chacineiro
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Thats exactly what I mean, happy to hear you are planning this!
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Hey Kabill, any chance you will be integrating all your mods in a "mod pack" in the near future? You have great mods, very well thought stuff, that dosent break the core game balance and mechanics. Thank you!
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[V1.09] Khall's Carbines/Shotguns + Extras Mod [V.1]
chacineiro replied to Khall's topic in Completed Game Mods
Any way to make this work with X:CE 0.25 and other mods? I have all kabill mods instaled and working fine together, but once I try to install this I always get CTD. -
[V1.09] Khall's Carbines/Shotguns + Extras Mod [V.1]
chacineiro replied to Khall's topic in Completed Game Mods
Loved the mod, it dosent add silly weapons like dual pistols/revolvers or completely overpowed stuff , nor does it contain health buffs or increased throw ranges that makes the game trivial, the carbines somewhat fulfill de role of smgs in close quarters, closing the gap the vanilla game has between shotguns and assault rifles. The fact that AK-47 already has its sprites just makes even more awesome, it dosent break immersion like other mods(not desqualifying other modders I know its hard to make sprites for Xenonauts, I just cant stand a smg being depicted like an AR or pistol) Just think the shotgun should keep its 1.5 reaction modifier, right now they arent excelling on the role they are supposed to, close quarters assault, its far more safer to use carbines in almost every situation(unless the enemy is already supressed). Keep up the good work! -
Development Update - 9th November 2012
chacineiro replied to Chris's topic in Monthly Development Updates
I say, bring it on, I´ve been waiting for like 15 years to see any decent AI that can put up a great challenge without cheating. -
UFOs & Being Horrible: Part 3 (New Solution!)
chacineiro replied to Chris's topic in Xenonauts General Discussion
I agree with this concept too, its the best so far. -
Thoughts & Lessons from X-COM: Enemy Unknown (by Firaxis)
chacineiro replied to Chris's topic in Monthly Development Updates
The whole concept is flawed, you can build aditional workshops so you can house 5 more engineers, but at the same time, you can also never build a single workshop and have 100 engineers just from mission rewards. Its an extremely dumbed down and illogical system. Panic is an interesting concept, but the fact that you cant intercept UFOs before they start abductions or terror sites is just another lame dumbed down mechanic. Different types of missions were a nice adition tough. The problem with EU is that I dont feel in a "live world" were the aliens are trying to compete for world domination, building bases and flying ships everywhere to cause terror, the entire game feels like a pre-set story line with some ocassional twists. Personally, I dont feel like its worth more than 2 or 3 playtroughs, because theres little variation. -
[17.1 Ground Combat] Hidden movement freeze
chacineiro replied to Piloter's topic in Xenonauts Bug Reports / Troubleshooting
Had this on a desert small scout crash site too. -
Thoughts & Lessons from X-COM: Enemy Unknown (by Firaxis)
chacineiro replied to Chris's topic in Monthly Development Updates
I finished the game on Classic and on Ironman Classic and feel like theres nothing else to do, the story and tech tree is so linear and boring, theres 0 replayability value. This DLC is pathetic, it will add basically nothing new to the game. -
Thoughts & Lessons from X-COM: Enemy Unknown (by Firaxis)
chacineiro replied to Chris's topic in Monthly Development Updates
I second your words, Chris was very spot on, and interception is really horrible, way worse than the original like you said. Im glad interception in Xenonauts will be much better. Ufo Defense. -
Development Update - Tile Production Process
chacineiro replied to Aaron's topic in Monthly Development Updates
Impressive work indeed! Cant wait to see those in-game. -
V16.1 - teleporters in Scandinavia
chacineiro replied to raziel1981's topic in Xenonauts Bug Reports / Troubleshooting
I ran into this too, its on a map that looks like an airfield, that has plently of open space, Im at work right now, so I cant attach any screenshot. -
I didnt factored the supression part, but mainly because its not even necessary, since aliens die easily, and flashbangs are way more reliable and less TU intensive, maybe HMGs are superior to flash bangs on large open field combat situations, but that dosent happen often. Balancing HMGs and Assault Rifles can be tricky indeed. And like I mentioned in item 1, I dont see any reason to use anything but Sniper Rifles, they are so much better than anything else, you can fire 2 snap shots from a sniper for the "TU price" of a burst fire from an assault rifle, hitting way more reliably and doing much more damage, even Androns fall relatively easy to snipers.