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svidangel

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Everything posted by svidangel

  1. Sposedly they can't fire at all after teleporting. Or move I think? At least based on my hazy memory of the description when you capture one. Note: Xenopaedia entry only, not in game now
  2. Sure, that's what they had in the old XCOM right? Could even make that red/green if you wanted heh.
  3. Yeah, stick it to the red green colorblind people but GOOD!
  4. Yeah, they will definitely need something. Especially with the drastic reduction in the number of troops we bring per combat in the early game when they would be most useful.
  5. Been reading a few threads about the vehicle problems. Now I know that the devs haven't really wanted to have tank drivers or anything like that, but another possibility to keep tanks "with the curve" is to make their stat values relative to your soldiers stat values, thus simulating operator experience as your squad gets better. Obviously not perfect as you could take a tank with 15 combats, ship it to a base full of rookies and it would be back to it's old self, but it's something that wouldn't be terribly hard to code. 1. Average of soldier's stats x multiplier. Not terribly abuse-able unless you are willing to try to just bring one soldier with great stats and no one else. Slightly more punishing when trying to mix up squads. 2. Average of top #(say 3 or 4) of soldier's of a given stat * a multiplier. This would leave room for seeding rookies into a veteran group without nerfing the tank. 3. Stats based on rank of highest soldier in squad. This would have a more incremental increase with set values based on the ranking soldier, but if you farmed all the kills/shots to one soldier to get him statted/ranked up, it might be slightly more abusable. Obviously there are tons of ways this could be worked out, but I think it might be a decent direction to go in. Armor value/HP could go up based on research unlocked.
  6. That was one of the bugs listed as fixed in the 19s. I never ran accross it there. If you are still running version 18 then you should expect it and probably mute Xenonauts if you are wearing headphones.
  7. Didn't vehicles used to have longer sight ranges? Also, noted, androns for punching bags now!
  8. Shouldn't be too hard, since we pretty much had to toggle off smoke for that one version where smoke crashed the game.
  9. Oooh, having technicians required to repair fighters WOULD get them back in the game, and in a big way. Have to balance it so that you can't just presto blamo new fighter it by loading up on techs though.
  10. Pointed this out a few builds ago, but I'm not sure if the translucent halo that lets you see troops through walls is allowing aliens to just see through it. have you noticed it being more of a problem when you are "above" the wall vs below it? I had noticed that when I was below a wall I could actually see the alien one space above me straight through the wall.
  11. Yeah, vehicles would have to be much tougher, or have some pretty spiffy ability to make up for not skilling up two more soldiers. Brought this up for a rifle buff, but it would work here too to have the vehicle able to fire for free (0TUs) once per turn and have good movement and sight range.
  12. People realize this is a MOST annoying bug thread, not a here's a bug that hasn't been mentioned thread... right?
  13. Some of that could be dealt with in combat by dropping the damage on ballistics or raising the damage on lasers. Not that that would be any simpler since you would have to do it all the way up and down the tech tree, but it is a non-economic influence at least. Also, air combat finance decoupling ;p
  14. Kinda the opposite right now, with regard to stunning. That seems to be the go-to method for people to take care of most of their aliens. Maybe when they make it easier to kill than to stun it will make more of a difference. Or just much later in the game and hope you don't get a lot of Androns.
  15. Now that regular grenades destroy equipment, they probably will be. Aoe that doesn't destroy stuff. Maybe the accuracy buff will help but it takes a lot to compensate for AoE that doesn't destroy stuffs!
  16. so about 1/4th of the game done in one month! grats! UFO door thing was listed on the 19.6 stuff.
  17. Heh, if by "Ballistics alone" you mean lots of fusion grenades and equivalent missiles, etc, then sure! Think that was the way to go in the last version I tested.
  18. Ah, got it. Are you able to scrap it and buy a new one for a 3 day delivery if you want it sooner?
  19. Above Normal difficulty, crashed ships/terror sites you are en-route to will behave as expected, and not just stick around until you arrive. This should force more night-time missions, giving an increased difficulty to the game overall without just changing numbers.
  20. Pretty sure 80/24 is closer to 3.3 days, if I'm reading you correctly.
  21. I never wanted them to be independent of finances. http://www.goldhawkinteractive.com/forums/showthread.php/6481-Decoupling-Air-Combat-and-it-s-Financing?highlight=decoupling
  22. That will just slow us down, but it won't fix the basic problem with two otherwise independent systems being coupled by finances.
  23. Damn, and I was hoping this thread would resolve my persistent search for the answer to what the aeronautical version of bestiality is called. -1 for misleading title. Also, air combat finance decoupling. Nuff said.
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