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Skitso

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Everything posted by Skitso

  1. Is there any official word on mixing tilesets? Is it Ok?
  2. In sub-map editor, how can I paint floor or flat roof so that it won't tile? For example Flash's toilet block in desert tileset has beatiful, non tileing roof. How can I achieve that?
  3. The big gas tanks should explode too, but they just vanish with explosion sound when shot.
  4. Because hand crafted unique maps play and look nicer than random ones. And coding a system that can create good random maps is really time consuming to do.
  5. @Max, I agree. Androns need to keep their armor and get a serious HP buff. At the moment they don't feel that terrifying. I'd like them to feel somewhat "unstoppable"... I'd like androns to always use most of their TU's to move towards the xenonauts and not just stand far away and shoot. It would scare the sh#t out of me. "I can't stop them, they just keep coming!"
  6. Well at first I did mean sub-maps, but then proceeded to demand new tiles too!
  7. Hope you find time! Remember how Firaxis' game got criticised for having way too few maps. And that game's overall play through mission count is a fraction of Xenonauts'. (I'd love the desert tileset to have prop variation for something else than military theme, also farm tileset could have some real houses in addition to barns and sheds)
  8. Well, I'm not sure if all the tilesets would need more sub map variation but at least the crash site ones...? Especially desert and middle east as they tend to be the most common tile sets for crash sites. (as starting base is ofter in n. africa)
  9. I made a few maps today and found it surprisingly easy! Submaps on the other hand are painfully time consuming and hard to make. As there are only few different sub maps per tile set, the maps are quickly feeling a bit samey regardless of the layout. Is GH planning on making more official sub maps for the game? Doubling their amount (different size buildings) would make mapping a breeze and help the community to improve the lacking map situation.
  10. Tech. Info v21 Experimental Build 4, balance update Observed Behavior Sebillian will stand and fight without fear after taking damage, and is often killed within a turn regardless of their health regeneration. Desired Behavior After injured, sebillian should retreat to a safe spot to take better advantage of their regeneration ability.
  11. If my units vanish without a trace when shot, it sure is a bug. Last time this happened, my unit got 28 health damage and 71 stun damage when a caesan one shotted him.
  12. I had it again. Xenonaut was one shotted -> death sound -> sprite dissappeared -> geard dropped to the ground. In debirefing health was at 79% and this time she was left alive in the geoscape too. Doesn't anyone else experience this bug?
  13. I feel this information just isn't available for the player at the beginning of the game. How should I know where it's worth to build my initial base when there aren't any numbers given to me to base my decicion on...?
  14. What unlocks alien interrogation research? I'm wondering if I'm experiencing a bug when for some reason I've managed to unlock it after my first ground combat mission...? Is there means to stun an alien before stun weapon research? EDIT: I found out that (maybe?) killing an alien with a flashbang could result in capturing it alive.
  15. BTW, passing items to characters in adjacent tiles should be made possible somehow... It's kinda stupid to throw everything to ground.
  16. I've seen similar close range behaviour from the sebs (second post): http://www.goldhawkinteractive.com/forums/showthread.php/8997-V21-E4-Xenonaut-died-with-health-left There has to be something there!
  17. This bug has been forever. Seems somewhat random but happens quite often and does carry within a save as StellarRat mentioned. Annoying bug to say the least...
  18. Well... it would be logical, wouldn't it? If I, as a new player, didn't know about their health regen ability, those green numbers would seem strange. After researching sebillians, it would make more sense.
  19. Why? Isn't Sebillian's regenerative ability told to the player very early in the game? Why should the player see the numbers without the knowledge about it?
  20. This should probably be only after sebillian analysis research, right?
  21. I'm hoping for visual polish. Fire and smoke around crashed ufos!!! And maps. Loads and loads of maps and randomization for them...
  22. New 0.5 version released: (compatible with 21 E3 + balance update) Lot's of changes and additions in this version: -Complete geoscape overhaul: new objectives text, color grading on the map, all new blue color theme, new crash site, terror, alien base icons etc... -Transparent menu screens -a few font and button modifications -added new role images -Slight changes to injured soldiers' health bar in the equipment screen -completely new close buttons in ground combat inventory, xenopedia and interceptor menu -added a slight edge vignetting in ground combat -few bug fixes Download link and a couple of new screenies updated in the OP Feedback is greatly appreciated! Also, please report any bugs.
  23. Adding stun damage when getting hit is a great addition! I don't mind the visible blue stun damage numbers normally when using flashbangs or stun rods, but in this context I'm not sure I like it that much and I don't think they are even needed as it's kinda self explanatory when you are shot. (and the amounts are equal aren't they?) I don't think we need visible stun damage numbers when there's also real damage or I hope we'll at least get an option to turn both on/off seperately as I kinda like the damage numbers.
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