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BHef

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Posts posted by BHef

  1.  

    On 6/15/2018 at 11:20 AM, Juvilado said:

    I have always trouble checking while in ground combat if an alien unit im facing has already been previously stunned in other missions. 

    Is there anything, apart from pencil and paper, that can be done to check it? 

    Would be possible to implement anything ingame to identify already stunned alien classes?

    Regards

    that would be sooooooo great. right now i have printed the overview of all alien classes provided by the game and marked when i stunned it...you know, the good old way with a pencil...

    • Like 1
  2. 4 hours ago, Pandi said:

    For medkits - try to catch some sibil medic (they really know how regen fast ;)). For shields - armor and alloy related researches will be handy, and alien shields of course (caesans use them).

    Misunderstanding. I am not missing them ingame, i am missing them in the XDiv Tech Tree so would like to know in what file the prerequisites are located.

  3. On 18.4.2018 at 12:20 AM, Morhem said:

    Sebillans now apparently have farther vision then me, in broad daylight

    So true...

     

    Back in my old days of beginning with Xenonauts modding i remember there was one single file with all those Research dependencies. I am an Phase 2 already and havent discovered alenmium explosive... and dont know what i missed. Anyone could help out?

  4. On 9.4.2018 at 9:31 AM, BHef said:

    3. The new morale system doesnt seem to be correct for me. I started a Terror Mission and di well for 4 turns, not receiving an hits, downing a few aliens and not shooting civilians. Never the less on turn 5 the Xenonauts morale dropped massivly with 50% of my team panicking and running away while the rest held the line just to run away in turn 6... to make it even worse, someone panicked going on a killing spree, shooting a civilian... battle lost with everybody running around headless, beeing killed with no possibility to abort the mission with people onboard. I am not arguing the decision of the 300% morale hit upon shooting civilians (although i think its a wrong one, who cares a civilian in a town wide terror attack...no soldier will run away because of that and probably not the whole team.. come on, its an alien invasion and you can think of your sorrow later on!!) i am having issues with my soldiers running for no reason...

    4. i tried to disable psi completely by editing the psionicpowers in the x-division mod directory to have the psionic attacks use 500 Action points. Breaks ground combat because Alien movement freezes. any other way to disable psi?

    These are not related to my wrong installation and i still want to have them discussed.

  5. As much as i appreciate your work with this fantastic mod, but you Sir are extremely arrogant in the form and sound of your answers. I doubt, changing the passengers in the Dropship breaks the Mod but as you are unwilling to be of help in this matter i will just end my request as you, in addition, didnt read my full post obviously as i didnt ask just something related to my game having errors... Thanks for no help with these questions, too...

  6. I am having some issues with a correct setup of the mod:

    1. sometimes i cant load my laser waepon (MKI) although the right ammo is loaded and enough time units are there. Noticed it happens randomly to rifles and carbines so far. known bug?

    2. i have some issues with ground combat freezing at alien movement from time to time, though rarely. I am using the recommended mod priority with one addition: Reinforcements mod to raise Xenonauts numbers to 16 but i dont think thats the issue.

    3. The new morale system doesnt seem to be correct for me. I started a Terror Mission and di well for 4 turns, not receiving an hits, downing a few aliens and not shooting civilians. Never the less on turn 5 the Xenonauts morale dropped massivly with 50% of my team panicking and running away while the rest held the line just to run away in turn 6... to make it even worse, someone panicked going on a killing spree, shooting a civilian... battle lost with everybody running around headless, beeing killed with no possibility to abort the mission with people onboard. I am not arguing the decision of the 300% morale hit upon shooting civilians (although i think its a wrong one, who cares a civilian in a town wide terror attack...no soldier will run away because of that and probably not the whole team.. come on, its an alien invasion and you can think of your sorrow later on!!) i am having issues with my soldiers running for no reason...

    4. i tried to disable psi completely by editing the psionicpowers in the x-division mod directory to have the psionic attacks use 500 Action points. Breaks ground combat because Alien movement freezes. any other way to disable psi?

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