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Skitso

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Everything posted by Skitso

  1. Tech. Info Xenonauts v21, experimental build 4 with balance update Observed Behavior Sebillian walking nervously back and forth and kneeling at the back of the light scout while my pistol guy is just outside the door behind a rock taking reaction shots one after another, round after round until the sebillian is either killed or after three or four turns decides to make a run for it. Desired Behavior In such a dire situation a defensive unit should take cover in a best/nearest possible place and reserve _all_ TU's for nothing else than reaction fire and try to win time while "calling for help" to get other nearby units to move there. Aggressive units should run towards the enemy in kamikaze style unloading everything they have.
  2. There seems to be something fishy with the shield even after correcting the values. My shield guy got flanked by a sebillian that burst fired directly to his back. Shield broke and not a single hit point gone. Super dissappointing that when I finally get flanked for the first time by AI, I don't even get to pay for my mistake! EDIT: uh oh... just noticed I need to change the angles too.
  3. I replayed the same mission few times and managed to reproduce the same bug again. In the process of testing I had all my units killed and mission failed. Debriefing had 3 guys @ 100% HP. Could be related to suppression change in this build? Also had three of my guys suppressed in the middle of a field with no cover. Two sebillians needed at least 10 turns to kill them from 6-7 tiles away.. Felt a bit odd. Not necessarily related to the bug above, but thought it would be good to report too.
  4. This was the first mission of a game. It was night/farm. A Sebillian shot one of my Xenonauts. A death sound played and the soldier dissappeared completely leaving only a pool of blood and his gear to the ground. As I selected the dead soldier by pressing corresponding number (BTW, it should be easier to check who has died as mouse over doesn't work) he still had 5 health left. Debriefing said he had HP level at 45% and he was wounded for 19 days, but at the geoscape his was no more.
  5. Can we add new / modify current default roles somewhere?
  6. Out of curiosity... how many man hours/days it takes to make a GH quality terror map? I guess when there's enough sub maps done, the maps itself are quite fast to make. I'd love to help you guys out and make some maps (I love mapping), but the tools are a bit uh.... unintuitive.
  7. Attacking with stun rod over a hedge results in hit sound and animation but hits won't land.
  8. I just got to a first new terror map and I gotta say... Wow! I had huge kicks out of a fresh, beautifully crafted map I hadn't seen before. Nice work GH! I just hope we'll get even more variation and randomization to crash site maps too. (maybe times three?) I just realized how much previously unknown maps does for the tension and overall fun factor of the game.
  9. I agree. That one time I tried a Hunter, it blew up the very first turn. Not exactly that huge bang for the buck...
  10. Hmm.. I just wathced a couple of youtube videos and cant seem to find that flight path line from those either. Strange. I suppose there must be somekind of a bug that makes the lines invisible in certain circumstances? Hope GH can sort it out.
  11. This is a really strange bug that I suppose I have had since day one. Few builds ago I noticed the nice new visible red flight path line pulsing from the aircraft to the destination. I had never before seen these and naturally thought they were a new addition then. But now I think they may have been there who knows for how long... And thats because now I suddenly don't have them anymore! I thought the mod I'm working on could have caused them to break so I manually deleted the whole local Xenonauts folder and reinstalled the game but I still don't see them anymore. Nothing has changed in my computer either so I have no idea what causes them to be visible or not. How long have these been in the game? EDIT: Also, can anyone confirm that night mission visibility doesn't update in "real time" anymore. Only light levels move with units but FOW updates only after each turn like in day time missions? Is this related to the aforementioned strange behavior, or has it been changed back? I really liked the real time updating... (or have I become completely insane and it's never been in "real time"?)
  12. Yeah, I've checked those all... dropped continent masks are just white alpha textures, so the color should be stated somewhere...
  13. I changed the color theme a bit in the geoscape and now the green and yellow texts in the aircraft launch control screen and autoresolve screens bug me. I can't find correct scripts to change them. I changed organge text settings in the styles.lua and it did change some texts but the intercept menus and xenopedia are giving me troubles... Hope they aren't hard coded... Also, where can I change lost continent color? My GS looks like this ATM:
  14. Thats a good point.. Can there be multiple objectives at once?
  15. If a soldier is killed but is revived and also gains HP in the same mission the end brienfing he/she has 1% HP left but wounded only 1 day.
  16. I just realised that the mission debriefing doesn't include kills! I absolutely want to know who killed what and how many.
  17. Thanks for the input. Hey, what do you think about the new Objectives text location and look? Better, worse? Would or woudn't use?
  18. I'm constantly improving my Oppressive UI MOD behind the curtains, and while I'm not releasing any new versions of it before the game releases, I do need the community's help, as at the moment I'm trying to mod the most difficult view: the Geoscape. It's a bit more complex than the rest of the screens, so I would be grateful if you guys could download a demo of the geoscape portion of my mod below (backup everyting before, please!) and unpack it in the assets -directory overwriting everything. Please check if the objectives text is aligned correctly and is visible and that top left and right bars (time and funds) align neatly. Also other feedback is greatly appreciated. (Is it too dark for example?) This is also an opportunity to check how the color grading and vignetting system I proposed to GH earlier affects the look of the game. (Only used in geoscape view in this mod of course!) Download here: https://www.mediafire.com/?yayjgkl4v4h2v84
  19. Sniper and machine gun are both currently really good, so buffing heavy weapon penalty would maybe go a long way in balancing them compared to AR and Shotty. I would make sniper damage even higher and balance it by making moving and shooting almost a non choice. This way AR would be much more mobile and it would reinforce it's multifunction role. Shotty would be more fun to use with double pellets (6) with lower accuracy (wider spread) and damage to make it even more CQ. I'd love to hit multiple adjacent enemies with it more often.
  20. Chris, I hope you atleast spice up crashed ufos with some smoke, fire and debris!
  21. -Less ufo's spawned in general. -Later advanced aliens (both ranks and species) should have tougher armor, better weapons and other stats to differentiate them more and add tougher challenge to experienced xenonaut teams. --Directly tied to above: difficulty progression curve is too steep in AC and too gentle in GC -bit more aliens in crash sites (smaller random variance?), especially larger ufo's -Snap shots should be a lot less accurate bit cheaper to use -Assault rifle's burst needs buffing. -Jackal bit lighter, shield and first aid bit heavier -Aliens should rush to recapture ufo/control room when a player holds it for 5 turn victory -I'd really like the cover to... you know, COVER the units behind them once again. --There are lots and lots of too tough cover sprites. Store shelves for example can take huge punishment before crumbling down. I think cover should break down more easily but cover more reliably. -> more dynamic combat experience. -Can't agree more on lowering the accuracy across the board -Agree that landed ufo's should stay grounded longer . Could even stay landed until -> terror site? Non balance wish: -I'd like to have a Jagged Alliance style system where every landed shot reduce target units AP's even if it isn't suppressed, and high one time damage numbers could render target unconscious for few turns
  22. Actually it is a bug. Draken is probably on a stable build, and this is fixed in the most recent experimental build if I remember correctly. Civilians should stay close to Xenonauts and not run inside ufo's...
  23. Nope, without the new loading bar I have loading times somewhere around 15-20 secs.
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