Pietje666
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Posts posted by Pietje666
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I did got a warning about when i brought more soldiers then the dropship could handle before the launch to the rescue mission. Maybe more attention before the launch could fix the problem that occur when you finish the rescue mission with an overcapacity.
You don't have to make contact before you can use the troops that you need to rescue.
I have no idea what would happen if you have more personnel then living quarters can handle.
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The new equipment slots for interceptors are nice welcome to the game.
So i wondered if the same is possible for dropships? So we could extend the range of them with fuel pods and maybe later others..
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It has been a while since i played it but if i remember correctly you had to carry a person in your weapon slots. That would be the most correct position for someone. In the backpack seems so wrong...
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Damage modifier for ufos would be an welcome option. So thanks Chris for looking into it
At commander level you only have 1 option for air combat. That's manual style. If you turn the option on for auto-resolve then it isn't commander level anymore
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Bummer i loved the way they were.
So for now i'll use Milestone 2.07 files for the ufos. I play only at commander level cause that way the game feels just right. Nerfing aliens makes the game on that level easier... maybe an option that will nerf aliens at the start screen
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On 10/13/2023 at 2:50 PM, Grobobobo said:
Currently it's just basic JSON editing. You can only edit stats of stuff, and some very very basic AI profile tweaks, but I haven't figured out how to add new items yet.
Cause i don't know how to add images, i re-use them.
I made a Sebillian sword use able by humans. Extra ammo for HEVY and an improved HEVY. New Mars unit, made new research trees and engineering trees, Added new modules, allowed blocked buildings to be build. Never touched AI cause i will screw them up
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On 10/7/2023 at 2:46 AM, Dren608 said:
"Up Close and Personal" - Kill an alien using Melee weapon
"Knife Master" - Kill one of every Alien race using only Melee weapon (not sure if this can be done to some of the mechanical ones without an improved melee weapon)
Cyberdisk with knife? Prepare to lose the xenonaut
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When i launched the Milestone 2.06 version i saw a button called Mods.
If the devs are done at their side, i hope someone would document how to make a mod. A mod is easier to debug, especially when you don't know where you screwed up.
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If the mod support has started, then you could make your own.
I use ingame not integrated melee weapons for my soldiers
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In all the games i played in the past psionics had a nice extra touch. X-COM UE made sure your best soldiers doesn't have to be the best psionic soldier. You had to train them to be decent. And if it isn't for attack, then training your soldiers to have better defense isn't a game-breaker
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3 hours ago, Alienkiller said:
Nope, about reading the Infos first. So I knowed that the Milestone 1-Saves won´t work there about big Refits / Reworks / Upgrades & Changes in Milestone 2.
But I did an similar Failure in Hoi 4 long time ago, which had the Outcome to install everything from it completely new. You see we all aren´t perfect, me included.
SoftwareSimian meant he wanted to load his v2.02 savegame but prototype branch was reverted to v1.33b
At least that's how i read it
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With a small tweak you can research more items at the same time. Yet by doing it, it's kinda cheating, (every project got full resources) x-com you had decide how many scientists for which project
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So basically Unity would be (eventually) a no-go...
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So you got dialogs with options that decide the outcome? Cause the way it is now i can't imagine how you would come to a stalemate or coexistence
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About the modules, is there a reason why you can't have both? For example you start with the new ones and later on you unlock the old modules? Or would it be overwhelming the players?
Btw: Is the prototype version only available on steam or also on GOG? i am asking cause I can't access the prototype version
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I would prefer the new style of modules. Cause they get in the way in certain missions. If you could rearrange and drop the modules then which style would be used doesn't matter.
About the laser weapons are the upgrades a follow-up or doesn't matter which order you upgrade it?
Still i think that you should be allowed to upgrade accelerated weapons one by one. If it's a whole package then upgrade cost could be too high to engineer it.
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If you consider logic then you need to research how to open up a ufo door cause humans won't got a clue how to open it. So it could take a couple missions or capture a technician, pilot, navigator or any other we should got a clue how to enter it...
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I build all my next bases in a certain way, so i like that too. (Still haven't the proper file that has the layout of the 1st base)
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Would it possible to give the weapon itself an upgrade to stay in the game with the rest? Like more range, more damage, lesser weight, different style of ammo to make it more versatile?
It's the only weapon who doesn't get a decent upgrade.
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TU and Health can be higher then 100. The rest of the stats is hardlocked somewhere else (sadly). So it isn't a bug but a feature
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When i was trying to dive into the files. I saw many items are unused but they work fine in the game.
Like accelerated smg for MARS, advanced gauss weapons (normal gauss ammo works) will they be eventually used?
I also wonder if Improved Laboratory and Improved Workshop will be added (again?). So i modded what i could into the game. Including with proper research and engineering files
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in Xenonauts-2 General Discussion
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Milestone 2 complete next week? Nice, then i will wait cause Milestone 2.08d works flawless