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Everything posted by svidangel
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So I've been noticing as I train up reaction fire... on Reapers... it seems that if more than one unit takes a reaction fire shot at once, the Reaper just ends its turn. No suppression, not necessarily even hit, but if a second reaction shot goes off before the alien gets to move again it just freezes. What I'm wondering is if this is intended behavior for incoming fire, or if maybe the check for the alien's turn is interrupted by a second (or more) reaction fire shot? Anyone else noticing similar behavior?
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How to Better Integrate Combat Roles in the Geo/Battlescape
svidangel replied to Azek's topic in Xenonauts General Discussion
I've pretty much stopped using roles after the beginning of the game anyway. Mostly I'm adjusting what people carry by their strength, which is changing constantly. Would be fine with anything that didn't clutter the screen much though. OFFTOPIC What I would really like to see are unit numbers next to the units in the battle map. THAT would be useful to me. Or a map/minimap that indicated all the soldier's positions by number. I do fondly recall firing rockets into the darkness in the approximate positions of enemies, then gleefully counting the little white crosses or whatever showed up to indicate a corpse on the map. Come to think of it, if the Role feature was flexible enough I could just make each role 1, 2, 3 etc and it would have about the same effect... -
I don't recall having mentioned it before. Probably someone else.
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Why can't we send weapons to other bases?
svidangel replied to wolford171's topic in Xenonauts General Discussion
You can. It's on the same page where you sell storage stuff. Icon with 3 boxes. Come to think of it, anyone wish the base construction icon was... a building or something and not a construction hat? -
What caused NA to leave so soon?
svidangel replied to Tryphikik's topic in Xenonauts General Discussion
I only built the one foxtrot before expanding to the second base. I never bought or researched the Jeep. Everything went into getting the second base up and running ASAP. More missions = more happy countries and more loot etc etc. Second Foxtrot for the second base was the next order of business. First in north africa to cover most of europe/north and south africa and some of asia, and the second in central america. I might relocate the first base next playthrough since I was hoping I could get extended radar range... Or maybe something like the hyperwave decoder. Haven't run into one yet though and it's getting pretty far through the game. Certainly am not getting it early enough to rely on an expanded radar range. Anyway, the end goal of ALL of that was to intercept as much @^$$ as possible to slow the invasion ticker as much as possible. Seems to have worked since I'm getting my first massive sized enemies in early february vs others getting them in early january. A whole month is a decent amount of slowdown and extra research/production time. -
So there seems to be a few pathing issues with the first Massive ship that lands. All of my troops trying to run around near the entrance at the bottom are bouncing up and down in the air, finally making use of their sentinel suits. Unfortunately one of them disappeared at some point during the bouncing and never came back. Sadly all I can provide is a pic of when it happened. Exiting the game and reloading restored the missing character. Below you can see the missing character highlighted (green double circle) but there isn't even a shadow like with the other missing sprites.
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[Steam - Geoscape/AI] Terror site locations
svidangel replied to svidangel's topic in Xenonauts Bug Reports / Troubleshooting
Wait wait... HUMAN TERROR SITES. YES I CAN SEE IT NOW. Chinook lands... and outside are 30-40 alien civilians you have to hunt down and kill before they make it to their extraction zone. Muahaha -
V18.3 Geoscape Balance Discussion
svidangel replied to Chris's topic in Xenonauts General Discussion
TBQH, aside from the point at which I got overrun slightly in December (which probably wouldn't have been a problem if I had known I could just sell all my reactor cores/alenium/alloys without any worry about running out later), most of the geoscape balance has been fine on normal, though I think what is currently "normal" should be at least Veteran on the difficulty slider. Reducing the cost of condors to just 50k made them worlds more accessible and expendable. -
V18.3 Geoscape Balance Discussion
svidangel replied to Chris's topic in Xenonauts General Discussion
Heh, Roll your Luck for whether or not the alien craft loses interest in you vs blowing you out of the sky. Do ya feel lucky, punk? -
I would be fine with terror sites being out of range IF the only result was a decrease in the nations love/funding. They should not have a massive effect on the invasion ticker.
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There we go, first massive on Feb 5th! Ticker can vary by quite a bit then, I wouldn't worry tooo much about the scripting.
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Or at least a little icon showing a sun or a crescent moon. Since that's probably all we really care about.
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Ground combat and Squad size
svidangel replied to mangalores's topic in Xenonauts General Discussion
At the moment I just smack the landing ship next to the terror site. Seems to be worth more >.> Free reactors! Credit for completing the terror mission! Not as many civilians! -
I know the old game had drastic penalties to all stats based on how damaged you were, but I haven't really noticed much of that in this game. Anyone know if it's in? Also, if they did the icons, they'd need to make sure they had room for every icon at once, just in case.
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If a chinook lands at an alien craft site, but there are no aliens left alive to see it, is it really a chinook at all?
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What caused NA to leave so soon?
svidangel replied to Tryphikik's topic in Xenonauts General Discussion
Yeah, getting a second base running by the second month really seems to have affected my invasion ticker. I am cruising along through Feb now with no problems shooting down everything I see, and still no massive ships. Just annoying that america left because of that one unreachable base. -
Whoa friendly AI units have upgraded weapons?
svidangel replied to dane332's topic in Xenonauts General Discussion
Money becomes much less of a problem once you hit medium UFOs and bases. Hell, I'd have had even more money if I hadn't been saving power cores and reactors. Once I found that out I got about a 5 million dollar boost all at once. -
At the moment though I'd settle for a few popups the first time you go in the base/on a mission. Just to ease the new players in. Or maybe a forum sticky with a redirect from the Launcher.
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Do any items currently take aaaaanything other than money? Sadly I was stockpiling things thinking they would be used in later construction, but now I'm feeling like I could be even farther ahead if I'd burned it all for money early on. Certainly nothing I'm crafting at the moment is making a noticeable dent in my supplies but I am not being too careful either.
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FROM STEAM: IronMan Savegame Label / Tabs
svidangel replied to Commissar Pancakes's topic in Xenonauts General Discussion
in campaign saved game FOLDERS labelled by date started!