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Pave

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Everything posted by Pave

  1. --- (( I am I am just re-confirming things that has been already confirmed. But a report is still a report. )) --- Did another run, which is worth separate post. There was an obvious goof-up from my end to get my shotgun-dude killed seen in the record-file. (( What I did was to try rushing a target without reloading the gun first; oops. Maybe in future we can make empty-guns more visible in the UI. )) I can also confirm the one specific Psyon being far too accurate. But also seemingly the reaction-shots indeed have accuracy enhancements, because basically the aliens couldn't even with a "barn" during their normal-shots, but their reaction shots hit super-long-distances alongside through pretty much a rock cliff. Here are couple of screenshots with wonky "projectile-paths": recording_6.rec
  2. --- Nothing too majour to report, aside maybe for the suspiciously deadly reaction-fire-shots. Otherwise my "stay-back-behind" strategy helped keep my machine-gunner and sharpshooter / sniper alive this time. I've attached a replay-file just case for analysis. Also, really liking (all) these models so far, they really look beefed-up (a pun was intentional, yes). Really liking the "theming" in which different rank of aliens now seemingly are going to have their own "doll-model" instead of just being colour-swaps ( well, some of "Xenonaut 1" alien-sprites wore-helmets, but here we even have unique movement animation and such too; I for one am really excited to see the future animations). "Bulk-Sebillians"-specifically could perhaps have slightly more "weight" to their movement, as in not being quite agile (like their step they take has a clear "thunk"-noise and maybe raises some debris). And maybe their voice could be a bit more lower-pitches, deep bellowed-growls / grunts / *fitting-low-pitch-sound* or something making more like "dragons" (( I didn't use the word "dinosaur" because that literally means "terrible lizard", and could be confused for the "bad" instead of "terrifying" )). In future the lower-rank "slim-sebillians" could perhaps "scurry" around a bit (I am kinda imagining how "basilisks" running over water) while not looking too goofy. --- --- --- recording_5.rec
  3. --- While true that "Xenowar" is available on Android-devices, I personally share the similar opinion / agree with this reply @Chris made when asked about IPad-ports: Depending on final optimized-version of Xenonaut-games though, you might consider getting either "Surface Pro" or "Eve V"-device, since they're practically "laptops" with touchscreen capabilities (and more). And even then, one needs to remember the ground-combat-mission-sessions take usually +20-minutes each if one really concentrates on them (many of the larger sessions lasting hours non-stop). --- --- ---
  4. --- It's rather random, in my experiences. Sometimes I've been able to make the mod-loader-thing not ask about reorganizing the mods when I manually arrange something for jst (and to make sure none of the Steam-subscribed mods aren't out of date, like was the case with "Fix Pack" initially). Just to be safe, let the mod-tool re-organize the mods every time. --- --- ---
  5. --- In other words, unlike in "(Open)Xcom", you don't get to "sell" the corpse or live-captured-aliens. Upside to this is that the "artefacts" sell for much higher prices in comparison (which you can of course also adjust by yourself via the XML-file, if you want to). In other words also, you won't able to sell corpses as burger-ingredients in this game. (( A semi-reference to "Terror From Deep Guide" by "Kuo-Sheng (Kasey) Chang", which I actually though to be the "official"-strategy-guide!, and can be found here: http://www.xcomufo.com/tftdsg.txt )) --- --- ---
  6. --- This is a very obvious "shameless-self-promotion", but I'd say I did a decent and quite "objective"-summarizations between "Xenonauts" and "(Open)Xcom": http://steamcommunity.com/id/PaveMentman/recommended/223830/ ( The link above contains a link within itself to further details. ) And for the sake of "collection", here is another link of my general opinion on "Xenonauts": http://www.goldhawkinteractive.com/forums/index.php?/topic/14301-january-update-planning/#comment-159387 A summary of mine being: "Xenonauts 1" was a nice and fun streamlined "(Open)Xcom" both in good and bad-ways. ...But the worst thing is the lack of charts / graphs / statistic / records / spreadsheets /*anything-that-is-collection-of-numbers*!!! Other than these links, I personally don't right now have anything extra to comment on this thread. --- --- ---
  7. --- You might want to add the "replay"-file too in order to make the bug reporting a bit easier, alongside posting on the current-version-patch-notes: --- --- ---
  8. If I recall correctly, the "Community Edition" of "Xenonauts 1" actually made it so that you could blind Sebillians with "incendiary Grenades", since they were unaffected by "smoke". So maybe instead of just having drawbacks or advantages, it could be a "plus-minus"-situations. E.G. Sebillians indeed slower and seeing far better during night due being cold-blooded and having natural heat-vision. And during daytime faster movement, but maybe worse sight depending on the heat-sources (incendiary and other sudden high-heat-sources could possibly temporarily stun Sebillians or cause other effects related to spotting and accuracy). --- --- ---
  9. A work-around is to "remove the walls", as I wrote here: http://www.goldhawkinteractive.com/forums/index.php?/topic/14283-xce-0342-cruiser-ufo-roof-turns-into-wall-due-telepads/ --- --- ---
  10. I'd say these two comments are relatable: It's as if this "officer"-units has a hard-coded "insta-kill" ability because no matter where you place your Sniper and Machinegunner (in this same order), this unit will try and kill these first, unless there is several riflemen or shotgunners, and even then "the officer" might completely ignore them. In other words, this specific unit is "biased magic bullet"-wielder (of "Der Freischütz / The Marksman / The Freeshooter"-fame). First an image showing where the officer is / was, alongside the obstacles in between (notice the dead sniper at the bottom of the screen). Image above same but without trajectory / bullet-travel-lines. Here is a replay-file in which I more or less reproduced this: recording_4.rec --- --- ---
  11. Just to be sure: This means you'd have to have the "Error Reporting" enabled in order to allow the game to make these "record"-files to begin with, right? (( I originally thought this was to allow submitting "crash-reports"-automatically. )) Also, this is a semi-recent addition, since I've had the setting allowed since the first time I tested the demo (around January 2017), so far I only have couple of recordings. If is the folder automatically purged after each "majour non hot-fix"-update? --- A test record-file: recording_2.rec --- On a side note, could this mean we might possibly get a replay-feature similar to seen in "Frozen Synapse" for example? --- ---
  12. --- Alright, this is far too humorous to me, and I can't resist writing this: Just a fair warning, this is so heavily opposite of hard-sci-fi (I think), and I primarily write this for humour. Also, this is super-quite-off-topical. --- Here goes (thanks a lot, "humoncomics"): Xenonauts 2 - The Ultimate Finlandization Simulator Play as Urho Kalevi Kekkonen, the king of Nordic Aliens, to prevent Cold War turning into a Hot one. From his speech just before the invasion begins: The "Extreterrials" have finally found us, and now they are driving us from this planet too. They already succeeded driving us off from the Pleiades, but this time we are more prepared. For our look-alike-brethren do not deserve the same fate we already suffered. Even if only for this planet, we must show these invaders they are no longer in rule / have gone too far... --- In other words, these extraterrestrials are your everyday maliceful tormentors that just lives off / on(?) the energy produced via misery until their target dies completely after which they move on to next target. And un/fortunately to Earthlings, the Pleiadians just resemble earth-humans a lot, especially with very minimal modifications done little by little past ten-millenniums or some similar amount of time (hey, it's simply possible the ice-age was just a "cover-up"). (( Now you have a reason why the extraterrestrials do things "slow": It's all about "milking as slow as possible" by torturing for their target as long as possible (but in case of Earth, they can't tell instantly the difference between Pleiadians and Earthlings, hence they "probe"-around).)) --- ...Or something like that; I haven't even participated in the matriculation exams so I am fairly certain someone could write something far more inspirational (and actually "deliciously-motivational")...Or otherwise something good / better... --- --- (( I really have to say this was really refreshing "mini-novel" in comparison to semi-obvious "Men In Black"-things such (and for the record, the animated-series is still excellent, and I do mean really-really-good). Also if it wasn't too obvious already, I had too much fun writing this since I am a blatant lunatic.)) --- ((( Yeah, I semi-apologize if I am going too far with the "Finland-talk", but I simply couldn't miss this opportunity to write under inspiration alongside publishing the writing at least somewhere. ))) --- (((( *Also insert something about Tau from "Warhammer 40K" and "Karhu" and related things from "Battletech-universe / MechWarrior Dark Ages"* )))--- --- --- But seriously though, interesting ideas so far, even the "tripods" and the other references from "War of the Worlds" --- --- --- ...Still reading? Here are couple links to those / that drawing I was semi-referencing to: http://humon.deviantart.com/art/Aliens-Everywhere-325649606 http://humon.deviantart.com/art/Nordic-Alien-designs-533479877 --- --- ---
  13. In my experience, it currently works identically to "level / height"-thing like in "Xenonauts 1". I.E. you can remove "roofs" and other "high-level / floor" obstructions (E.G. the treetop-leaves). It's not an actual zoom-in or zoom-out as one might initially think of the "camera-level"-thing supposed to be. (( At least this is according to my observations and experiences; we'll probably get a proper zoom-function later. )) Should be the "Q" and "E"-buttons to do this. --- --- ---
  14. A bit off-tangent comment from me, but I'd say my "reports" should be a decent indication on this topic (since I played through on "Shareware"-version of Windows 10 Pro). (( And "Shareware" is to comment that it is the official-installation with the "Media Creation Tool" but it just hasn't been "Activated" / Purchased (well, I was eligible for the genuine upgrade from "Windows 7 Ultimate", but I had to re-build my computer and the reactivation on my account semi-malfunctioned (it shows up registered, for for whatever reason is not able to fetch this data); I'll just wait until I am able to buy a brand-new license-key)). The only "drawback" of this shareware-version is that I am unable to do some cosmetic changes (E.G. change the desktop-wallpaper). )) --- --- ---
  15. --- I'd say it is worth mentioning that the rampant log-out-syndrome has ceased for now; I've stayed logged-in these forums for past few days in row now. Worth noting that I haven't done any other changes aside the automatic-updates Windows 10 (Pro) does in background. (( And I don't recall any "major"-updates on the Chrome-browser either (because that usually would reset the cookies and other temp-files on my end). So it is hard to say if this was all a "hiccup" in this iteration of "Invision"-forums. Or maybe something has been done the in the background of this website. --- --- ---
  16. Oh yes, I am aware of the CTRL+Shift+V shortcut-option too (in fact, that's my primary way of copy-pasting-things over here too). I would still prefer to able to remove the formatting right inside the "reply-boxes" rather than needing to sometimes to copy and then re-paste text due some glitches (like with the aforementioned hyperlinks), or generally having the a lot less hassle-free option (that button is extremely useful for removing the "hidden" bold-field such for example, since we only have the "WYSIWYG"-option (instead of also having the option to see in "plain / raw-code-text"); maybe that's just being quite "old-school" in that regard. --- --- ---
  17. --- (( I wasn't exactly certain where to post this, at least I've told about this somewhere. )) --- Like the title says, these forums seems to logout me constantly and completely randomly. And this the only forums where this thing keeps happening; I still have "cookies" that have kept me logged in for months (for now) elsewhere. This rampant "logout-spree" has been going for ~2-weeks now and the logout-frequency has become almost 0,5-hourly now instead of just a daily-occurrence. (( I am using the newest-version of Google Chrome; I have yet to test if this happen with other internet-browsers. )) --- Another thing is more of request: I've like to a "remove formatting"-buttons to the "what-you-see-is-what-you-get toolbar", so i wouldn't have to ned to copy-paste my written text elsewhere i order to remove accidental formattings (E.G. especially case with the hyperlinking). --- --- ---
  18. Yes, and theoretically players with either Buzzard or Sentinel (or any other flight-capabilities due mods and such maybe) should be able to stand and shoot on those spot too. "Theoretically" because I didn't get to / didn't have enough time / interest to try it out. But generally the "standing"-rule should apply identically to both Xenonauts and alien-tokens. --- --- ---
  19. If you are hinting about enhancing the "Suppression"-mechanics and such further, that is indeed something nice to see sure. What seeming @Chris was saying though was that the spacious / tight-corridors could become a little too difficult to breach-through than what they already are (primarily due the camping habits and "100%-Time-Unit-precision" when aliens operate / chugs grenades (at in the case of "Community Editions"). (( I've more in in-depth with @Charon elsewhere with this "Alien-Intelligence" on the following thread: http://www.goldhawkinteractive.com/forums/index.php?/topic/14299-how-do-people-assault-ufos-in-this-version/ )) In the end it would be a quite a balancing act to making "not cheating AI" and "not too well fortified UFOs", I believe. I'd personally just see more "organic" and fun AI than "just too good". And I'd say the AI should take the priority over the heavy-weapon-placements and such. (( Although, the developers are free to do things they want to do them; just my opinion on this whole thing in general. )) --- --- ---
  20. I personally have yet to try the "X-Division"-edition (waiting for the "Community Edition"-update and maybe also the "X-Pansion-pack"), so I've to try any of the more "advanced-alien-intelligence" in this game. However, at least in the "Community-Edition" sometimes strayed-aliens that were hiding close enough to the UFOs denied my 5-turn-victory-condition, so I afterwards always send at least two solider to check the entrances just in case (or left some of the already wounded to guard there). --- Regardless though, tactical-choices in any video-game (or in everything) are limited by the amount of available mechanics. for example since in Xenonauts (without mods) you are not able to breach / destroy the outer walls of the UFOs, that already limits players to "exploit" the Suppression-system in this game (primarily, that is when trying to barge into "camp-rooms"). In a away, just like even in (Open)Xcom, all the tactics eventually just becomes a "routine". But then again that kinda is the reality ("Swat 4") being a rather good comparative example in relation to procedures, real-life and such too.) --- Since "Xenonauts 2" apparently is going to be more more of experimental of the potential (real-)Xcom-games can become (for example, adding more in-depth relation-systems and such), it will be interesting what sort of new complexities we (since we players are going to help) are able to bring to these markets. "Xenonauts 1" was meant to be a modern clone of (Open)Xcom (at least this is how I've understood), and for the most part it was surprisingly good and unique to stand spart from its "grand-father". --- --- ---
  21. --- (( Fore-Note: I've been playing the "Community Edition 0.34.2" which might have some adjustments in this feature I might not be aware of, because I haven't delved too deep into every-single-change of this edition. )) ((( Also I tried searching and the only relatable thread I've found was this one: https://www.goldhawkinteractive.com/forums/index.php?/topic/12291-what-is-the-tu-for-throwing-grenades )) --- So is there any drawback in using the "Grenade-Quick-Slot?" aside (maybe) for the extra 8-time-units if both hands are full when using the Quick-Slot to throw grenades? As far as I know, the (default) Time-Unit-consumption for throwing a grenade is 50% regardless whether one throws them "off-hand" or from right from the "pockets / belt / backpack". In fact it seems it is actually more cheaper (Time-Units-wise) to use the quick-slot than move around the grenades in your inventory to ones hands: <HandsFreeingAP>8</HandsFreeingAP> <HandDragAP>12</HandDragAP> So if my calculations are correct: - Using Quick-Slot uses: 50% + 8-TU when hands full Whereas: - Dragging Grenades to a hands and throwing the grenade uses: 12-TU + 50% So by default grenades in hands (already) when thrown uses 4-Time-Units extra at minimum (in total) than just simply using the quick-slot. --- Have I understood this thing correctly? Feel free to correct me if my numbers and other assumptions on this thing are incorrect. --- --- ---
  22. --- This spot of the rock right here: A shotgun-person cannot hit him at all point blank due "invisible wall". But a person right from the other side of the rock can freely hit the alien through the rock. Also the alien was spotable from the other side of the map from almost get go, so methinks he was "under the floor" in reality.
  23. --- Even though this is a bug report, I personally consider this more of a "closure" to a "cold case" I mentioned on the first bug-report I did here. https://www.goldhawkinteractive.com/forums/index.php?/topic/14270-xce-0342-door-wall-fusion-temporarily-disables-a-xenonaut/ What I said there was this: I have now tracked down the culprit and reproduced this bug in question. And I have also found a workaround to continue playing the game normally once again. --- As the title / subject of this thread implies, this bug is caused by mod called "Better Foxtrot". I personally have been using the Steam-Workshop-version. But it also available on these forums here: https://www.goldhawkinteractive.com/forums/index.php?/topic/12645-better-foxtrot/ It is very possible that this mod only breaks the "Community Edition" of this game, considering that @drages has said this here: https://www.goldhawkinteractive.com/forums/index.php?/topic/13466-xenonauts-community-edition-0342/#comment-157107 --- --- Symptoms of this bug comes in two forms: A. If one clicks “Heavy Hardpoint”-box(es) of a “Foxtrot” when they are looking at them, the game completely lock-off mouse interactions. B. If one disables this mod and loads a Geospace-save-files, the game considers the mouse being “off-screen” in Geospace-view (thus the same “9999”-coordinates whenever one return from “ground-combat”-screen to the Geospace view, since the mouse always resets to “newsreel” at the bottom of the screen. --- --- I haven't trialled all the possible troubleshooting variations. But I did several at least. I'll list all the steps I did. But first here is how I did "workaround" this bug: 1. Deactivate the "Better Foxtrot"-mod 2. Load a ground-combat savefile 3. Finish the ground combat (I personally just won the mission, just in case) 4. Once back on Geoscape, your Foxtrots should be the default un-modded ones with no problems with the UI and so on. Carry on playing the game! Among various workaround solutions I tried are following (also mirrored in the save-files): - Create a new save-files (after the autofile) while the mod is still active, then load the mod - Decommission all the Foxtrots -> create a new save-file -> disable the mod -> load the “Foxtrotless”-save-file --- --- Granted, I repeated the mistake @Charon warned of about installing mods during Ground-Combat. But these mods were for the Geospace only (well okay, another one affects the carry capacity of dropships. But at least it wasn’t anything similarly calibered to say “Enhanced Crash Sites” or “Fire in The Hole”-mods are. Here is my current active mod-list can be seen on the screenshot at the bottom (right above the savefiles containing zip-file). (( Only mods missing on the image are the “Fix Pack” and “Ambience Forest”, which are included in the “Community Edition”; new mods are shown at the bottom of the list. As always, I allow the mod-tool to re-organize the mods whenever asked. )) --- --- --- Xenonauts Better Foxtrot Geospace bug 20170127.zip
  24. "Official" Community Edition is / should be up-to-date (0.34.2), provided you got the "non-workshop-XCE"-version as guided here: Only things (in my experiences) that might be out-of-date are some individual mods (E.G. as was the case with the "Fix Pack"); just subscribe to those on Steam-workshop and update them via the mod-(list-)tool, and you should be good to go again. --- --- ---
  25. --- --- (( I'm trying out for change to let the screenshots be automatically sorted to the bottom of the thread-post; if the image-previews do take too much of space, I'll do the thumbnail-resizing again on my next possible post; there were just so many images to preview this time. Apologies for also the images getting messed up chronologically speaking; it's a mess-up due me not paying attention. But hopefully they'll still show the spot / bug in question.)) Seems like I've been able to dug up more or less old bug here. Or at least I believe so. Anyways, Carrier-UFOs seems to have this invisible edge(s) Harridans are more than happy to exploit for their advantage (they are available symmetrically on both sides of the UFO, as shown in the screenshots). You can see it on the screenshots (especially with "shadow-spot" and "splats" on them). (( EDIT: There is also more or less identical spot "front" of the Carrier-UFOs the Harridans can exploit, as shown in the newest screenshot; I unfortunately was not able to find the spot with my mouse-cursor. Just to clarify the screenshot: The Harridan stood on that spot and threw a grenade at the solider that were under its feet (you might spot a tiny grenade-thing under the shield-soldier). )) Screenshots are also included inside the ZIP-file alongside the save-files. Download: Xenonauts Harridan Inviisible Carrier Edge 20170120.zip Mod-list has stayed unchanged since my latest bug-report:
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