Borsek
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Insane Ironman LP - Get you name in the mix
Borsek replied to SnowiiFrog's topic in Xenonauts General Discussion
Borsek Blonde sniper, don't care which sex -
you actually need to add it in the specific place I posted for it to be triggered by canceling the base naming... then save the file? Should be working, worked for me, anyway...
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Did you add the line in the correct place? There's proper instructions in that post, you're supposed to have final mission enabled after you cancel the naming... should definitely work in V18, not sure if they removed that capability in V19. But you have to modify the game files, it's not a default game feature, in case you missed that.
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Yeh, in EU1994 it was exactly as OP described, it added another element to the tactics. Here there's no point in moving before checking out your surroundings... so yeh
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I wanted to post the link but I see it's already there, had the same problem in v18, so I experimented a bit Also, I realize now that I am attention*horing.
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V19 Experimental. End-mission crash
Borsek replied to 2Pacsfather's topic in Xenonauts Bug Reports / Troubleshooting
http://www.goldhawkinteractive.com/forums/showthread.php/5744-Experimental-Build-V19-available-(instructions-within)/page7 look in thread... if you can't xml then experimantal might not be for you -
Ground Combat Balance Discussion v19 Experimental
Borsek replied to Aaron's topic in Xenonauts General Discussion
I haven't played much, but if you ask me, accuracy should be higher than it is right now, but should be more range based. As in - lower the rifle's range to 10, increase accuracy by a factor of two. This makes it easy to hit nearby enemies, while making enemies that are far and in cover impossible to hit unless you flank them/blow them up. Also, the logic and balancing behind burst fire was that you had a lower chance to hit, 30% per shot, which is 1-(0.7^3) = 65.7% chance to hit with at least one bullet, which, while higher than aimed shot (usually around 55%), costs a lot more ammo. That's the tradeoff - either carry a bunch of ammo lowering your TU or risk running out in the middle of a mission. Imho the gun capacity is also a blatantly obvious attempt at balancing. A rifle with 15 shots, laser rifle with 9 and so on... instead, you could make them all carry 30 or more bullets, and make a 'snap shot' into a 'burst shot', spending three bullets, an aimed shot spending one and burst spending 6-9 per attack. Go innovative - make us decide how much energy a laser rifle spends - a.k.a. how many 'bullets' it uses! You can do a burst of 10%, or an aimed shot of 100% clip size, thereby allowing us to spend less/more ammo and TU depending on what is needed. It would cause a lot more battlefield variety and would look slightly more realistic. Whatever, I'll make me a mod anyway -
Not a bug, but odd behavior.
Borsek replied to svidangel's topic in Xenonauts Bug Reports / Troubleshooting
I believe this is due to the 'fix' for burst fire killing the alien by hitting stuff behind him, now, if it's a miss, it seems to target the floor in front of him... meh. -
aircraft base reassignment fuel bug
Borsek replied to mangalores's topic in Xenonauts General Discussion
yeh, transferring planes is somehow bugged, my plane wouldn't land in the second base, would go back to base 1, then disappear from both -
Didn't find thread for funny screenshots
Borsek replied to sskolot's topic in Xenonauts General Discussion
The selected soldier looks like he's going in with a baseball bat to beat the living shit out of the remaining aliens, screaming ' YOU KNOW WHAT YOU DID, THIS IS YOUR FAULT' While smashing their faces in. Yes yes I know it's a rocket launcher. Just looks like a baseball bat. -
Xenopedia Errors / Corrections (V18.51 HF3 / V18 Stable)
Borsek replied to Chris's topic in Xenonauts General Discussion
All AI is the same at the moment, also stats are the same, diversification is being worked on since the AI doesn't work by the same rules as the player, I believe it's all more or less hardcoded (like how many steps it can run and so on, not like the player with his TU), or going to be, anyway. Right now As I read the file the 'Advanced' AI chooses whether or not to run around randomly, shoot randomly or turn around (semi randomly, though they always face the nearest enemy). All of that is based on 2 checks or so, one of which is 'is enemy in sight'. No squad tactics, no nothing. They are (hopefully) going to get a lot harder. They also seem to run from enemies, though that isn't really working out for the civs. Anyway, xenopedia talks about the future, AI is missing for now