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Eviscerator

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  1. Honestly, for me most of the micromanagement in the X1 airgame was selecting/deselecting missiles and cannons to make sure I wasn't wasting torpedoes on fighters, or shooting all my small missiles at battleships. I'm not sure of a solution beyond being able to set engagement parameters such as 'fire x-type weapon at y-type target' as a sort of standing orders or common sense for your pilots. Of course, you can countermand the orders, but that's your choice as the commander and not constantly clicking and clicking and clicking in every engagement. Or maybe just getting rid of missiles entirely like XCOM did in the mid to late airgame and using laser cannons and railguns that don't have arbitrary short ranges?
  2. The Charlie had the nifty side doors where you could park a shield, sniper, or HMG soldier to pop out for some extra firepower, and I enjoyed carrying a tank very much. I'm guessing the ARES is only gonna be a one-tile unit? Or does the new dropship mean it'll probably be 2x2?
  3. No worries, take the time you need. Thanks for communicating this though.
  4. Could swear they said something about an early September update?
  5. As long as I can capture alien waifus like in XCOM 2, I'll be content.
  6. Just spitballing here, but seeing as they're releasing the day after the long weekend? I believe they're trying to take the extra time to iron out some bugs.
  7. I'm really looking forward to the new base. I haven't played much, but it feels a bit like too much of what made Xenonauts unique was left behind to copy XCOM EU and XCOM2.
  8. Righty then. Time to nuke it from orbit. Gonna reinstall Xenonauts and CE and X-Div and see if it happens again.
  9. I didn't save scum, and the game doesn't 'hang'. It crashes to desktop. I've already tried reloading the combat from an earlier save and I got the same issue on a different map.
  10. Got a landed heavy scout where the game crashes every time the alien turn comes up. Should I just let it go or is there something I can do?
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