity which can help pinpoint aliens perhaps too easily.
Or it could be your soldiers hearing movement out in the 'unknown' zones, either one.
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Okay, next build with have properly evading UFO's (the various fighters and light scouts), smoke nerf, pistol/shotgun rebalance (less accurate/more accurate) and probably some other stuff.
Till then, I have a question. How are people finding the AK? Good, bad, meh? Its meant to be a 'baby's first carbine' to give some experience with the weapon type, but it shouldn't completely make the shotgun pointless. So the AK is a general purpose short-range weapon with some good suppression on the side, while the shotgun is for close-range murder, and nothing but.
EDIT: Oh, and should I reduce the numbers of 'Defensive' aliens in ships now that they stay in the ship? Its up to 5 easy kills now with grenade use for scouts and light scouts.
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Just the look of it, or that it never goes away to show stuff you should be able to see?
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Oh, I would have been fine is they simply couldn't burst fire. Its just that they really should not be able to at all after being suppressed.
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You can either click on the weapon or press control to go into manual aim mode.
I have no idea what's going on with the rest, since those are bugs or oddities no-ones reported yet.
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The darker section is the base level, with the lighter section showing how much they've improved since being hired.
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High speed nuker. Super MiG that carries 2 high damage ultra-missiles.
It's not been balanced though.
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Try changing the close range hit bonus to 10 instead of 8 in config.xml. Its called 'shortrangehitbonuspertile'. Its working for me. You can still miss, but not a ridiculous amount.
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The cash drain is a bug (its not connected to game speed).
The instant fail is due to that while a dropship is en-route, the mission won't time out. It doesn't pause though so if its timed out but staying due to the 'en-route' bonus it'll fail as soon as the dropship is re-routed.
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I got UFO's to evade properly. Light Scouts can be slightly harder to kill now (I've had a few sorties that ended up with a half-wrecked condor).
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Ah, ok. Fair enough.
Interesting addition nonetheless.
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Its the Air Combat UI I'm talking about. Its set for either 4 missiles or 2 missiles and a cannon. Setting it for 2 missiles would look strange/cause a crash.
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I just made the base score difference noticeable. So you can do the terror mission for a relations boost, or the UFO for the loot.
Might increase the score increase for terror missions a bit more, for a more noticeable effect.
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UFO health might be rebalanced to compensate.
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I'm not sure that there would be enough of a difference between the PDW and Carbine. Unless the PDW is one-handed, in which case there isn't much point for the pistol. Weight isn't much of a concern early on due to lack of armour and you get laser weapons around the same time as major armour (about halfway through Scout phase).

[V18 STABLE Steam - BASE] Game crashes when assigning vehicle
in Xenonauts Bug Reports / Troubleshooting
Posted
Pressing ESC during any dropdown crashes the game. So known, and hopefully fixed in the new UI.