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Everything posted by Khall
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Looting alien corpses & mission summary
Khall replied to arekone's topic in Xenonauts General Discussion
Also you have to manually loot alien grenades to get the research for them (unlocking a new grenade), right now the game doen't register it -
Different armour give you different sight ranges, you can see further and at a wider angle with basic armour compared to jackal. The values are in "armours_gc", e.g: Just increase the numbers to get more realistic sight ranges.
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There's another command in the gameconfig that sets the % of custom soldiers spawning, so that would probably solve it. It's set to 5% by default.
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I think he's a custom soldier, I seem to remember also getting a David Cook. Maybe the command doesn't take custom soldiers into account.
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Base defences attack alien ships if they try to invade your base (before the ground combat), weakening the attacking force or destroying it outright. They don't engage random ships that fly near your base. Radar do stack, 1 radar will give you a 5% chance every minute to detect a UFO that flys within the solid blue circle, 2 radars will give you a 10% chance within the solid blue circle and a 1% chance within the larger, dotted circle (as far as I can remember). The detection rates are shown in the base overview screen. I don't know about hospitals though
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Right clicking on an enemy targets it for missiles (you can see what it's targeting in the top corner of the fighter's interface, right cilcking on empty space leaves it blank), left clicking targets it and sets an intercept course
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From kickstarter: Tall grass was unreached, hopefully fire spread mechanics will be implemented
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Incidently, how does fire spread work in Xenonauts? As far as I know, if a flammable tile takes incendiary damage it is converted into a fire tile. But that doesn't leave any opportunity for fire spread. I think that if a flammable tile is adjacent to a fire tile, there should be a chance that it also catches fire. And also a chance that fire can spread one tile from a flammable tile. E.g. there are 2 wooden boxes with an empty tile between them. One box is set on fire, there would be a chance to spread to the empty tile, and from there, set the other box on fire. But it couldn't spread two empty tiles. It would open more tactical options and make fire a bigger factor in decision making (an alien hiding in a warehouse full of boxes? Burn him out!) Of course it would have to be balanced so a stray fire (probably) won't burn an entire building, which is what incendiary rockets are for.
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Your first terror mission you would probably still be using ballistic weapons (maybe with alenium grenades) but by your second or third you should be starting to issue laser weaponry and wolf armour. When armour degradation is implemented it should help lessen the tediousness of fighting higher aliens with ballistics.
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I don't think it's fair on Chris to take responsibility for mods. He makes the original game and the modders make mods, I hope most people would understand the difference and not blame the developer for bad mods. If someone was stupid enough to blame Chris for things a mod (which they choose) added, I would disregard it completely.
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Geoscape: Build first base in north Africa (to cover north Africa, Europe, midde east and parts of Russia and south Africa), build another hanger (for mig), immediately build second base in indochina (to cover indochina, rest of Russia and allow chinooks to reach terror sites in Australia) with 4 hangars, radar, store, living quarters and medical centre. When built, send half of starting squad to second base, hire more personnel so you have 12 soldiers in each base (8-man squads with 4 reserves), 15-20 scientists and 15-20 engineers in 1st base. Build 2 migs, 1 for each base, purchase 2 f-17s and chinook for second base. This quite expensive to set up, but hopefully you should get enough money before the second month to cover it. I like to get 2 fully functional bases up as soon as I can. Squad load out: 8 man squad + ferret 1 machine gunner - highest strength soldier, jackal armour, has backup pistol and smoke/frag grenades 1 sniper - highest accuracy soldier, jackal armour, has backup pistol and flash/frag grenades 1 rocket launcher man - second strongest soldier, basic armour, 1 frag rocket (+1 in the launcher) and 2 armour piercing, has backup pistol and C4 and frag grenades 2 shotgunners - good AP and resilience soldiers, jackal armour, 1 C4 and flash/frag grenades 3 assault riflemen - remaining soldiers, jackal armour, has medkit and flash/frag/smoke grenades Each soldier has an extra magazine for their weapons (which I've never used). Any space they can spare is filled with extra grenades (or a medkit for shotgunners), to just slightly over the weight limit. Probably one of the more balanced loadouts currently and the one I like best. Inventory management is one of the aspects I enjoy most
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Even if you send a F-17 against a corvette with 2 escorts, or a battleship? Taking out the air combat would unbalance the game dramatically, a small $ penalty wouldn't cover it. What about an expanded quick battle feature, where you could choose the type of mission, what tileset, load up your soldiers inventories,etc.?
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Health should be trained some other way
Khall replied to Mathalor's topic in Xenonauts General Discussion
From gameconfig: +1 Health is earned every time you gain 4 stat increases in other attributes, e.g. +2 strength and +1 AP and +1 Accuracy would also give you +1 health -
[v15.1] Missing textures?
Khall replied to StellarRat's topic in Xenonauts Bug Reports / Troubleshooting
You could probably just delete that map (cruiser) from the farm tileset cause it looks like a test map that isn't meant to be played -
V15 CTD and savegame problems
Khall replied to Vivoune's topic in Xenonauts Bug Reports / Troubleshooting
Just saying I have this issue too All my savegames after 01 October doesn't work, but up to 30 September they do -
I thought alien grenades, plasmas cells, etc., were supposed to be converted after you research alenium. Right now it's impossible to get the alien grenade research. Simple workaround: Go to xenonauts/assets/researches and change the requirement of alien grenade from weapon.aliengrenade to e.g. weapon.AlienPlasmaRifle. The next time you capture a plasma rifle it should unlock the research.
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I couldn't figure this out. I'm missing something.
Khall replied to Mathalor's topic in Xenonauts General Discussion
They crouch and a blue triangle with a "s" inside it appears above them Here's the mechanics of it (If it hasn't been changed since) Proposed-Suppression-Model -
Yeah, Goldhawk is a UK based studio If the download from Desura doesn't work (there has been some problems recently) you can get a standalone download here (remember to log in) And welcome
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[Nice to have] Introducing armour degredation a-la X-Com
Khall replied to Max_Caine's topic in Xenonauts General Discussion
On the plus side maybe pistols, with their high fire rate, will actually become a viable close-range weapon. -
Shooting over adjacent, crouched soldiers
Khall replied to Khall's topic in Xenonauts General Discussion
That's great, it's good to see a developer really interact with the community and actually take on board suggestions