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Von_Emmy

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  1. I'd like to see these stats beeing customizable and I therefor suggest the following: 1) Customizable Stats Randomizer: - include two sliders and or number entry fields under customizable options, for: (A) the avarage starting number, say like "55" for example (a number between 30 and 100) and (R) the randomizer, i.e. a function that rolls a number between zero and the number "(R)", say like "11" for example, which then is also randomly either added to or subtracted from (A). example: (A) +/- (R) => stat 55 +/- random11 => [a number between 44 and 66] 55 - 4 => 51 TU 2) More Authentic Default Stats: - adjust the default stats for each difficulty, In order to make them Xenonauts more "authentic". examples: Author's choice (what I would opt for) (diff 1) 66(A), 6(R) => 60 <> 72 (diff 2) 63(A), 9(R) => 54 <> 72 (diff 3) 60(A), 6(R) => 54 <> 66 (diff 4) 55(A), 11(R) => 44 <> 66 or (if you really want to cap it at "65") (diff 1) 60(A), 5(R) => 55 <> 65 (diff 2) 58(A), 7(R) => 51 <> 65 (diff 3) 56(A), 9(R) => 47 <> 65 (diff 4) 54(A), 11(R) => 43 <> 65 or (if "66" is also fine - for nicer numbers) (diff 1) 61(A), 5(R) => 56 <> 66 (diff 2) 59(A), 7(R) => 52 <> 66 (diff 3) 57(A), 9(R) => 48 <> 66 (diff 4) 55(A), 11(R) => 44 <> 66 3) A Re-Roll Function: Whenever I started a new campaign, I did "create a save after troops sorting, recruiting and basic first steps, then exit to menu and restart all over" many times, before I finally commited to one of those saves, just to have an (for me) "acceptable" starting roster, which I did sometimes commit a whole day for doing so. - I therefore also like to suggest to include a re-roll function in form of a button that is only availlable for the very first in-game hour (or so), which will allow to reroll the starting roster, without having to restart a new campaign as described aboth.
  2. Description: The Autopsy: Wraith Research is still "quietly" providing $100'000 What Happened: Further information: I've attached the closest user save that I have from before completing the research... in order for you to reproduce this "oversight". user_day_76_aft_cs4sco_arid-53.json
  3. 784 FPS! At first, I think you should try to limit the FPS to the refreshrate of your monitor. - do that via nvidia's control panel or what ever it is called nowadays - and/or via Xenonaut's video settings
  4. yeah, the issue is, that the objective state and the funtional state of doors are sometimes reversed. So, if you try to open a door which is objectively open but functionally closed, you need to aim your cursor to where the door is supposedly hidden in order to be able to open it.
  5. There are currently some issues with the "Planned Loadout", which should vanish when you add the vehicle/soldier to the Dropship (or when you then change the loadout).
  6. Might that have something to do with them spawning from the Barracks rather then the Dropship, i.e. with "Planned Loadout"? I ask because I have noticed that the Planned Loadout doesn't work correctly. When I plan a Xenonauts Loadout from the Barracks and later add him to the Dropship, the weapons he's planned to bring with him come empty loaded. But I think (I haven't tried to find out, yet) that only happens when a soldier hasn't been added the Dropship before...
  7. That's not a bug! It seems like you are misstaking your ShotGun for a Rifle, while trying to hit a Wraith with it beyond its max effective range (which is indicated by the green...) before damage and additional accuracy dropoff (which is indicated by the yellow part in the "LineOfShot")! While ShotGuns are very effective in CloseQuarters (i.e. indoors, or when covering entrances), their limiting short range makes them specialized weapons, intended for just that, which I like to carry on the Back (Vest/BackPack). I'd like to suggest to you to use Rifles and SniperRifles (and maybe MachineGuns if you like to try them) anywhere else (like, most of the time, really). Now, because I see no Shield guy in your Squad, I just want to let you know, that half of my squad (most of the time) and really half of my roster consists of them. It is the most important unit in this game, as far as I'm concerned. So you might want to use them some more, in order to recon, close distances and throw grenades, while generally shielding your units. For reference, here are some impressions (save scummed on Commander difficulty):
  8. Description: The Doors of the ATLAS Base, when revealed but not actively observed (by Xenonauts), allow to guestimate enemy movement and positioning again, simply by them visually changing state during enemy turns. Further information: - clean installed V3.0.7 - new campaign (commander difficulty) auto_strategy_before_combat-1.json
  9. Yea you're right, fortunatly. So I changed OP accordingly. Thanks for the quick responce.
  10. Description: Armor Bug on starting Shield and Assault Planned Loadouts (new campaign/Tactical Armor) What Happened: I started a new campaign (commander difficulty) and was configuring my guys loadouts as I noticed that something is wrong. My Shield guys couldn't carry the stuff I would usually load them up with. I quickly glanced at there appearences and noticed that they seem to be equiped with Heavy Armor,... so I tried to untoggle it, then that happend: By further inspection I came to realize that my first assessment was wrong, they weren't pre toggled with heavy armor, but they are equipped with it anyways. So, toggling Heavy Armor seem to glitch something, adding even more Armor (and Weight). The Assault Loadout is also affected. Conclusion: Something is messed up and not just visually, but also Armor HP wise. If you ask me, that's pretty much game breaking. (Edit: It does only affect "Planned Loadouts" in a wierd way (see post below), so I also changed the Title and the Description accordingly.) Further information: - the other Loadouts aren't effected. - new campaign on cleanly installed V3.0.7 (Steam Version) user_day_0_307th_commander_4rec_plus2-1.json output.log
  11. Description: There are some (two at least) containers that if they are being destroyed remain impassable, on the Pegasus Abductor Dockyard map. (And IIRC it's the same on the map for the Cruiser) What Happened: It did not matter if I also destroyed the hovering container above: Further information: - There's possibly many more on this map, I haven't checked. - I'm sorry, but I have no in mission save for this one. - This is from a continuation of a campaign I started in V3.03 (I think). maybe that matters. auto_strategy_before_combat-188.json
  12. Description: there is an unnamed "something" as loot from a late game Alien Base [likely the Eternals handheld weapon] What Happened: Further information: - This is from a continuation of a campaign I started in V3.03 (I think) and - Although this Alien Base popped up sometime between day 200 and 300 (on V3.05 or V3.06) I only ever attempted it at day 328 on V3.0.7. ... maybe that matters. Btw. (although I'm shure you are aware): - There was no research projects given by the captured Eternal - nor the captured Sebillian Brute. - Also, no further research nor engineering projects given as a result for either the Autopsy of the Sebillian Brute Corpse nor the Autopsy of the Reaper Alpha Corpse. auto_groundcombat_turn_16_start-1646.json auto_strategy_after_combat-187.json output.log
  13. Description: Stalker Armor properties popup windows don not mention the supposed Defence effect What Happened: When hovering the mouse cursor over the Stalker Armor Engineering Project or when hovering the mouse cursor over the Stalker Armor as choseable armor in the dropdown list of the Armory, the appearing popup windows don't mention the defence effect that this armor is supposed to have. Shown here in comparison to the Exosuite Armor, for reference to what is missing: Further information: Is defence still in the game? - IIRC it was mentioned in the research report as shown here in the Xenopedia:
  14. again, this time in Tropical Biome and it had already began to load for a split second auto_groundcombat_turn_15_start-1585.json output.log
  15. Description: One of dose seemingly "random" CTDs at the end of a mission. What Happened: CTD at the end of a Pegasus Cruiser Desert CrashSite Mission, without red Text flashing (or at least none that I had noticed). Further information: Maybe that been the second mission before RTB has something to do with it or the fact that this is a continuation of a campaign I startet at V3.0.3 (i think)!? Anyways reloading the save and finishing the mission didn't reproduce the CTD, just like the many times before. auto_groundcombat_turn_16_start-1527.json output.log
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