OhNoItsNot
-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Posts posted by OhNoItsNot
-
-
I'm still getting crashes on missions when aliens teleport.
-
After a few turns the map appears to have loaded properly
-
First cruiser mission in south america, map hasn't loaded properly and has lots of white tiles
-
Having tried to replicate it I think it might actually be my computer locking up when there are mutliple explosion animations happening as the other times I've done it it just causes a large amount of lag before working again.
-
Twice now I've had the game crash when I use a rocket to kill an alien, usually the crash happens when other things are also destroyed such as ufo reactors. I'll try and get a save for this.
-
I don't know if it would make them too powerful but foxtrots with two light missiles that have to be light and two torps that have to be torps would seem like a good solution. Or if that's too good maybe just three missile hardpoints? Not sure if that would make them too strong against heavier ships though.
-
I had assumed they were underground, but the aliens accessing form anywhere +underground radar (not that it stopped EU1994) + lack of an access lift made me think it was above ground.
Currently, I'm thinking the aliens use weapons to tunnel down and in. Although why they don't tunnel straight into the command centre and win is a mystery. Back above ground it is!
I assume because they don't know the lay-out of your base?
The last base defense I did they did have an access point to the command centre so I guess it's random
-
Hey I don't know if this has been reported, couldn't see it anywhere. I finished an alien attack on my base mission and the soldiers who were critically wounded but also in my dropship bugged out, they are still considered to be in my dropship and cannot be removed. They still take up the space and you can still see them on the dropship screen (although trying to move them causes a crash) and they still join missions but are equipped only with a rifle and ammo. Also one of them died on a mission and is still in my soldier list as critically wounded.
-
Well, the earth is the earth, we can't really balance that. ;P
Could use the Gall-Peters projection instead of mercator.
-
My only problem is when you send a foxtrot against fighters and they get hit by a missile that one-shots them that you can't dodge
-
I think dual wielding wouldn't really fit the style of the game, since xenonauts are suppose to be elite soldiers. When was the last time a professional soldier dual wielded pistols.
-
no? It's pretty much exactly what you expect from an alpha game
-
I had this, if you to the controls settings for some reason all hotkeys have been removed, if you re-instate space as the pause/unpause button it works fine again
-
+1 to this, hypervelocity is one of my favourite things about this game.
-
I'd definately like something to this effect, being unable to respond to a terror mission due to range is really frustrating and you really can't get global coverage quickly enough for it not to be a real problem.
-
it sucks for me.
I love steam all the way.
Pretty much this
-
Not sure if this is a feature or a bug so decided to post it here. Had a mission where I assume all the aliens died on impact because I won instantly after taking my first turn.
Personally I think that's pretty cool that you can have a mission where it's literally just recovery but was wondering if it's supposed to be something that can happen.
-
So far I've found that if you save it before missions and reload enough times eventually it'll just work, although I am having to restart the game 1-2 times per mission
Xenonauts V1.03 Released!
in Xenonauts-2 Releases & Patch Notes
Posted
Xenonauts no longer lose the 3TU for the tile they were about to move into when their move is interrupted by sighting an alien.
This makes me super happy