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Mopolopy

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Everything posted by Mopolopy

  1. Mopolopy

    Noob questions from a new player :)

    Flashbangs are used to suppress, indeed. When a target is suppressed, it crouches and a blue icon appears over its head. When a target is suppressed it loses all its TUs and recovers 50% of its TUs the next turn. However, sometimes, more than one flashbang is necessary. Also, maybe you had an unlucky throw and the grenade landed too far ? Another way to suppress a target is to fire a machine gun at them or near them (this includes your own soldiers!). If no MG is available at hand, you can still provide suppression by fire by using (several) assault rifles and sniper rifles. Note that exploding cars, barrels, engines, drones and rockets can also suppress nearby creatures.
  2. Mopolopy

    Noob questions from a new player :)

    Hello ! Welcome to the (slightly insane) Xenonauts version: XCE ! Yes, they are that good. Especially the Caesans. If i'm not mistaken they are a pretty good shot (also, the Harridans, but I digress). Additionally, yes, sometimes, you just get unlucky. This game is quite punishing for a newcomer. You, usually, have to learn the rules the hard way by watching your precious squadies getting blown to bits. In the meantime, ain't we got fun ?
  3. Mopolopy

    How to improve throw accuracy?

    Hi ! if I recall correctly, grenade (and flare) throwing is dependent on Strength (STR) in XCE. I believe there is a thread somewhere on this forum that loosely explains how this works. Until then, well, just hold on and keep your xenos alive !
  4. Mopolopy

    XCE 0.34.3 functions turned off ?

    Addendum to previous post Every time I start the launcher, the mods are positioned as in my original post. When I move down the Base Mod and click Play, I still get the warning message about the mods not having the correct priority. If I click "don't fix it", my saved games are fine AND I get the incendiary 'nades again (which is great!) ; however, if I click "yes, fix it automatically", my saved games run like before but without the incendiary 'nades. Any thoughts on this ?
  5. Hello, I'm a complete newcomer to the forum. For a bit of background, I have played vanilla Xenonauts and loved it. I was thrilled to discover mods for it. I managed to set up xce (0.31 and the mods from the mod package) and had fun with noting the casulaty list, the faster turns, the absence of the "hidden move" picture, the soldier's role icon being displayed next to their number in ground combat, incendiary grenades and rockets. I have now moved to the latest version of xce (0.34.3 though X:CE Base Mod gives me 0.35 UNSTABLE ?) and mod package (discovering the latest version after my version basically stopped working of some sort? the game always crashed when I clicked on the equipment tab in the soldiers loadout menu) and noticed that several of the mentioned functions are not in effect: no incendiary grenades/rockets, "hidden move" pic back, no soldier role icon in ground combat. Were these removed from XCE and associated mods or am i missing something else completely ? Please advise. edit: Additionally, if those functions are to be activated by the user by changing values in various xml files, could someone be nice enough to pinpoint me which files and lines in said files should i look for in order to access (for example) retaking lost bases ?
  6. Mopolopy

    XCE 0.34.3 functions turned off ?

    A cold-hearted one I see. Geez. How, so ? All my xce saves use both and seem okay: I can use vehicles with the modded stats & weapons and I have Assault Landers & Dreadnoughts zooming across the Strategic map. That and a reply, I say "Thank you". I'm going to try to move those mods up and down and see if anything changes.
  7. Mopolopy

    XCE 0.34.3 functions turned off ?

    So ... Just no more incendiary grenades ? That's all ?
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