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sh4dow

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  1. Why "exploit"? Real snipers can also shoot targets from very far away? See: https://en.wikipedia.org/wiki/Longest_recorded_sniper_kills While in XCOM, I had someone with a shotgun kill an alien from the distance that the sniper would've had to move up to to shoot the same one. That's ridiculous. Anyway, thanks for explaining! Might bother to keep playing then after all. Even though this whole sight range thing seems weird to me. Even a non-sniper can see very far after all. The whole point of the sight range to me is discovering enemies, not being able to perceive them at all.
  2. So today, I finally thought maybe I should give that XCOM reboot thing Enemy Unknown a shot. Can't say I'm pleased so far. Do I see this correctly that each soldier can only shoot at the enemies he can see? (i.e. no use rushing in with an assault soldier to spot enemies for a sniper) And also that there's no way of knowing at which point your soldiers will spot an enemy, so you don't know how far you have to move them up? If I have indeed observed this correctly - was any of this changed in XCOM 2?
  3. Ah, I see. Thanks for getting back to me about this. And while it's nice that it is/will be fixed, by now I've already played through Xenonauts twice on Normal and Insane, which is currently enough for me and I have really enjoyed myself. But I hope that Goldhawk will have a bug testing phase that is a lot more extensive before release with their next game. Because that's why I would never preorder e.g. a "The Witcher" game or buy it at release any more. Parts 1 & 2 have taught me that any game CDPR releases is only truly finished 1-2 years after release. And while things don't feel quite as bad with Xenonauts, I probably would've had an even better experience had I just waited until a year or so after release.
  4. [edit]This is actually V1.06[/edit] Just before, I started up a battleship mission and was happy to get that pop-up, thinking I'll finally get to catch a praetor but soon had to realize that there wasn't even one. [ATTACH]5571[/ATTACH] [edit]I guess there's always the possibility he's dead somewhere. But I assume the corpse would be in the room (or around it) where he usually is, wouldn't it?[/edit] IM03.zip IM03.zip
  5. Funny, I was just researching the stun system in Xenonauts and came across this... Were reapers possibly downgraded? Because I captured one accidentally while doing my first middle-sized ship ground mission. That thing went right up to one of my soldiers without attacking her (smart enough to hide behind her back though - had to load up my last save because I thought "Huh - where did that thing go?" ), so I took the stun baton out of her backpack, zapped it twice - bam.
  6. Especially Geoscape 2 and Ground Combat Day 1 ( http://aleksiaubrycarlson.bandcamp.com/album/xenonauts-soundtrack ), since they strongly remind me of Robert Holmes' work on the Gabriel Knight series.
  7. I see. I guess that makes sense. I hope the final game will have plenty of tutorials explaining such penalties, the suppression mechanics and all of that.
  8. This seems very weird to me. I just tried out moving closer to an enemy with one of my soldiers with an assault rifle in burst mode and the percentage stayed the same. Then I moved closer with a sniper and at the same amount of precision, the chance to hit dropped from 79% to 39%: Are those likely bugs or is it supposed to be like that? If the latter is the case, can anybody tell me why?
  9. -) Make it either possible to see through walls (in a UI sense!) or rotate the camera. Because it's really shitty whenever an enemy is behind a wall... -) List the actual items when notifying for "items have arrived at base" (I believe even the original X-COM said that e.g. "X scientists have arrived") -) The "suppressed sign" should always 100% visible, even if it's in fog of war -) Alt+tab seems to offset the mouse cursor upon returning to game (e.g. not exactly handy for writing notes such as these )
  10. It only happens with the following savegame. http://www.filedropper.com/2013-06-05231459 And I don't know whether anybody can ever tell anything from these kinds of logs but here's the information Windows gives: Problem signature: Problem Event Name: APPCRASH Application Name: Xenonauts.exe Application Version: 0.0.0.0 Application Timestamp: 51a76ec0 Fault Module Name: Xenonauts.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 51a76ec0 Exception Code: c0000005 Exception Offset: 00089a18 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 [edit] After some more playing, I found that apparently, all my save games in the Geoscape seem to get corrupted from now on. Savegames for missions load fine, however. See here: http://www.filedropper.com/xenonauts (2013-06-08_01.13.38.sav obviously being the mission save - I guess I don't have to tell you guys that ) [/edit]
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