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Everything posted by MrAlex
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I think we need to add research on fighter technology that will add a shield that could repel or absorb heavy weapons. And plates instead of additional HP should give protection (which will reduce damage of cannons). Heavy missiles (or other heavy weapons carried by UFOs) must ignore the plates (due to the high penetration parameter)
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I have noticed that many people complain about the current economy in discord. It would be great if you could consider this topic and express your opinion on possible changes.
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V17.1 - Aircraft screen. Aircraft take FOREVER to "heal""
MrAlex replied to Emily_F's topic in Xenonauts-2 Bug Reports
The best option is not to take damage And it's not difficult, you just need to use tactics against some UFOs instead of dogfight. -
[v15.1 ground combat] weird time unit numbers
MrAlex replied to squeezechart's topic in Xenonauts-2 Bug Reports
user_tu_bug-66.json -
[V 17.1 Ground Combat] 4 Bugs in One Mission
MrAlex replied to MrAlex's topic in Xenonauts-2 Bug Reports
It is better to fix TU bug -
There were many interesting ideas here, I do not understand why it was decided to use this one Instead of this As I wrote in another topic There are three ways to calculate damage: 1) simple (Non-destructive armor): Every hole in the armor is ignored because the probability of getting to the same place of armor is small. 2) Medium (fixed destruction of armor): each hit (if it pierces the armor) deals damage and reduces the protection of the armor (other shots will do more damage) 3) Complex (real armor behavior): Same as in example 2), but calculated separately for each part of the armor (arm, leg, chest, back, head, etc.) If desired, using a modular armor system, you can create a unique combination of armor and various shields (gravity, magnetic, etc.). Shields will work as additional armor (what we have now for regular armor: each shot reduces the protection of the shield depending on the weapon damage) The shields may recharge when the battery is changed. (Using a large% TU, provided that the soldier has another battery) Armor will provide protection when the shield stops working.
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I keep records of the research tree. Later I will be able to publish everything in one topic. Then we can discuss it when you have more time.
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[V 17.1 Ground Combat] Soldiers die without taking damage
MrAlex replied to maxm222's topic in Xenonauts-2 Bug Reports
If the smoke causes stun damage, gas grenades are not needed. It is worth return the stun grenades back instead. If units take a stun damage from smoke, you need the trigger stun damage counter for each move through the smoke. -
I just noticed that when choosing MARS, the capacity counter of training and living decreases (like soldiers), although MARS does not occupy it. Perhaps MARS is better to exclude MARS from soldiers transfer menu, and make storage transfer available.
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Is it possible to fix?
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[v15.1 ground combat] weird time unit numbers
MrAlex replied to squeezechart's topic in Xenonauts-2 Bug Reports
I have a save from my last game. From it I will be able to reproduce the problem and save for you a save. -
I have a save from my last game. I think it can reproduce the problem. You may need to remove the costumes from the soldiers first. user_last-65.json
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[V 17.1 Ground Combat] 4 Bugs in One Mission
MrAlex replied to MrAlex's topic in Xenonauts-2 Bug Reports
I tried everything: smoke grenades, paralyzing smoke, smoke installation of MARS. They all work on several floors. -
Exactly. Don't you read what I'm saying? At the moment, the armor gives extra hit points instead of armor (which gives constant protection). One shot and armor no longer provides protection, although it is only one hole in the armor.
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Armor is armor. It doesn't matter if you shoot it with a pistol, a rifle, or a plasma rifle. From something it protects better, from something worse (depending on the penetration), but still protects. The current implementation is good for magnetic shields or something like that, which weaken when blocking damage and are less effective with each shot. But the armor works as I described above. We can combine shields with armor. We can even do research to reload shields in battle. That would be very interesting.
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Money for stopping Alien Raids?
MrAlex replied to silencer's topic in Xenonauts-2 General Discussion
Well, that's probably how it's planned. At the moment they are no different. -
Money for stopping Alien Raids?
MrAlex replied to silencer's topic in Xenonauts-2 General Discussion
In practice, it is the same. In both cases player must kill all aliens before they kill all civilians. Am I wrong? -
Combat Shield blocks damage from only one direction. Therefore, the current implementation of such a shield is fine. One shot makes one hole in the armor, if it penetrated. The next shot must re-pierce the armor, if it did not hit the same hole. For example: If one hole was made in the soldier's back, the armor still has to protect the chest. That is why the current armor is not normal. The probability of getting into the same hole is very small, so it can be ignored. It will be more correct if the protection of armor will reduce the value of weapon damage each time.
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V15 Dumb Camera / Hidden Movement Stuff Megathread
MrAlex replied to Chris's topic in Xenonauts-2 General Discussion
@Chris Is it possible to completely hide all events that are beyond the sight of soldiers? Since it was in the old UFO. Now the image of the hidden move is constantly disappearing although the events take place outside the view of the soldiers. And even when it exists, the camera still moves there as events take place. Informing the player about the positions of aliens. For start, try placing a picture of hidden movements in full screen. -
[v15.1 ground combat] weird time unit numbers
MrAlex replied to squeezechart's topic in Xenonauts-2 Bug Reports
the problem is still present in patch 17.1 -
Xenonauts-2 UI/UX Feedback Thread
MrAlex replied to nervous_testpilot's topic in Xenonauts-2 General Discussion
I agree. In addition, this information should be additionally displayed in the top menu of soldiers. This is important information for the battle, which the player must always see. -
The cruiser easily falls from three angels with alenium heavy missiles (6 torpedoes) without loss of HP if you use evasion in time . The only ship that can not be destroyed without loss - a battleship (7000 HP). To destroy it requires 12 alenium heavy missiles (torpedoes). Only fury has enough speed to escape from it. But the study of fury comes after the first battleships. Therefore, at least one angel must be sacrificed to defeat the first battleship. After the appearance of fury, you can distract him from the angels and successfully escape without loss by launching 6 allen torpedoes. And then finish with the second attempt. Therefore, the battle against the battleship without the presence of fusion heavy missiles is very interesting. In the future, the battleship falls by three angels with fusion torpedoes without loss of HP (like the cruiser before).
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[V 17.1 Ground Combat] Is LOS all for one?
MrAlex replied to maxm222's topic in Xenonauts-2 Bug Reports
I do not know the exact details of your mission. From your cut screen, nothing is clear at all. So I answered based on my experience.