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Everything posted by Sathra
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Most aliens can't survive two sniper rifle (of the relevant tier) shots anyways. And I don't have a good enough handle on exactly how much armour degrades per shot either. I think its only a small amount, and the random damage makes it hard to tell. Not too concerned overall, and the pistols are pretty good weapons already.
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New version, at present only for the Stable build. I'll add one for experimental once I understand the changes to resource income (alloys/alenium, or if someone posts them it would be faster). It doesn't include the air combat rebalance of V5X.2. Changes: -All advanced human infantry and vehicle weapons use components of broken down alien weapons. The manufacture project to break down an alien weapon unlocks after the weapon is researched. Also provides some alloys. -Manufactured weapons cost less cash to build. -Scimitar and Hyperion use alien weapon parts (as they are built with pulse laser as standard) -Aircraft cannons now need alenium to build as well. -Slight drop in sale price of alien weapons, to vanilla standard due to -> -Alien Corpses are sold for money -Alien weapons now need to be manually sold, or broken down for parts. -AK47 has a new image (Thanks to WalrusJones). Minor damage boost. -New projectile images thanks to Lightgemini -Alien Analysis mod thanks to Max_Caine and A333 Link here: https://www.dropbox.com/s/rr5joukaewfx8qz/Sathra%27s%20Mod%20V6.zip Probably best to start a new game with this. Might not crash if you don't, but stuff won't unlock properly.
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Its weak due to all sebillians having armour. It works very well against Caesans, due to their slower armour progression, but with the lack of accuracy and the weirdness of how missed shots work, 2 bursts can really struggle to kill a Sebillian non-com. The shotgun is just better to use in most cases (due to the sheer number of sebillians you fight). Only a minor boost though (5 points), so its a weapon that can be used instead of a shotgun, but obsoletes faster.
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Laser tech infinite once in mass production.
Sathra replied to MisterLock's topic in Xenonauts General Discussion
This can be done, it would simply require making a second copy of every laser weapon with a new name (MP Laser Rifle for example) and having that be unlimited, and doing a replace function when plasma is researched (like with grenades and missiles). Wouldn't get rid of the manufacture option though. It would also require having spectre files for all the new laser weapons linked to the sprites for the normal laser weapons. -
I haven't changed it since I added it, so the version you've already got is current.
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Its not actually the graviton part though. I considered have that as an item, but it'd only be used for plasma weapons so it'd be useless for most of the game. So I just went with the Heatsink instead.
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Its been reported a ton. Long running bug that is being worked on.
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- air
- air combat
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My first JA2 experience was with 1.13, and I did quite enjoy it.
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Yep. Still trying to decide if I should name it something else besides AK-47. I'll bump the damage up a tad too, since it has real trouble with some of the early aliens.
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I armour all my shield guys. Since they generally act as mobile cover for the assault troops that follow them around, the low TU's aren't an issue. I just have them slowly stumble around the map till they get to the UFO, then they actually do stuff. When they get experienced though, they become damn effective.
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I'm guessing its in terror missions against Sebillians (lizards). Its the Reapers in that case, and this http://www.goldhawkinteractive.com/forums/showthread.php/5587-Infinite-Hidden-Movement-temporary-fix provides a fix.
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I think the damage from stun batons might be affected by armour as well. And in vanilla, they just have tons of health, so 55 stun damage isn't much by comparison.
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Hmm, thermal reductor sounds pretty good. Gives the jist of what it does, while at the same time being vague.
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I think that's a bug with the basic game. Mission aborts when saving during a ground combat mission. Its been reported in the bug reports sub-forum. V6 will include this: http://www.goldhawkinteractive.com/forums/showthread.php/5961-So-I-need-some-input
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V19 Experimental Build 2 available!
Sathra replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
There is a hyperwave-like room in the game, but due to bugs in alien bases you can't get the item needed for it I think. Also in HF2 very few ufo's have armour so the reduced damage isn't as much of a problem. -
Using medpacks in GC can bypass recovery time
Sathra replied to Amonchakad's topic in Xenonauts General Discussion
Known bug. -
Nah, the X builds are for experimental. V5 is the mod for the stable build. I'll be releasing the next version (V6) when I'm not sick. Because, ugh...
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Ah, DPL's made the game so easy. So many aliens were equipped with them, so reaction fire barely happened.
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gameconfig.xml.
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V19 Experimental Build 2 available!
Sathra replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Riot shields have a bug where they will crash the game if you stand over one and open the inventory. The bug where you can't click on the tabs can be worked around by clicking on the 'build new base' tab, then right-clicking to cancel. -
Nick Parker?
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https://www.dropbox.com/s/f3c8n76wsc1xzyx/Sathra%27s%20Mod%20V5X.2.zip V5X.2, with a first run of air combat balancing. Basically, 2 of a missile of the same era as a minor UFO will kill it instantly. Minors can dodge though (so the various fighters and the light scout). 2 Torps of the same era will take out a capital ship (everything else). Craft cannons do their best damage against the same or lower era UFOs, and do only small amounts of damage vs higher UFO's. If a cannon is two eras behind it will probably do no damage. UFO's got a major health drop, so combat should be faster. Also added Alenium costs to aircraft cannons and dropped the alloy cost. If I screwed up something, or you can give me a list of the resource income for the various UFO's that would be really helpful. Still sick
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Yeah, usually best to start a new game. Laser weaponry requires alien plasma tech, alenium and alien alloys in the mod. There's a tech gap after Corvettes though, but you should be able to get alenium explosives and laser tech.
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V5X.1 still needs some work. Getting my head around the changes. V5X.2 will have air combat rebalanced to be a clearer progression. A single unit of alenium torps or missiles should be unlimited effectively, or was that changed? In V5 (for the stable build), you get so much alenium that its only really a concern early on. You get Corvettes for a long time, so you can build up a good stockpile.