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svidangel

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Everything posted by svidangel

  1. So what you are saying is all the flaming is self inflicted? Hmm, reminds me I need to check and see if that hot topic is still going...
  2. Haven't played in about a month, but last I checked there ARE night missions, minus the darkness. More like, "slightly less light than day" missions. I think there was another thread that talked about detection distances and visual range in the night missions somewhere, and why it didn't feel like a night mission. Basically you get flares, but unlike the original it doesn't help you hugely to use them.
  3. Heh, I thought the ending felt very Baldur's Gate. And yes, boring as gameplay, neat as lore. Overall I felt it was worth the money for me (largely for the challenge presented by beating impossible), though I'm not sure I would have actually paid for it if I'd known better what I was getting into. I did like the posted idea for the built in color coding for movement. As it is, Xenonauts shows a different color for your selected snap shot, but a general toggleable "rainbow road" that delineates where each type of reserve would end for the currently equipped weapon (and maybe kneeling?) would be nice.
  4. 17.1 Just had this happen on my second terror mission (3rd total, one I couldn't reach) where the caesans started showing up in what looks like powered armor.
  5. Just had this happen three times on a farm map, so figured it wasn't my imagination. Normally when the sniper bullet pierces it just passes through and on and on and on... Not so here, where it looks like each item the bullet pierced generated its own bullet and trail so I had what looked like a LMG burst fire trail along the path of the original bullet. First time was on reaction fire, the other two were just regular long range shots that went through a few fences. No problem with the mechanics here and it looks cool, but probably not intended.
  6. Friendly armed NPCs will continue to fire at stunned (blue and on the ground) aliens. Unsure if this is intended behavior.
  7. Just a visual oddity I think, but see the floating door near the left corner of the house and the entry on the right. Also the entry on the left/top side seems to go behind the bookshelf once the door opens. May be business as usual, but it's my first terror site so just seeing it now
  8. Seconded http://www.goldhawkinteractive.com/forums/showthread.php/3520-V17-Ground-Combat-Farm-Map-Chinook-invisible-walls
  9. Try spreading out quickly and shooting all the civilians you can. Or just bail and take off immediately (if that's possible on terror missions, haven't run one).
  10. That would never work. They would take one look, assume it was one of their own, and move on.
  11. Ah, good. I'll have to try that out. I just had a farm map now where it would CTD on the second turn no matter what I did. It seemed to correspond with a civ jumping over a fence but I couldn't really be sure. On that note I had noticed other civilians on industrial maps jumping over fences into... solid objects. Fuel tanks, barrels, etc., and then never coming out of them. Not sure if that helps.
  12. Ferret as shown cannot move any farther, up or down. As stated a farm map on a small (not very small) scout, right up against the edge of the map.
  13. When your research opens up advanced medikits, it apparently removes all standard medikits from ALL of your soldiers. I suppose this won't be such a big deal if it is announced in the research blurb, but at the moment it came as something of a surprise when all of my soldiers medikits were missing on a mission where I wanted them! Recommend replacing all medikits currently equipped with the advanced medikits, or leaving the option (and the equipment!) for the original medikits so they don't just go poof.
  14. There is at least the starting armor (right off the bat) which gives a slightly different appearance to your soldier. I'm guessing things like editing faces and replacing faces with helmets isn't likely to be in, at least not without a mod or doing it yourself.
  15. It's not exactly related but I have been having a lot of suppression resulting from near misses with the sniper rifle. Which is pretty much all I use. I think I have 2 shotguns, a heavy, and all the rest sniper rifles. At the beginning of the game nothing else seems to come close. The LMG was fun but I didn't like the spray.
  16. And by that I mean invisible about half the time, not half of the sprite.
  17. Yes, 17 not 17.1. Haven't had any need to try it yet. I do have half visible half invisible npcs with guns running around the middle east maps, but no crashes from them. One did stop right in front of my rocket launcher character right before... well I didn't notice and... it didn't end well.
  18. As title says, lizardman partway through the door here, able to suppress it by shooting at it.
  19. Haven't had any problems with farm map crashes in 17 yet, only done 4 or 5 though. Plenty of civs running around.
  20. Oop, missed your second pic in that thread. So much forum space to cover... I fail.
  21. I think one of the earlier posts said something about a unit out of cover having a 100% blocking chance for any shot that passed through it's tile. So basically yes. I'm not sure how XCOM handled it since I am pretty sure I saw near misses there... but that was a different engine.
  22. Guessing this will be for beta, but it would also be nice if items ordered had a different descriptor for "personnel have arrived" and if research or manufacturing popups had the option for a redirect to their particular base tab.
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