craftomega
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Posts posted by craftomega
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other then vietnam the late 60's and early 70's were pretty quiet for the first world countries.
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I think this is working as intended.
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From light scout I received alenium and alien alloys as well.
Not sure if glich but comfirmed.
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When ever I lose a fighter fight or the enemy ship escapes, it says the name of my plane instead of the alin ship. IE :"MIG - 22 has escaped to into space"
Its rather amusing really.
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Doble post ignore.
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Ya every ship iv encountered has retreated. So confirmed!
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Comfirmed here too was just about to report this.
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Fianly i can get lazers! for the first time!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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It will be fixed for the next build I promise. I'll kick some butts to get this done .
Yes this is a must for fixing so please, kick some serious ass!
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Thanks for the report.
Note: If you attach the save file as .zip or .rar it will be OK.
See thats the problem when i click manage attachments it 404 on me....
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Just a question why are there no pilots in the game?
Should they at least not take up space in your base? To be honest I don’t really care if this happens it’s more of just like... Huh? Ghost pilots!
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This made me lol really hard.
This is great.
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My save file has been corrupted for unknown reasons.
Details:
I had a Chinook in the air.
I had an interceptor in the air.
I was researching Alenium (I think)
I do not believe it was my computer that corrupted it since I have had no unusual activity.
Note: I am getting a 404 error when trying to add attachments I will use mediafire instead.
Here is the save file.
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Combat action in West Germany?
Its the closest they had to combat . The canadian military really didnt do much in the 60s and 70s.
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"I can't unlock the tech tree because I keep blowing up all the things I'm supposed to research"
Lol thats ok Chris, at least you can admit that
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Canadian military action?
"You guys remember when we shot that bear?"
Just kidding, don't hate me
No I dont hate you... I live in Edmonton the capital of Alberta.
Our SWAT say something like this. "Hey guys remember that badger we had to deal with?"
This acually happen apearnently they had nothing better to do.
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Jeeze... Trying to find info on when canadians military actions is hard... We barly have any Here is what I got.
Canadian Airborne Regiment:
Cyprus 1974
October Crisis 1970
Royal Canadian Regiment:
October Crisis 1970
Cyprus 1974
West Germany 1955–57, 1962–65, 1953–55, 1965–70, 1977–84, 1988–93
Royal 22e Regiment:
West Germany 1967-1993.
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Oh and I can confirm that in V10 the alenium missiles are not consumed. Doh!
They have never ben consumed for me as far as I know.
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This is great! Chris you are awsome for listening to the community!
Now just to fix some of the more annoying bugs.
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Here is a video of the glich.
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Overall
-Normal is to hard because it costs to much to build new bases.
Geoscape
- Returning to base after mission results in equipped 2-handed weapons having weight doubled/counted twice.
- Core topics (plasma tech, laser tech, etc) sometimes not showing up for research even with pre-requisites complete. Belived cause realated to saving or loading.
Ground Combat
- Forced flares during night missions weight to much.
These are things that i find make the current game very unenjoyable... Mainly the fact that I have NEVER been able to research laser weaponry and wolf armor even after having researched everything I would recomend that you fix these problems before you send them to journalists to test.
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When you have 12 xenonauts on the ground, #12 bravery is in the spot where #13 would be.
Easy way to check play with 12 xenonauts and look at there health/ap/bravery bars at the bottem of the screen.
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yes it is a known glich.
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Chris,
Been playing around with v10 tonight and very happy with the stability so far. Only one crash to note and it was because I was trying out something unusual.
I have some suggested balance changes to make it possible for people to play the game until around September without having to resort to cheats. Most of these revolve around maintenance and wages, as well as construction costs and times for certain ammos.
1. Set wages to: soldier = 15k, tech = 18k, scientist = 22k. (down from 20,25,25k)
2. Set command center upkeep to 50k (down from 100k)
3. Set hangar upkeep = 8k (down from 10k - as your going to need a lot of these initially)
This should now put the cost of running two bases in the $1.5m bracket instead of nearer $2m meaning you can run about $1m profit for the first 3-4 months (before negative relations start to take their toll) and allows you to manufacture missiles and replace the occasional aircraft.
4. Set Alenium Missile to 3k (down from 5k as you are going to start chewing through these as fast as sidewinders and you don't want every engagement to cost in excess of 30k!)
5. Set Alenium production between 10-15 (25 is far too high given the much higher tick rate set currently and the almost reliance on these once you are up against groups of 3).
Why? There are several scenarios that absolutely require the use of alenium missiles now that fighters can dodge the first missile.
3 F-17s armed with 1xside, 1xalenium vs 3 fighters. Side winders are used to cause enemy to dodge and the alenium missile causes about 70% damage - still require a fair skirmish to kill all.
2 MiGs + 1 F17 armed with 3xsides, 7 aleniums vs 2 fighters and 1 corvette. 2 sidewinders to force the reaction from the fighters, 1 alenium and 1 sidey to kill one and then 1 alenium and some cannon to kill the other. 5 aleniums left - might just be lucky and take out the corvette (but probably not). Still this is gonna happen quite a lot come mid August, but your not going to be managing anything close to this if its taking you more than a day to produce each alenium missile! Sure you can get in close and dirty before firing missiles to make more count but your going to take alot of damage and probably lose one aircraft to that corvette cannon.
Ahh you dont have to make new missiles after you use them once.... as long as the fighter surviives you should still have the missiles... unless thats changed.
[17.9 - Base / Desura] Vanashing Jackel Armor
in Xenonauts Bug Reports / Troubleshooting
Posted
When I go and play with the Roles/Equipment of soilders and they are wearing the armor it can vanish from the base inventory. Also the weapons vanish when you set a new Defualt for a role.
Rather exspensive...