zzz
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Posts posted by zzz
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You must just place your base and the battle begins.
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They add corvette to maps. Now all tilesets have placed corvette targetmap, and basic targetmap itself is there. Now, as I read, they more likely to "autowin" then ctd. Your "issue" is something different.
I'm just about your "there's no map for it yet ". CTD is CTD anyway
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But alien plasma it's energy damage - protection from ballistic don't protect it from aliens, isn't it?
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You can change
VehicleArmour name="FerretArmour"
"Resistance kinetic" from 40 to 400 if you wish, I think this should work
I understand your frustration, just to let you know
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Have the editors been removed from the kickstarter build?
You right.
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35-37 Ap needed to toss a grenade
it cost 20AP if you have free hand, all addition APs is operation with invenory.
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Its always funny looked - how killed drone drop casan corpse. I think Chris know about this - its just placeholder before they get proper drone dieing animation/
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Fighter map
What?
Are there going to be different maps for the same UFO?Yes.
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They can be up to twice much bigger than any of currently exists. I do not know is Chris will making them so big(not sure how to say this phrase). But this possible.
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i shot down a Corvette
There no map(currently) for corvette and so that they always ctd
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"got a publisher, you no indie",
More correct - "Don't have a publisher - you are indie " - its just definition. If you got publisher to you independently developed thing - the thing still be independently developed.
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There list of some spectres and what( as I think) incorrect with them. Maybe something will be useful
FARM
BarnWall_Brick_SW_Corner
state: default
Orientation NW
HP 0
BarnWall_BrickEdgeL_SE
state: default
Orientation none
state: damaged
Orientation none
Stairs_Upper_SW
state: damaged
wrong pivot
StairsSupport_NWSE
state: damaged
pivot change
change - changes between the states
BarnWall_Window_SE
state: damaged
pivot change
BarnWall_Brick_SE
state: default
Orientation SW
BarnWall_Brick_SW_Corner
state: default
HP 0
Orientation NW
BarnWall_BrickEdgeL_SE
Orientation none
Set1_FenceNEDouble
state: damaged
HP 0
shedmetal/shedNE
passable
Orientation none
HP 0
ets...
shedmetal/shedNEdouble
passable
Orientation none
HP 0
ets...
shedmetal/shedNW
passable
Orientation none
HP 0
ets...
shedmetal/roofNW
state: default
HP 0
Industrial
/props/PipePile_NESW
state: damaged
become vaultable
props/WoodPile_Tarp_NESW
hp 0 ( but WoodPile_Tarp_NWSE - hp 40)
props/WoodPile_TarpTall_NWSE
state: damaged
pivot change
props/WoodPile2_NWSE
state: damaged
become passable ( but WoodPile2_NESW - not)
SCRedSE
state: damaged
stopping chance 0%
PipingCornerE
orientation change
PowerStation/PowerUnitNW
pivot change
Office/OfficeWallInnerNE
pivot change
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not generating a crashsite is not a bug, that is working as intended. It's just displaying the wrong message. Escort ships will AFAIK not generate crashsites even when they are by themselves.
Bombers has also been reported to not generate any crashsite so I'm assuming they are escorts as well.
i'm imagine how many times you already said this.
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I am not Chris but
Chris, did you change the amount of AP used per movement?No
it's saying what AP will be left rather than AP used for the move.Yes
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Corvettes might very well carry navigation, but
You not need this for laser weapons and armor, as Chris said - you need Alenium and Alien Alloys for fabrication. And plasma pistol and plasma rifle for plasma technology. All this you can obtain from scout and light scout. But there something what can broke researches, not sure what and don't know is this issue still here.
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So I removed the assets/levelsetup.xml (it should not be there anyway?),
This file currently does nothing. Removing\putting back of this file does nothing with game too.
I'm catch on hidden movement this "Trrrrrrrrrr" sound stuck too.
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I saw something like this too. Three of my soldiers stand in front of alien and drone and one of them(my soldier) was killed durning hidden movement. I heard how he died, but this was "hidden"
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What is suppression will do? Damage to morale or TUs(oh, yes - APs), accuracy?
New bullet spread is looking good.
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I'm not sure if I can call it "freeze", but second Hidden Movement phase during my first ground mission was taking forever,
This is exactly what is here called "game freeze during Hidden movement" And whole thread about this issue.
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Would this explain also why civvies turn around in circles before moving around the map?
It's just how current ai work. Aliens do this too. They can rotates on place, run in random direction or shoot if you stay in front of them It very basic and not very "intelligent" in this moment.
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TThis means that even if you ended up with the same layout of warehouses and plants,It depends from map. It's possible to make map where warehouse can switch to plant or grass, or any same size submap. You place on map just "containers" of specific size. "Container" can contain any count of any submaps with this specific size, and on map load for each "container" copy randomly select sub-map from it contains .
It's not about just "warehouses", but yes - most time it work how you say, especialy for Chris maps, just to save design of map.
Layout of this containers always the same for this map. But you can have any count of maps(layouts) for tileset. Staring position also can be randomly chosen from some of defined for this map.
Old ufos has system very close to this, and it has set of "submaps" to randomly choose from too.
Not sure you need all this explanations, and not sure you can understand what i'am talking about.
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Are they planning to create some maps and it's random on which map you land,
It's work more like this. But there also some randomisation possible in map itself. How much randomisation possible for map depends on map. If you don't understand me - It's can be very close to ufo:eu map management.
Also: Are they planning to add more research options?Add to what? If you talk about (12?) researches available in current alpha - yes - there will be more. If you talk about whole researches.xml - I don't know.
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Can you point, just for me, what exactly you call a glitch there?
If I undestand what you talking about - than I do not understand about what you discuss there(or "what you discuss there about" I don't know how correct) and what try to reproduce. You just need to remove maps/farm/screenmap.xml if you don't like how it looks(it need some refinement). And this is not "Other starting position" - it's other map(farm_C_S1.xml).
With glitch:Other starting position:
Xenonauts and Antivirus Blocking
in Xenonauts General Discussion
Posted
There must be exclusion settings. All antivirus software generally have - heuristics analysis often make mistakes