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Crowst

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Everything posted by Crowst

  1. These observations agree with what I've seen. In my case the soldier was next to a fence and it was a city map.
  2. There are some visible, but not solid trees on the snow map with all the ponds as well.
  3. I clicked everywhere I thought normal to change the missiles. I guess I missed it. Hopefully it will be more clear in the new UI. I was confused beacuse the missiles autoloaded on the aircraft I had currently, but didn't appear on the new aircraft which doesn't make much sense.
  4. Laser weapon tooltips will only show if there is currently at least one of them in stock.
  5. Any new aircraft built or purchased after researching alenium explosives do not get the proper alenium missiles. Instead they get the old sidewinders. Even sending them out on a mission doesn't work as they are rearmed with sidewinders again.
  6. While producing one of each of the different laser weapons, when the production of a laser carbine was finished the message on the Geoscape said, "production of Scatter Laser complete" even though the scatter laser had multiple days left to go.
  7. After loading the game to the main menu and selecting "Load Game" two of my saves (one that was right before a mission and one that was an Autosave at the start of that mission) are not able to be used. The game will simply CTD and give a "Xenonauts has crashed" error. Going back to earlier saves works fine however. Nothing particularly strange occurred in game before the saves were corrupted. I had just shot down two UFOs and was on my way with the Firebird to intercept the first of the two. I don't believe my computer is at fault either because the Xenonauts was simply closed during the mission, my computer idled for a couple hours and then I came back and reopened the game and tried to load each save to no avail.
  8. No prob. I noticed the title was wrong, but when I went to edit the post it would not let me edit the title. Perhaps the forum permissions need to be changed?
  9. If this is the case, perhaps the button could be removed so that it is more obvious that this feature is lacking. I must've missed that part of the Foxtrot description and was assuming the same behavior because the button was still present.
  10. No matter the scenario Foxtrots will not barrel roll when using Q/E or the upper-right hand button. I don't know if this is intended behavior, but it does not work regardless.
  11. During a night terror mission at Cape Town one of my soldiers was no longer able to be clicked on. He additionally was able to be moved through by other soldiers (as if he was actually an empty square). I could still select and move him by clicking on his numbered box at the bottom left. This was a new bug for me and the only thing that was different was it was the first night mission I had ever done and I had been using lots of flares. Otherwise the ground mission was identical to others I had played previously. I think the second bug is already posted, but in case it has not there is additionally a bug with terror missions where the mission hangs on "Hidden Movement." It seemed to happen when there was only one alien remaining.
  12. I'm not sure aliens disguised as humans fits the lore currently. There would have to be another alien type added. All of the current aliens are heavily genetically modified and look nothing like humans.
  13. In addition to this, it could also be argued that humans do have some night vision. We need a little ambient light (the moon usually suffices) and can only see black and white, but it's not like we are completely blind at night.
  14. Is it 1979? I honestly never looked at the year in game, only the month and day! Hmm...In that case I would DEFINITELY go with the F-5. I love the shit outta the F-5. The Viggen is a pretty shit hot fighter too for 1970.
  15. The way to balance grenades is make them like X-Com grenades. Make the blast radius very large and damage very high so that if you fumble it you will kill a whole lot of friendlies. You also make sure that the grenade has to be primed and dropped grenades explode. The most important balance is the TU cost. If I remember right, it was ~3 TUs to transfer from a location on your body shoulder strap to your hand, then 50% of your TUs to prime the grenade, then 25% of TUs to throw it. So you HAD to use at little more than 75% of your TUs to use grenades. This meant you couldn't move much and throw a grenade. It wasn't easy to get into a position and have the aliens just stand still and let you throw grenades at them. Grenades in Xenonauts are counter-intuitive when you first use them because they work nothing like real grenades. On the other hand, X-Com grenades act exactly like real grenades while also being balanced by other things. I remember always getting a lump in my throat when I decided I was going to have to use a grenade in X-Com. It was just plain dangerous, just like real life.
  16. Ah, don't things like grenades currently have curved trajectories? I would totally fine with using my imagination too. Just show an animation of the soldier firing the flare gun up into the air and then have the area be illuminated (some sort of shimmering/pulsing lighting effect would be nice). There isn't any need to show the actual object.
  17. If we're going with a rag-tag band of misfits motif, no aircraft in the U.S. arsenal would be particularly apt. A better choice would be something like the Saab Gripen due to its very low maintence requirements, ease of service, and low acquisition costs. If we're going with badass military organization with unlimited funds, an F-15 or even F-22 clone would be the obvious choice. These two aircraft represent the premier air superiority fighters of the Cold War and modern day respectively.
  18. Humans need constant exercise to prevent muscle atrophy. There's no reason to believe that X-Com agents aren't already training during down time. In fact, it would make sense that they come to X-Com in near peak physical condition since most are special forces of one kind or another. Additionally, an X-Com operative would have a lot of other duties to attend to such as studying intelligence data, weapons training, mission briefings, etc. They would probably only be able to train enough to retain their strength not necessarily increase it. Certainly it would make sense to have diminishing returns on strength training pretty quickly.
  19. I know nothing about the code, but surely there is a way to place an object at a certain height above a particular grid square. If not, I don't see why it would be difficult to add. To be clear, I mean by the devs not with mods.
  20. Modern military flares would work exactly as you explain. They explode and the ride a parachute down for a long time as they burn. From Wikipedia: "A modern illumination shell has a fuze which ejects the "candle" (a pyrotechnic flare emitting white or infrared light) at a calculated altitude, where it slowly drifts down beneath a heat resistant parachute, illuminating the area below. These are also known as starshell or star shell. Coloured flare shells have also been used for target marking purposes." As for indoors, you would use a flashlight (which would also be an awesome addition to the game, btw) because flares might catch something on fire.
  21. Flares in the original X-Com vein are a little weird. I'm not sure I know of any modern military that uses handheld flares in a tactical role. Maybe to mark something, but flares are more often M203 grenades or flare guns. I think having a flare gun of some sort that would illuminate a wide area of the map would be far more realistic, but also more entertaining than the original X-Com flare system. Upsides in my mind: 1) Not having to micro manage flares. (This was such a pain and soooo boring in X-Com) 2) Makes keeping soldiers who have flare guns/M203-type flare launchers alive much more important. 3) Makes gear selection more important (having to decide who has flares/flare guns since that adds weight instead of weightless unlimited flares now). 4) More how a modern military would handle night combat (since Xenonauts obviously has a bit more modern military style this would fit perfectly).
  22. I honestly like the way soldiers work now. Keeping them alive is an important consideration during ground combat and if they die it has serious consequences. This was one of the things I LOVED about the original X-Com. It makes overcoming adversity all the more rewarding. I could save scum to prevent high level soldier deaths, but I prefer to roll with the punches and see if I can survive with the decisions I make. It's more entertaining and is much more fun to imagine the stories associated with the loss of each character rather than simply never have them die. Remembering how your favorite Colonel went down in a blaze of glory to save his fellow soldiers really humanizes what would otherwise be just a bunch of sprites and skill numbers on a screen.
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