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DeepSix

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Everything posted by DeepSix

  1. I appreciate the fix. I asked about this because I was trying to figure out a fix myself. I started having problems after the "Deployment Phase". My units (including tanks) were not able to fire on or at there target. I havent tryed the fix yet and dont know exactly how it was fixed but could the way it was initially before the fix have anyting to do with my units not beging able to engage any targets ?
  2. How are you supposed to abort a mission upon landing in the Valkyrie without losing all your men and a tank, since you essentially have no ship to return them to ?
  3. Are auto resolve missions suppose to reward the player a certain amount of materials for a successful engagement ? Im pretty sure you get some alloys and alenium if you take certain craft down manually. I initially didnt post this in the bug section. I wasnt sure or not if it was.
  4. Nothing really magor but I have noticed a few issues: 1) The dialog upon engaging your first alien base says something about using the base's sensors against the aliens, something like if the commander or leader is killed before the last alien the entire base will be un-shrouded reveling any other aliens. If that was the intended effect, its not working. 2) If a class is chosen and the player selects the rocket launcher with a different type rocket ammunition and saves it as the default setup for that class it dosent save. I find it more effective to use stun rather than frag rockets and I always have to manually select stun because its not saving as the default class. 3) Should a reaper be able to byte you through a door, because from what Iv seen they can :\
  5. Im currently trying to add a secondary weapon to the hunter and its acting as if support for this function is broken. I remember reading were Chris stated this was just left over code. My question is, is this left over code finished or something that was being implanted at the time and was never completed ?
  6. Is there a hard code limit to only having 5 primary weapons for vehicles ? Im trying to add a weapon to the hunter and the chassis animation is not being displayed properly. <Row ss:AutoFitHeight="0" ss:Height="13.5"> <Cell><Data ss:Type="String">VEHICLE.HUNTER</Data></Cell> <Cell><Data ss:Type="Number">3.97</Data></Cell> <Cell><Data ss:Type="Number">3.12</Data></Cell> <Cell><Data ss:Type="Number">4.5</Data></Cell> <Cell><Data ss:Type="String">POWERPLANT.HUNTER</Data></Cell> <Cell><Data ss:Type="Number">58</Data></Cell> <Cell><Data ss:Type="String">CHASSIS.HUNTER</Data></Cell> <Cell><Data ss:Type="Number">3</Data></Cell> <Cell><Data ss:Type="Number">3</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell><Cell><Data ss:Type="String">VV.MACHINEGUN;VV.ROCKET;VV.PULSELASER;VV.PLASMABOLT;VV.MAC</Data></Cell>
  7. The hangers across the top were not rotated. They were all placed vertically. I had six, only 5 were shown. Some other facility's were rotated though. Im assuming this may have something to do with the gui only capable of showing a certain amount of overlay for maps. I dont have any problems with ground missions and terror sites, which are made large (and thats good) but for largely built bases only most of it will show.
  8. Is it known that some of the base facility maps dont show during base defense missions, because mine arnt ? I had 6 hangers across the top of the first base only five was shown on battlescape. Other facilitys were also missing.
  9. There are a number of things we already dont have access to. I feel sure most of these if not all would involve code changs to some ex-stint. *When opening a door to a ufo should the door close behind the soldier after ending the turn or remain open... Iv had soldiers killed just because of this. *I know now you can switch between vertical or horizontal positions when placing buildings, why not be able to do the same when placing items in the backpack. *If multiple grenades are equipped how about being able to select which one to use from the quick slot. *Ending a turn seems to default back to whoever's in the chinook instead of who was previously selected. This can get tedious after a while.
  10. I seen some screen shots recently that looked like it could add some interesting content to the game but seems to be removed, why ? Info stats for aircraft in lower right hand corner; - Overlaying debris trail from crashed ufos;
  11. What exactly do points earned ingame through ground combat missions and other mission types do to as a benefit for the player ? Does it counter react and/or effect the aliens global score ?
  12. That exactly what i want to do. I must not be using correctly then. I suppose i could delete things but moving and replacing, i dont see how that would work. Is there some documentation some where ?
  13. Well, just the layout of the facility. Xenonaut base The submap editor seems to be only able to modify tiles and spectres, unless im missing something ?
  14. Has anyone been able to modify the base facility levels ? The level editor dosent seem to be able to access what it needs to do this.
  15. Just to verify, do people have the same access to all the files as they would getting the game through Desura or Steam ?
  16. Maybe its to early to ask but its already been stated that a editor of some sort will be coming with the final game. What kind of editor will this be exactly ? I ask because im trying to change the layout of the base on the battle scape. Some of the facility's seem a little cluttered.
  17. Iv been considering making a minor weapons balancing mod but iv tested numerous times and have gotten some rather odd results. I dont quite understand how the accuracy system ingame works. If its flawed and still being improved theres really no point at the moment until its been fixed. I just figured id release what i really like and think works well for a particular class or group of weapons, could give devs some new ideas for balancing. My question is how the game handles accuracy currently working as intended ? Also, iv never seen the AI use its grenades. Does it just not see them as weapons ?
  18. Firstly i have a few questions; When does the AI decide when to use large ships ? Im not to far into the first year and Iv detected Massive size craft with Large escorts. I have a fleet of interceptors that are still no match for these vessels. Would you consider making the whole base defense process a little more interesting ? I noticed theres a panel on the Personnel/Training screen "#####", once soldiers are placed in training for 10 days there unable to be reassigned. Is this intended ? At the moment is there any benefit to using burst vs single ? I dont expect an answer to this last question because its of low relevance, I just thought id ask incase you wanted to comment.; I see the F 17 Condor(based off the F 16) was chosen, Wouldnt the F 14(Tomcat) be better suited for air to air combat ? If im not mistaken I think its capable of longer range and has a wider weapon payload. A few suggestions: -One of the first things i noticed, some buttons dont have tooltip overlays. This could be very helpful by providing useful information for new players. -Alot of dialogs seem to display cut short and are difficult to read. -The Ballistic Rifle info show a 30rd mag but only gives 20 ingame, the same with the Precision Rifle, info shows a 15rd clip but only 10 are of use. -The CH 48, Xenopedia states it can accompany 10 soldiers but you can actually only assign 8. -Regrading the Xenopedia info on facility's are absent. -There seems to be room for two vehicles in the CH 48 instead of only having one. -I like the idea of of having two square hangers instead of the initial 4 square like in the legendary X-Com but if there are going to be 2 square Living Quarters, Labs, and Workshops why not be able to select between horizontal & vertical during placement giving the player the option to utilize space.
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