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About ShadowAdmiral

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  1. ShadowAdmiral

    Xenonauts-2 Base Mechanics Update

    Good news to go back to x1-Base-Build (now I for example will buy the game, I wouldn't have without)... ...but dear Goldhawk Team... ...this shows worst management at its best! Next time you should do a poll at the beginning of your development not after you made your first enginge-builds. It saves your team a lot of works and your costumers a lot of nerves. May I ask about a statement how much time the GoldHawk-Team lost because of this (in my eyes) late change of styles?
  2. Thanks @Charon @PALU So I ask you now, need any help with the UfoPedia?
  3. @CharonThanks for your superb mod. It brings much more deepness into the game. But the phases are a bit hard for me. This is no sobbing post, I solved the problem by 'softening' the phases by phasing in new ufos and phasing out old ufos instead of a clean cut. If you want I can provide the file for you to see the idea. If not it isn't bad, because I made it for private use. But please answer me a question to your used syntax. When you use a 50:50 ratio, you set a ticker number behind the ships name e.g.: Is the /XXX needed by the game or is it just your syntax for better differ your doing? - I appreciate your answer. I also like the mod that much, that I offer you translation assistance. If you like I could translate your entries in German. Also I offer you assistance about UfoPedia texts. Thanks for your time ShadowAdmiral
  4. Yes, you click on the medikit, and then on the soldier. Hi, thanks for the answer. Where has the unconscious soldier to be? On the ground or in the backpack of the soldier using that medi kit?
  5. Is there a way to use med kits on unconscious soldiers? I don't need to wake them up with a stim (what was possible in both first x-com games). But right now I never managed to heal a wound of an unconscious soldier, leading to a peacful death, but still a death.
  6. I encountered it in the actual version. Not at all workshops but at 3/5 of my bases. Backup Game Save 1.sav
  7. Hello team and modders, I encountered negative build times in 3 of my 5 bases in game. This prevents me from manufacturing at thosebases. I don't know if it is a Xenonaut-, CE- or XMC-issue. Any idea how I could fix it? Negative buildtimes are on vanila items, as well as the mod contents. It is strange that not all bases but 2/5 have this issue. Also I could manufacture there at first. Sadly my backup (last functioning save game) file allready has this corrupiton, so I can't do further tests. If maybe again a XMC-tech causes the problem. Any idea how I could fix it? Bye ShadowAdmiral Backup Game Save 1.sav
  8. Hi @aajs thanks for the amazing mod. I hope you deepen it. Is it possible to bring back the Purchase menue from original X-Com? I'm missing the central buy opiton. (you have a central sell opiton over the storeage). I posted some bugs on the parts of the mod where they belong. One is gamebreaking :-(. Does it help if you would have the save files?
  9. 1) The jeep is okay, as it is. 2) I have also a request (not sure if it is possible) kould you give the Scimitar a tier 1 gun or a MG like your Tier 1 tank has? Alternative a secondary MG-kind weapon for "soft attacks". 3) the APC is superb. Right now I prefer it over the Scimitar, because of it's main weapon. 4) We have the Hyperion, but a nice anti grav scout would be nice. 5) No, we have enough weapons that splash the enemy I would like to see more non splashing weapons for tanks. I don't find the buy option for initial Jeep too. I only can build the Jeep MK2 in the manufacturing bay. Can you make a little tutorial on YT how to buy a jeep?
  10. Bug Report: Purchase of MIG25, Balloon and Hind didn't show up at my game. This is not gamebreaking. I can acknowledge @Larry Burstyn bug report. I have several None-Build-Options under aircraft weapons. I can build the NBO which substract the costs and material. After it is finished I got a success message but no item at all. So it seems somewhat broken. Which aircraft weapons did you plan on producing in early game @aajs? Thanks for this mod, it brings back some of the missing X-Com feeling. I like the balloon idea and the choice of weapons, a point that I missed in the vanilla game at all.
  11. Bugreport: I encountered a gamebreacking bug: When I reserch the bio-surgery I can no longer build medical bays and the build option for the bio-surgery is missing. But that isn't the gamebreaking part. After the research the savegame becomes corrupted. I tested it with a backup. If I accomplish the research the file doesn't load anymore. If I put the research on hold I can load a later day save. If I procceed and accomplish the research again, I can't load again. So it is really the bio surgery tech that breaks my game in some way. Right now I will ban the tech but it would be nice if you could look into it. Also I encountered a minor bug in the Buildings-Part of the mod. Existing comand centers upgrade to advanced comand centers but if you build a base after you did the research it won't upgrade to an advanced comand center and there is no way to change it manualy (for example by building it manually). Bio surgent test - Sience Completed.sav Bio surgent test.sav Bio surgent test - Sience canceled.sav
  12. ShadowAdmiral

    More RPG Elements

    Sounds nice and practicable. Then you could use a skill set for the head sientiest too.
  13. ShadowAdmiral

    More RPG Elements

    I thought about this argument. You have many more sientists than soldiers, so you are right it will be much more data and an extra GUI. To minimise this data you could use engineer teams and sientist teams instead. so you allocate only one or two teams to a sience or engineer project.
  14. ShadowAdmiral

    More RPG Elements

    Hello Team, Chris mentioned in one of his posts that RP elements will be in the game again. This time even closer to an RPG because of soldiers now have stats & skills (before they had just stats). I'd propose the Idea to give not only soldiers stats & skills, it would be nice to have the RP elements for scientists and engineers. Also, you have to save them in base attack missions. Both classes could specialise in the same way as you thought of the soldier (rifle skill vs. rocket skill vs. ...). Thinkable specialisations for scientists could be: Surgent: having a surgent in Base increases healing time of wounded units also he gets a bonus at autopsy speed. Physicist: he is specialised in this field, adding a bonus to his science hour value (making the research faster) if it is a physic project. Chemist: same bonus effect, if it is a chemical or metallic project. Construction specialist: same bonus effect, if it is a model or structure project. Thinkable specialisations for engineers could be: Mechanic: decrease repair time of interceptors, dropships & vehicles. Builder: decrease the build time of any structure in your base. Also decreases damage penalties during base def missions (now it would made sense that aliens try to damage your stuff :-) ) Armourer: he is specialised in making armours, adding a bonus to his work hour values if he works on any armour. Weaponsmith: same bonus effect, but if he works on any kind of weapon. With such specialisation you add much more depth to the game. I know that this will make the game bigger again, but this could be giving many more choices to the player and much more depth. Furthermore, you could need to bring them in some special missions. Beside the "three" classes already in game I propose a third one: Operative. He can be used within the base as well as field agent. In base the operative adds bonus to: detection of UFOS prices at sales and buys to recovery of any fatigue As field agent following he can do spy operations: gives you an update about relations of the target block / country and others as well as to aliens if there are any. recon operations: gives you an update about alien infrastructure in a region id there is any. diplomatic missions: slowly advances your relationship with a block / country. Recruiting missions: searches for veterans or advanced personnel instead of recruiting rookies in the labs, bays or barracks. With that you would make my dream come true: a game with much RP elements in a strategy game. Best Regards ShadowAdmiral