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silencer

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Everything posted by silencer

  1. Why suppressed alien can switch gun to grenade and toss it? And why Xenonauts can't do it? Why aliens can 1 shot kill Xenonauts even in best armour and why Xenonauts can't one shot kill high tier aliens with top guns ? Makes me so frustrated sometimes.
  2. Tanks in game should not be 100% accurate, but they should however have improved accuracy in short ranges so they can't blow themselves up. We can't throw "Realism" completely, but we also can't always fend any logic off with "IT'S A GAME"
  3. The smoke on upper floor is because the tiles can be updated once spotted by player. Therefor after crashing the upper floor will be on fire until the player reaches UFO. Then the fire turns into smoke. I think using Enhanced Crash sites, might solve your problem, as it changes what gets blown? If not - surely Fire In The Hole makes that the upper floors remain intact by the crash. It incorporates ECS, so you will find more smoke on the outside of the UFO.
  4. Will you also fix aliens opening doors from 2 tiles away?
  5. I should have been interested in this mod much earlier. I have a question about compatibilty of this mod with Skitsos oppresive UI. It also changes gameconfig.xml. Is it possible for a patch with FitH ? Or maybe I don't need one?
  6. The tracks are good - I extremely like GCD 6. But comparing to originals they don't hold the same feel/theme/climate if you understand me.
  7. For heavy guns such as tanks and Rocket Launchers there should be different calculation for covers. I had example when my rocketeer stood behind 2 dumpsters in a row. Firing in straight line, he hit the second dumpster. High explosives have to travel minimum safe distance before arming. For such high caliber guns covers in bigger radius should be discarded. Maybe the radius of the explosion where center is the shooter. That would definitely took care of hitting your own feet.
  8. Is this going to be included in your map pack just like the tree stumps were?
  9. There was no door when I got there and I don't think there was a civilian.
  10. I don't know if I should report it as a bug, or rather strange oddity. The engine explosions passes over the black wall. Maybe you could reduce the explosions of the engines a little bit? The soldier is standing on the first tile of the breach. there are 2 tiles of UFO hull between the second gap and the soldier. The explosion in theory should not pass the UFO hull.
  11. The aliens seems to fire back before the plasma caster shooter finish shooting, therefore aliens can return fire BEFORE they are suppressed. Don't know if it is vanilla bug though. If needed can provide a little video of that situation.
  12. A little Update - that lagging in night missions is only visible in industrial tile set with lots of light sources coming from street lights.
  13. 1. Unrevealed terrain but I think it should be. 2. Can you fix this targeting issues? There is also Andron on the left doors which I need to fire using CTRL. Attaching save for test puropses. But you'll be needing FitH and Lore+ [ATTACH]5455[/ATTACH] 3. Up above on the 3rd floor is a Harridan. He can safely shoot on this soldier. I think, that it should not be possible like that to shoot. At least from my experience in X-COM, XCOM, JA2, you can't spot something directly below. Also the shots that are fired so close are not visible through Hidden Movement. 4. Night missions are extremely choppy on the first few turns / minutes with the new LoS system. The camera movement and units movement is "jumpy". It's because of the LoS updating in the night. Creating a new light source for example blowing stuff with rockets also creates some lag spikes. It all stabilizes after a while. 5. Can't move up the stairs if props are under the first tile after stairs. gold.sav gold.sav
  14. Just a simple question. Can Xenonauts be played in resolution above FHD, like for example 2560x1440?
  15. It was noticeable even in 0.27XCE. It's just ~1s spike. Probably not worth looking into.
  16. Windows 7 also contains something called Works. It's cheaper edition of Excel. Might give a try.
  17. I have seen it once. I have even it on my playthrough. It was on the first Landingship I had to fight I think. The rest was in normal numbers.
  18. Ok, but it looks for me as the one in Assets\Ufocontents is easier to read. It contains only columns for missions the UFO can do, while in mods it contains columns with all mission types.
  19. Which contents have been changed? In Assets\Ufocontents or mods\xce\ufocontents? The mods\xce\Ufocontents I have were from installing XCE using Steam branch.
  20. Strangely it's only true for Corvette and bases. On Landingship+ it's Harridans. Don't know where Alphas appear.
  21. Yes I know, but why the doors should be destroyed if they are opened? And some doors don't get destroyed. Also while moving through closed doors, they are getting opened then destroyed. If they will be destroyed why the Xenonaut politely opens the door and then rams through them
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