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Gorzahg

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Everything posted by Gorzahg

  1. I thought my alien was bugged because he wasn't shooting back, and wasn't reaction firing.
  2. Can't right clicking for burst fire just make it more accurate like it does with single shot as well as making it do more suppression damage. There I fixed it!
  3. I've had that too, I'm pretty sure it's a bug as it's almost like the alien has spawned in a solid part of the UFO.
  4. I think it should be the same as the original, i.e. you have to go over to the alien body and then check it in the inventory screen.
  5. Are you going to post here when you update your blog? I'm no good at programming and math and stuff but I like reading your kind of stuff.
  6. We better tone down the loving of GJ because Chris might get jealous and fire him. Don't say I didn't warn you guys. Oh and everything here is sounding awesome!
  7. Gorzahg

    Chivalry

    Chivalry has a Kickstarter now... if anyone's interested. http://www.kickstarter.com/projects/1711512107/chivalry-medieval-warfare
  8. If you destroy the bookcase or whatever it is near the staircase you can then move freely move around the 2nd floor.
  9. Both Hunters you start with are stuck unassigned, even tho one starts in the Chinook. So you can't take the Hunter that starts inside the Chinook out. EDIT: I started a new game and now I can reassign the Hunters. But I still can't reassign Hunters in my old game.
  10. Yeah I thought I read OP wrong while I was typing... Oh well... We still need to know if someone bleeds out, I've had guys bleed to death without any notification. I'm think I've seen Xenonauts bleed in the square at the start of the turn to show that your soldier was dieing, I think that got implemented, it was mention in the bleeding wounds thread. But your suggestion sounds better.
  11. But if you get notified when you're guy gets shot he's still gonna bleed to death next turn... It would be better if it says "X has bleed to death" at the start of the turn so you can keep track of who's dieing.
  12. In the original you had the option to increase or decrease the speed of movement and shooting so I'm wondering if that will be an option in Xenonauts. I like everything to happen a bit faster.
  13. When I first played XCOM I never used motion scanners as I thought they were a waste of space BUT, later I decided to experiment with them by giving them to my scouts who were equipped with Laser Pistols and Stun Rods. I'd use them: - On the second turn after before my guys got out of the Skyranger as sometimes there's an alien that spawns behind the Skyranger who sometimes gets reaction shoots. He also always moves on the first turn so the scanner picks him up. - Before entering a UFO I'd get my scouts all around it and use their scanners to find out how many aliens were inside. The aliens usually move too. Also works for buildings. I've found the motion scanner to be a pretty good way of avoiding reaction fire and getting intel before committing too many troops to an area.
  14. Gazz had this to fix friendlies getting suppressed if they were close the shooter. Having APs reduced to 50% seems a bit too much. Need the AI to get better to make a proper judgement tho.
  15. You can try making your own maps in the map creator. I tried but I suck.
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