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Posts posted by Emily_F
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I have knocked the enemy leader out and this soldier is stood on top of him but he isn't pickupable. If I grenade him, I can complete the mission
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This may have already been reported but this is from what I believe is v2.08c (downloaded this morning). I completed the first abduction mission, got back to base and as the chopper arrived there is a CTD. It is game-breaking; reloading doesn't fix it.
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That's odd; I downloaded whatever the latest version was yesterday, but it has updated again just now.
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Loads of red text in the dev console at the end of turn (on recovery screen)
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14 hours ago, Chris said:
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!
Have you done the push to the server? It isn't showing an update (my last update was on the 22nd)
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FINALLY, we now have an accuracy bonus for crouching!! I also like the reduction in accuracy for injured soldiers (as long as it affects aliens too).
With respect to the ability to see all aliens in bases - I wonder if a good extra bit to the research tree would be internal base sensors after researching alien electronics, giving a sensor unit building or something that allows you to see all aliens in the base on the first turn?
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I had just placed matey in the circle there and set him to crouch.
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The sectoid in the middle of this pic was shot at by the heavy gunner at the 5 o'clock position. It said it was suppressed, but he carried on running to his end position here. I'm not sure how useful the saves will be. Have included logs too in case they help.
auto_groundcombat_turn_3_start-14.json auto_groundcombat_turn_2_end-13.json output.log output.log.1
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On 9/6/2023 at 8:31 PM, Chris said:
Always happy to consider other people's opinions but it was never particularly difficult to get enough Abduction tubes to win the mission, in my experience. The real question was always "how many extra can you get?" which would still be the case now. Indeed, in an ideal world we'd provide a Panic reduction for each surviving civilian (as well as the Alloys from the tube itself) so there's a definite reason to try and rescue as many civilians as possible.
The reason for the change is having a hard loss condition in the second mission the player encounters is perhaps a bit harsh, but at the same time we do want to show one of the new mission types early to clearly signal that the game isn't just Xenonauts 1 with nicer graphics.
I've always wondered what the point of the surviving civilian score was as it never did anything. It should definitely count for something in some way (a panic reduction or cash bonus etc). Maybe the answer to the abduction mission is to have fewer pods, but the aliens have to capture live people and carry them to the pods (maybe one species of alien is a designated catcher and doesn't have lethal weapons but has a high stun and armour rating, and can carry one or two civilians, and is defended by the other aliens)?
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@Chris when will we get to play past 180 days?
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What's the explosive radius meant to be? I'm pretty sure my dudes were 3 tiles away, were uninjured (straight of the side door of the chopper) and were exterminated by a ski mobile. Is the damage tapered down with distance?
Vehicles tend to go "whoosh" with lots of flame and smoke rather than "bang" with shrapnel. And it's pretty hard to make diesel to do either unless it's already hot.
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1 hour ago, Ruggerman said:
It would seem that motor craft of different kinds have this unrealistic habit of exploding with very little force, you should be able to fire many automatic rounds into a vehicle without it erupting into a fireball, they should only explode after hit by a grenade, C4, HEVY, or some other explosive device, and not with some spitball gun?
Maybe a really small chance with kinetic weapons but more chance with thermal weapons? Would kinda offset some of the plus points of those more powerful weapons
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7 hours ago, Alan said:
So on Soldier, I unlocked exo-armour, gave a new suit to a zero mission 61HP Sgt with a shield, then watched in surprise as he got gibbed by an exploding pickup truck from 4 squares away. Did I just completely miss him getting hit by a plasma bolt? Was the truck just carrying C4?
Obviously what makes it more embarrassing is that the pickup truck exploded after being hit several times by an overwatching laser machine gun colonel. But I'm curious how much damage an exploding truck is supposed to do, whether it scales in any way with the amount of damage that it took, then how much damage it takes to gib someone. Because it doesn't feel like it should be an end game hazard on low difficulty levels.Yeah, I had two soldiers in warden armour and decent stats get wiped out several squares away from ground zero by what was apparently a thermonuclear jet ski disassembly after being inadvertently hit by a couple of accelerated machine gun rounds.
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I mean, apart from the fact I agree that the stealth armour looks like a Wish version of Deadpool's costume and totally breaks the look of the game, and is as useless as the HEVY launcher, in my experience the women in the military who would be anywhere near an infantry unit are masc lesbians who do not have curves.
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These internal glass doors within a domestic dwelling appear to be impenetrable to everything except light (though they don't let laser light through either). You have to shoot the door out first before being able to target the alien behind it
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Further to my last, this is actually a common problem; lots of scenery is failing to appear destroyed even though it actually is (i.e you can walk and shoot through it). Seems to only affect things like rocks, trees and other "props".
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The rock that this sebby is merged with was destroyed in the last turn and he has just walked into in. The autosave is from the end of the last turn and the manual one is after he's become one with nature.
output.log user_day_65_crash_site_manual_save-2.json auto_groundcombat_turn_1_end-119.json
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37 minutes ago, Vojevoda said:
What`s is your problem? Are you from ruzzia that you so desperately defending this? It`s just a spelling of city. If I didn`t start this thread, you would not even notice.
You flatter yourself; I have no idea who you are, and care even less. No, I'm not from Russia and, to be honest, I don't care about what is happening in Ukraine. We should keep our noses out of other countries' business; I'm tired of paying for Ukraine's defence.
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This is the most pointless, virtue-signalling thread ever. It was renamed Kyiv by the propaganda machine. And whoever it was who said there's no flights into Ukraine; my boss was at a pharma conference a month ago in Kiev. He's an old boomer who wouldn't be there if it wasn't safe and said it was pretty normal over there.
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29 minutes ago, Chris said:
You just need to copy across the contents of the folder "/My Documents/My Games/Xenonauts 2 Editor/" into "/My Documents/My Games/Xenonauts 2/" and they should all come back.
Yeah, I figured that out last night lol. I just thought I would let y'all know in case anyone else got it.
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Yeah I've noticed this one too
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There was a CTD when I tried to go to the downed UFO closest to my base.
Also, I am pretty sure that in Autosave 18 you will see a UFO not showing as downed by the fighters that are returning to base, but the mission was successful.
output.log auto_strategy_before_intercept-17.json auto_strategy_after_intercept-18.json auto_strategy_before_combat-19.json
V2.08d - Geoscape; CTD when arriving at VIP Cleaner mission
in Xenonauts-2 Bug Reports
Posted
Loading the save game doesn't cause the crash though