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Khall

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Everything posted by Khall

  1. Go to Xenonauts > assets > soldiernames. There are some numbers you can change for the nationality chance
  2. No, I use the mouse wheel as well, a lot quicker than right clicking, but I see no reason it shouldn't be added to the right click cycle.
  3. Flares do increase your line of sight a little bit currently, but I would like to see an accuracy penalty if the aliens are lurking in the shadows. Flares would become more useful for lighting up your target.
  4. When you get the bug, save the game, start up a new game (not sure whether or not you have to open the hiring panel), and then reload your previous game, this should refresh the hiring pool.
  5. I got that too, so I fired at it and it turned out an alien was on that tile. My shots only hit the alien and didn't damage the generator.
  6. The accuracy reduction is mainly to negate the accuracy bonus from crouching and the AP reduction would not allow more expensive firemodes and reduce mobility. Reducing the suppression values by 30% did make it feel less overpowered Reducing the effect of suppression and at least giving a chance of reaction fire is the way to balance it from my point of view Edit: Ninja'd I like that system a lot The only thing I would change is Yellow->Orange->Red But that's just me being annoying
  7. The system does feel too binary at the moment. Something like Guaddlike's suggestion in the other thread would be better, where the % of suppression is taken into account. - for every 1% of suppression done reduce 1% of AP reserved (at 50% start taking it from next turn instead) - for every 4% of suppression reduce accuracy by 1% - for every 1% of suppression reduce reactions by 0.8% - at 50% of suppression, crouch So at full suppression the unit will have - 50% less AP this turn and next - A 25% accuracy penalty - A 80% reaction penalty - be crouched Or something like that With this system there shouldn't be an indicator apart from crouching. You can't see the enemy health, you can't see how much AP they have, so you shouldn't see how suppressed they are. Edit: OR Each unit doesn't get effected by suppression until it's suppression score goes below 50, at which point - every point below 50 reduces AP by 2% (at 50% start taking it from next turn instead) - every 2 points below 50 reduces accuracy by 1% - every 2 point below 50 reduces reactions by 3% - at 25 points, crouch This will give a similar result to the above, while combining the binary and % systems. This allows units to take some fire before beginning to feel the effects of suppression. It also shares some elements with the morale system so it should it relatively easy to implement (compared to other, more complex systems) Also reduce the amount of suppression each gun does (especially the MG, that thing is ridiculous) so it will actually take numerous shots or 2 MG bursts to fully suppress.
  8. I agree with Comassion about suppression being too reliable. I think problem right now is you know that the aliens will definitely not reaction fire if suppressed, which means you can just run up with a shotgun and shoot them point-blank with impunity . Xenonauts is all about taking calculated risks, the current system removes that element of the unknown. My proposal for suppression is: - Lose 50% of AP reserved for reaction (values are just an example) - Greatly reduce chance of reaction fire Rest of the current system is ok (crouch, lose 50% of AP next turn, etc.) The suppressed unit (alien or human) would still have a chance to (rarely) return (inaccurate) fire, both adding realism and keeping the "X-com"-esque feeling of luck. Suppression would still be effective, but it wouldn't render the unit completely harmless, the player should not know what will definately happen next. Just my thoughts.
  9. I'm not sure if this is just coincidence or not, but if you manually target the tile the alien is on instead of the alien (missing % or 0% to hit), it seems to result in fewer crashes. Of course I've still crashed occasionally just before the shot hits (but not every time I hit a 0% alien). But I might just be imagining things. Edit: This is the accuracy calculation, don't know if it helps: http://xenowiki.goldhawkinteractive.com/index.php?title=Accuracy_Calculation
  10. Disappears completely, which means I have to constantly manufacture replacement equipment everytime someone gets wounded.
  11. Had the same problem so I did some testing: - Occurs when standing adjacent to a window and firing out (no issues when firing in) - Only happen when window is unbroken - Only happens with MGs - All shots hit the window, destroying the wall (excess damage is transferred to soldier?) - If soldier is killed by the reflected damage, CTD - Happens with all windows (at least on industrial tileset) regardless of orientation Tested it about 8 times and it happens everytime.
  12. He's a custom soldier. They haven't got their regiments implemented. The only 2 custom soldiers so far are Kris Thaler and Chris England.
  13. In my experience it occurs when the soldier is recovering in hospital (below 50% health). When returned to service he'll have lost all his equipment. Especially annoying when he was decked out with Wolf armour and laser weaponry.
  14. Maybe several civilians had been killed on the aliens' first turn, lowering morale below 50 for the soldier, and you just got unlucky. More detail on morale system: http://http://xenowiki.goldhawkinteractive.com/index.php?title=Morale_System
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