runequester
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Steam Keys - How To Claim!
runequester replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Huzzah for Steam! Now waiting eagerly and patiently for the linux version to pop up -
Unable to obtain linux version past 14?
runequester replied to runequester's topic in Xenonauts General Discussion
alright awesome I'll give that a shot -
I am running into some weird issues. The version I get off desura is only version 14, even though it shows 17 being available, and when I try the separate download link on the forum, I can download the deb file, but it gives an error that it is not a valid archive. I am on Kubuntu 12.10, 32 bit. Anyone run into this issue?
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Soldiers directing civilians
runequester replied to runequester's topic in Xenonauts General Discussion
Right click on the civvie and "give order" would be the simplest probably. In theory there could be a menu here, but Im not sure what else might be in there. -
We won't stand for this human aggression! We tried to simply show them the error of their ways, with limited, surgical strikes, but rampant human militarism will engulf our solar system, if we do not take immediate action. Enlist your clone now!
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Could do something like 25% chance of the bleeding reducing 1 point, 25% chance of increasing 1 point, 50% of bleeding the same amount as last turn. Injury might get more aggravated, or it might be just a temporary thing.
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that and odds are if it runs on Ubuntu, it has a good chance of running just fine on Debian too.
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Soldiers directing civilians
runequester replied to runequester's topic in Xenonauts General Discussion
see, that would be pretty much the thing you'd expect the xenonauts to be doing though. Send off a few squaddies to round up any survivors and secure them, while the assault team hunts down the enemy. -
Soldiers directing civilians
runequester replied to runequester's topic in Xenonauts General Discussion
Yeah, along those lines. Basically, it'd increase the feeling of being there to perform multiple tasks. -
One option that might be handy would be this: A xenonaut within 3-5 squares of a civilian at the beginning of the turn will put the civilian under xenonaut control for that turn. That way, it's possible to round up civvies, get them at least in the rough direction of safety and let your men actually feel like they are there to take control of a situation, rather than the feeling of having a shoot out in a super market. The downside is that it could enable some cheesy tactics (using civvies as scouts) but given that there's harsh penalties for civvies being killed, it should balance itself out.
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I am on Kubuntu 12.4 (Ubuntu with KDE desktop environment). 64 bit. Would be happy to test.
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It's nice that we get a "what stats improved" screen after a mission, but instead of simply listing stat and the new rating APS 57 f.x. could it be shown as APS (+3) 57 for example? That way it's clear how much the improvement was? It's only a trivial thing but hey.
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How many military types are there on this board?
runequester replied to Max_Caine's topic in Off-Topic
I grew up in Denmark, where we have mandatory service, so I suppose that counts. Just 9 months as a grunt though. Nothing special or exceptional -
This is the first XCOM remake that has actually felt like a true successor. UFO Alien Invasion is a lot of fun, but never quite felt right. Kudos. I started with XCOM on my Amiga 1200 (still play it occasionally, still on the Amiga)
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There's some interesting analysis out there on both Soviet and Israeli military service, both of which let women serve in a variety of roles, including front line duty. Interesting reading in any event. Given that culturally, army life is seen as a male pursuit, it'd make sense to make the ratio maybe 75/25. Having it higher than what I've seen around the world is reasonable in a game about hand picked operatives (that shoot like janitorial staff). Edit: Despite general crashiness and broken'ness in the alpha (as expected), seeing aliens suppressed from a good burst of gunfire is quite satisfying. That little bit alone will make the game far more tactical.
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Range to target in damage formula
runequester replied to Comassion's topic in Xenonauts General Discussion
When you're essentially shooting from one side of a house to the other, should range really affect the damage much ? -
Firaxis Games' XCOM: Enemy Unknown announced!
runequester replied to Moonshine Fox's topic in Off-Topic
I will admit one of the things I enjoyed about XCOM was that everyone can try everything, they just might not be great at it. Class abilities and "gimmicky" powers takes away some of that sense of "realism" and makes it harder to suspend disbelief, because you're reminded it's just a game construct. -
I'd suggest a steady morale loss as well, either as damage is sustained, or a larger morale drop, until the wounds are healed. Makes it a bigger priority in cases where you have bleeding wounds, but still a lot of health left.
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It runs quite smooth here. 4 gigs RAM, some old 2 ghz dual core. Running the demo under WINE as well.
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More soviet kit would definately be welcome. Given the cold war theme, it would be nice to have an option that toggled "NATO/Warsaw Pact" for the weapons. It wouldn't even have to do more than just different names and graphic on the selection screen. M16 - AK47 M60 - RPK and so forth