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HoboRed

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Everything posted by HoboRed

  1. I just earned another forum achievement. So how that is anywhere related to this thread? It's not related. Pirates will be pirates.
  2. I miss the pirouette of death. It's like the alien is turning to face you and say "You bastard, you kilt me dead" right before collapsing into a pile of blood and guts. Or blood and gooey goodness. Or just gooey goodness.
  3. Don't forget to point your finger at the enemy with your non-throwing hand while yelling "FRAG OUT"!
  4. * Renders civilian unconscious with stun baton and throws him in my backpack "Okay boys, we got the prime minister. Lets go home"
  5. Probie A newbie fire-fighter aka Probie is assigned all the crap tasks that nobody else wants to do.
  6. Kinda makes you think more before hiring new soldiers. IMO it appears that hiring Xenonauts with high Bravery would be the smartest choice.
  7. Okay just wondering because I notice bravery has not increased for any soldiers after many missions. Makes sense now.
  8. I know that most of the stats like Strength and Time Units will increase naturally during missions. And I believe that Accuracy will increase when you get kills/use aimed shots. Reflexes are gained when you hit with a reflex shot. What situations on the Battlescape will improve Bravery and Resiliance?
  9. LMAO! Is it cheating or just good strategy? Knowing how and where the aliens spawn during base missions = cheating Knowing that my command room is most vital and therefore placing certian rooms together = strategy. Besides that, I'm giving up 4-5 tiles of building space. That's quite a sacrifice for better defense. It all comes at a price.
  10. If that's the case then I will figure out a different arrangement of buildings, based on cover. Radar Array's and Missle's make good "Kill Rooms" where you can funnel the aliens. I also read about aliens spawning "on any outside edge of your base" but are you sure it's not referring to the whole base, but not the outside edge of any building within? Or both, the outside edge of base and buildings within?
  11. This is the 4th time I've come across this minor glitch. Got 2 screenshots. It happens very rarely. I will try to select a Xenonaut and instead of selecting him, my previous Xenonaut will keep moving, sometimes directly into the same tile of the Xenonaut I could not select. Now the only way I can select the unselectable Xenonaut is to find him using the mouse scrolling/number tabs. I have before and after pictures. Before: http://windpower4homes.net/images/No-Select-Soldier-1.bmp After: http://windpower4homes.net/images/No-Select-Soldier-2.bmp I left the screenshots big as possible to show the 2 Xenonauts standing in the same tile. EDIT: In the before picture, I was trying to click on the Xenonaut with the circle around his feet, but instead it moved the guy next to him with the arrow above his head, and it moved him right into the same tile as the Xenonaut I was trying to click on.
  12. Your right and I don't think we really need any visual effect for the bullets. Unless a gun is firing tracer's the only thing you see IRL is the impact. Just the sound of an aircraft flying over, a gun firing, followed by dirt getting tore to pieces or an explosion at the chosen target area. For the alien craft it would be a laser sound and or explosion. Your Xenonauts would have to move from house to house. The hard part is making the game register the hits in an appropriate area with given dice-roll for accuracy. Air Support would have to be more of a suppression value, with lower accuracy than ground troops.
  13. He's right. It would not be possible without modifying the game's source file or creating an add-on. It would not even be logical to even attempt something like this until the final version of the game is released, and even still after patching the final version.
  14. If you look at the .xml files for the larger alien craft, there are plenty of aliens of different variety on board. Same thing for alien bases.
  15. As a player, I don't care how many aliens they put in the final version as long as I can still edit the file. That is the best part of Xenonauts. The dev. team has made it very easy to edit the game so everyone can have it their way. EXAMPLE I wanted more aliens so I could A) gain experience with soldiers and B) sell alien guns for money. So I decided to edit the following. CRAFT - More alien guards on small and medium craft (so far) Then I dediced I don't want the alien weapons getting destroyed and thereby losing money. SO I went into weapons_gc and gave 300 HP to all the alien plasma guns (not drone weapons or grenades). If this was a final version of the game, I could edit everything at the beginning and be done with it. The ability to edit files provides HUGE replay value for this game.
  16. If the aliens have air support as well they should be required to have craft available nearby on the geoscape. I don't know how to make that work, having so many craft being accounted for on the geoscape side.
  17. Would it be possible to trick the game to think a shot was fired from a specific tile when the "Gun Run" is selected? Like trick the game to think someone has just shot down from a 3rd story window? Add an "Invisible Hidden Soldier" which becomes the "Helicopter" in the sky during the mission. That soldier stays in the center of the sky and cannot be shot (or maybe it can?) and that provides the shooting downward effect, with a modified damage/weapon?
  18. Included with this mod will be extra aliens, to make up for the helicopter support. Simple fix. Besides, you only get 2 shots. 1 Gun. 1 Rocket.
  19. I would like to propose an idea for an Air Support Mod. I can only do basic editing, so I am just starting a thread to gather ideas. Air Support could be achieved by using the appearance of bullets/rockets firing down from the sky above the alien. Is there a way to make bullets manifest from any selected tile (preferably the highest) during a given instance? We don't need to see the actual helicopters. Just hear the sounds. It could be an AH-6 Littlebird (Which occupies 1 base square) or an Apache (occupies 2 base squares). Select a target and the firing comes from the highest tiles above target, and a little to the side. to make it appear like the bullets are coming from the sky. You get 2 Gun Runs per Ground Combat. If it's an AH-6....you get 1 mini-guns and 1 rocket. Apache gives you 1 rocket and 1 precision 30mm chain gun burst. If the alien is inside a building, the bullets and rockets hit the top of the building. Only 1 helicopter per mission, besides the Chinook. They fly the same speed as Chinook. Fighter escorts are still necessary or risk losing 2 helicopters. Not sure if the AH-64 was around during the Cold War, but the Loach and Cobra were in Vietnam and the Hind was available in Cold War days. EDIT#1 Add extra aliens to keep the game balanced. The purpose for this Air Support is for "Oh Crap" situations. Like when you see an alien but everyone is out of TU's. EDIT#2. - EXAMPLE Sound clip for AH-6 helicopter: http://www.youtube.com/watch?v=6Nef0iFafRw EXAMPLE for AH-1 Cobra helicopter.
  20. What kind of fuel would this flamethrower use? Human fuel = yellow/red flame Alien fuel = blue /violet flame (increased efficiency = blueish flames)
  21. Taco you can edit all the number of aliens in the "Assets" folder in "ufocontent" This is simple editing. If you have Excel it makes it even faster. All your doing is changing numbers. EDIT: Start out changing the number of aliens on the scouts and light scout alien aircraft. I would suggest keeping the total number of aliens below 25. Adding more than 25 aliens has resulted in my mission score rolling over into -1,300,877 with terrible rating. EDIT#2 Always make a backup of the original before editing.
  22. Yeah I got my bases with the medical room next to the command room, and only 2 sides of my command room are connected to another room. I had to give up 5 tiles of building space for this arrangement.
  23. I use my HDTV as monitor, so my resolution is high when I screen cap. That is the only website I have that is not being used at the moment. EDIT: Another Door Bug 7.) http://windpower4homes.net/images/Door-No-Entry-2.bmp I made the pic's smaller this time.
  24. 1.) As soon as I begin to manufacture equipment item "####" within 12 hours I get CTD. Screenshot of equiptment "####" IMAGE: http://windpower4homes.net/images/CTD-Manufacturing-bug.bmp I know the item does not fully exist in the game yet, so I'm just posting an observation. 2.) Possible Research Bug - For some reason, this time I have not been able to research Alienium. I got alien alloys, and I already have stun grenades, currently researching Toxic Grenades and Heavy Alien Plasma Rifle. I've captured live aliens with stun grenades but still not available to research any live ones. Should I have come across Alienium by now? The only thing I did different this playthrough, I did not research Alien Invasion until I had already researched a few other beginning items. Cannot remember exactly which ones I did before Alien Invasion though. What is required to be able to research Alienium?
  25. I have another request for this thread. The option to disable the mouse-scroll feature for selecting Xenonauts. This feature has screwed up my shots quite a few times. When I'm trying to adjust my aim using the mouse wheel, if I don't keep the mouse pointer steady over the Alien or target it will scroll to another soldier and still show my crosshairs on the alien. Not realizing that I am now using a totally different Xenonaut to make the shot, my newly selected Xenonaut will then either shoot the wall thereby wasting TU or blue falcon a Xenonaut in the back. The ability to disable the mouse wheel Xenonaut selector thingy will erase that problem. Can anyone point me to the appropriate file to disable this feature?
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