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Posts posted by svidangel
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Chris has confirmed that grenades are not working as intended.
They don't arc over intervening terrain in the way they should.
Hugs and hugs and hugs. Although tbqh smoke grenades are pretty OP at the moment. Since you can... ya know, empty a scout by pouring smoke through the walls. All in good fun since AoE stuff doesn't seem to check for walls yet.
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Ah, so that's why my troops are like a Tyrannosaurus Rex when they try to throw a grenade over a wall. I miss tactical flexibility
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Since starting a new game today I haven't had any of the problems I had yesterday with the graphics. Either some error starts propagating (not the type where you can just alt tab and fix the graphic) or the second 17.91 patch fixed it for me.
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Seems like it might be related to a corrupted game. In this same game I cannot save and then immediately reload that game. I cannot exit to the main menu. Both cause CTD. The only way to recruit new soldiers is to start a new game then load my old game out of it.
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Hmm, same here, I had loaded this game several times. And I just had the aliens shoot through their ship and blow up their own engine from outside.
So apparently doors and things like the power source stay, but the UFO itself doesn't load. When you get to the finish screen, check your score... no points for ufo secured. The game really doesn't think there is a UFO there anymore.
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Ah, good, but my concern was more that the whole burst would have to "miss" if the alien "dodged" by dropping prone. Or maybe just no dodge chance for bursts. Anyway, probably not worth spending too much time on since it would be a major mechanic change.
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An animation intensive solution might be a "dodge" mechanic. Been playing Tera for a bit, and they have a two roll system for determining crits (Something like DnD actually, come to think of it). First do you crit, then do they resist the crit.
Rather than deal with bullets possibly passing through the alien (depending on how stopping chance and bullet trajectories work), introduce a second "dodge" roll where the shot beats the stopping chance, but the alien drops prone for a second, or some other animation.
Not sure how the game handles shooting over a kneeling person without the bullets chancing to pass through them, but if something like that could be enacted for all the aliens, no worries. Otherwise the drop prone thing might allow for tightening up the shots without making hitting the aliens too easy. Only problem is this might make burst fire less useful unless suppression was guaranteed if they dodge.
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Bump, also got this. Desura, updated to 17.91 a second time.
Process using between 1 and 2% cpu, but memory usage is constant.
Occurred in a walled in Fort type map. Was able to reload at the start and avoid whatever caused the problem by moving my troops in a different manner.
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Yep, same as my post, at least you can shoot the haystack with a regular gun. Don't ask how that works.
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Oh, and aliens are shooting through the walls of their space ships, buildings, and other impassible terrain. Not sure if that is business as usual.
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Been a while, figured I'd check and see how things were going. Landing spots for the chopper still need some work.
#2 Want to second the post about getting soldiers back up. Had one end a turn in smoke, soldier down, gone for combat. Shows up as both a corpse and a live body, but I can't pick up the body to move it out of the smoke/harms way. I'm pretty sure getting soldiers back on their feet was one of the basic options for medkits in the original. Been a while though.
#3. Condor? For a fighter plane? Ouch... May as well call it Albatross or "Fatso"
Big, ugly, eats dead things.
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It's ok, you can escape from the faberge egg-grenades with a quick time event.
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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...
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Great! Combine it with the eery spooky music and you just might pull off that same tension/terror of the original. Been waiting for years for this ...remake of the original for Windows XP/7, etc.
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.
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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.
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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.
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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.
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Neat! Quick trip to the center of the earth I say.
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Friendly armed NPCs will continue to fire at stunned (blue and on the ground) aliens. Unsure if this is intended behavior.
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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).
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Jailbaits. No alien can resist those.
The next interceptor base is gonna look like a concert hall with a J.Bbr poster.
That would never work.
They would take one look, assume it was one of their own, and move on.
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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.
[v17.91 - Standalone - Research] I can resrach live aliens before alien biology
in Xenonauts Bug Reports / Troubleshooting
Posted
Yep, given the way I toss around smoke grenades I usually have a good collection of captured aliens I can research without even looking at stun weapons.