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Everything posted by flashman
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Just created a soviet horseshoe shaped military building. I don't like the carpet so I will update that later.
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Minor graphical error
flashman replied to Dangermouth's topic in Xenonauts Bug Reports / Troubleshooting
I had this happen as well. It occurred when the door closed after I had looked inside without entering. It immediately greyed out as I no longer had LOS inside the scout and props then appeared on top of the FOW. -
OK Soviet Military submaps are under way now that Chris has given the soviet tileset an overhaul. I have 3 variants on a 23x21 sized map military submap. First is a 2 storey with all the internal trimmings, the second pretty much a copy only 1 storey and I put the barracks downstairs. The 3rd is 4 1 storey buildings, each with a different role. The submaps are HERE Images below
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Ok I am finally re-working my soviet military stuff using Chris's cool new props. We now have a soviet warrior and a frikking tank to play with. Need some ideas with what to make with them.
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popups will be added when New UI arrives in v19
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Yes very useful when you just want a weird mix of all snipers
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Sorry but for my money this game is too hard
flashman replied to srk123's topic in Xenonauts General Discussion
They have not released the first geoscape balance patch yet and I agree on all your points. If you look at the geoscape balance thread you will see people pushing for a slower curve after November and ways too improve soldiers. -
You have to be careful with more urban maps. I have some soviet terror ones that I will rework with the updated official submaps. However, the more buildings = more floors and more rooms and when the aliens finally start using upstairs, it could turn a 15 minute map into an hour bug hunt. Clever use of fake levels and limited seconds floors is needed to give buildings height but without the annoyance
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[Steam Version] Unable to download game.
flashman replied to Bormac's topic in Xenonauts Bug Reports / Troubleshooting
Have you tried deleting any xenonauts folders created in the steamapps folder? I had the issue with DOW2, it literally stopped working for 3 weeks because it lost connection during an update and could not reconnect. I had to wipe all trace of it to get it to reconnect -
Is there any benefit to crafting items in bulk?
flashman replied to Tryphikik's topic in Xenonauts General Discussion
manufacturing has ended message will only pop at the end or you will get a paused message if you are broke, -
WOW!!! A massive thank you for the new props... those tanks are amazingly cool. The sandbags look great and we now have military stuff that blends really well. I will work on the soviet military base stuff over the weekend and see how it comes out. I also like the new roof elements and the bigger windows are a nice little edition.
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Constantly Doing Base Defence and Terror Missions
flashman replied to Mandrake109's topic in Xenonauts General Discussion
Have you captured the alien officer etc and progressed through the story arc to get final mission? -
Sound in Hidden Movement phase is too loud.
flashman replied to therealtomace's topic in Xenonauts General Discussion
it appears to be flames, alien plasma weapons, soldier shotguns... not everything but lots ofthings. -
I just claimed my 2nd key to save you some hassle
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OK I have added the new folder to dropbox 'maps for review.' Any new maps/submaps that are created need to be added to 'maps for review' folder. They will then be released as 'CMP under review' You can still tinker and revise the final maps in the CMP as you wish. That way we can better differentiate old and new maps.
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This has now been set up, it only took 2 minutes. I have created a new dropbox folder called maps to review.
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I dont have time to set things up till the weekend, but with Moxars thinking. We can have the Community Map Pack as is. A selection of maps that Chris has chosen not to include, but we feel are still good enough to add variety. Then we can have a second pack for review. A selection of new maps/submaps that can be reviewed by Chris on an ongoing basis. Once he has made his decision, we can remove those he accepts and transfer the rest (provided they work well) to the CMP.
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It's the Stinky's terrible maps thread.
flashman replied to Ol' Stinky's topic in Mapping Discussion
Ok Stinky, once the official version of your revised pool goes live, i will get you to rework the map you made with the latest version for the CMP. If we can avoid too many submaps overlapping it will keep things less congested. -
Old Stinky has now been renamed Sir Stinky
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Hey Chris thanks. Don't worry about editing them as you have been doing this longer than me and will pick out mistakes quicker. If you look at your own submaps for too long you also end up with my newly diagnosed 'submap block.' You have also got a better insight into what you want the game to look like. I will look at what you have added and I will work through the maps I have. I will edit them and check them. I will also remove the arctic map from the CMP once the next update goes live.
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Thanks for the feedback, your right that is a cleverer idea to paint the floor .. .DOH!!! I have uploaded the police station, I forgot about it https://www.dropbox.com/s/dz55rx5rgv5mitw/Police%20station.rar
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Frikking awesome Way to go Chris and yes i have seen the red modular. It needs to get in game
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Crash within a second of title screen
flashman replied to ladlon's topic in Xenonauts Bug Reports / Troubleshooting
No problem I wish you luck