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Posts posted by thixotrop
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Had that with light drone wreckage, though I haven't seen one.
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What sort of accuracy do you have on these shots?
I don't seem to have the same level of problems, unless people are exaggerating their examples to show them more clearly.
35% / 39% / 76% / 58% / 29% / 82% / 62%
I haven't seen any over 90%.
But even with 29% and trying to throw near the max throwing distance...2 tiles away. Come on.
What I understand in the percentage value is similar to shooting. It is the probability if the shot/throw ends in the target, alien for shots, tile for grenades. Maybe this is wrong?
If it is the actual throwing performance the soldier will do that has a probability to fail, then I think it is gravely wrong. I would expect that the grenade will land wrongly around the targetted area.
When, with the lowest number of 29% from above, the end tile of the grenade is two tiles away from the soldier, where is 5%? Between the boots? And the target area will require then something about 99.9999% with the tile next to it being 98%...ok I exaggerate here.
However, I think the actual throwing succession seems to have nothing to do with the %-values. Maybe something interferes after the % are calculated.
I have seen that the %-throwing-value of a soldier crouched behind a small metallic wall inside the ufo was the same as when he stepped one tile backwards having one tile between him and the wall. Near the wall the grenade landed near him in all trials. Stepped back the 2/3 success could be seen.
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Minor issue...
Chemlights that are thrown on water seem to swim. It just looks strange.
It might be better to kill the light instantly when landing on the water, even better delete the sprite, so that it is submerged.
Posted in mapping thread here.
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Maybe the water is actually frozen and they are just sitting on the ice?
Definitely not frozen. Such blue ice is only possible with lots of chemicals in it, like in toilet water of airliner jets. And I don't think the arctic places are used as deposits for that
If I were you, I'd repost this in the general issues work thread. Claim the glory for yourself, thixotrop!Actually I think that is a minor issue. I just wanted to know if this is normal or "your doing".
But I will post this in general thread just to let the devs know avbout it.
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So my guess was correct that the red circle was too much coincidental with the aliens above.
I haven't played many ground combats with V21 up to now, and this was my first landing ship, so there wasn't many ufos with a top level. Therefore I don't know what you mena with the void.
However the two aliens in upper level did not move at all. Even as my soldiers entered the only crouched and reaction fired.
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Have played now with some map packs and I have to say I like them a lot.
Skitso, the desert map flea market is really good. Also that the ufo entrance was very near a house wall. Quite some difference with that small space there.
In general I think the aliens spawn much closer to the landing ship, so the action is starting right after landing.
One thing that was also new to me, but I don't know if it was one of Skitso's or Stinky's maps, was an arctic crash site with the ufo clamped to NW edge and a large water area in the middle. Also nice map by the way, the snow looks not as homogenous as before.
It was a night mission and one chemlight was thrown into the water...or onto the water.
That looked really strange:
Is that normal behaviour?
If yes it might be better to kill the light instantly when landing on the water, even better delete the sprite, so that it is submerged.
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In barracks view, when sorting the soldiers for rank, the clickable area is only on the "Ra" from Rank. "nk" will sort the names of the next column.
Initially I thought one former bug was back that I have reported before and that Giovanni fixed instantly, but that wasn't it.
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Crash site with a landiing ship of Caesans.
When boarding the entry room two alien spotted symbols but none to see.
Roaming with the mouse showed red targetting circles (see image).
Don't know if there was an alien present as my soldiers did not hit that spot.
However, it can also be possible that the alien from above, the next level, was somehow connected to this. Because from outside and before boarding the interior and the two aliens at that level could be seen.
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Jesus what the hell is wrong with grenades? i can see you might not be able to throw it right on target but COME ON RIGHT AT YOUR GODDAMN FEET?! I've been TRYING to storm a landing craft for 6 attempts now and every goddamn time i get to the ship and some idiot or in my last attempt 3 GODDAMN IDIOTS fumble their stun nades and knock out my entire team! Literally 3 guys in a row, i was going to retreat and wait for the gas to clear but i had to ensure the aliens wouldn't gain a foothold while i waited and 3 attempts at 40-60% all at their own feet.
There should be 3 tile minimum arc where they can fumble it--if their throwing it 13 tiles away it should land somewhere in a 30 degree arc 8-13 tiles away not right at their feet. These are hardened professionals not rookies--at the very least they should know how to throw a damn grenade haha.
Had now a game with a Caesan landing ship. Throwing grenades is so untrustworthy. Three of my soldiers should throw grenades from entrance into back of entry room to lay a carpet of stun gas. But 2 out of 3 manage to drop it max 2 tiles away, hence stunning the whole boarding team. Was annoyed and reloaded, same result, other soldier, reloaded..same and so on, unless I saved when one grenade was ok, and tried the other two. I don't do that reloading normally but with grenades...
But maybe we should be lucky. In v19 grenades were constantly stopping at obstacles, however small the little daisy flower wqas the grenade had to overcome.
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You might pick up on map making styles' date=' but there's no way to display the current map name ingame, sadly. Grumble grumble mutter mutter.
Just installed Stinky pack 2 annd all of Skitso's and will start to play in a minute, but I had an idea how you can "leave your mark" on the map.
For each map type create a special tile with your initials or logo that will be placed at one corner of the map or near the dropship at the edge of the map. Don't use extreme colors.
A much better way would be to have your initial/logo as a grafitti/poster/whatever on a wall somewhere, but I think that would be toug to read and may be too tiny.
But now: "Game on, Garth":)
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..yeah, it's real. I'm not making it up. Unsurprisingly, it hails form Japan, but the concept (eldritch horror/human luv) is common enough that it has it's own trope page now.
http://tvtropes.org/pmwiki/pmwiki.php/Main/DidYouJustRomanceCthulhu
That could be the plot for the squad based game proposed earlier in the thread - you have been drafted in to protect Her Majesty's consort, Cthulhu, from the forces on both sides who are opposed to such a union of the realms & bloodlines, and have taken extraordinary steps to oppose it.
OMG, what stupid ideas in all those descritions....
I have read nearly everything from H.P. Lovecraft. "Dunwhich Horror" was one of the stories. The "bastard child" of Yog-Sothoth was nothing romantic at all but sick and disgustingly horrid to read.
Imagining that as something in a "Buffy" TV-series (puke.barf.die-of-agony) exploited in that way is already a horror all by itself.
Please Goldhawk don't go this way.
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I guess not all of the Caesan thugs have psi powers and can do mind control.
If no protective gear is possible, wouldn't it be better to have a cooldown of maybe two rounds for the psi-guy-alien to be able to do the next mind control?
Thus there will be mind control and you don't have a protection against it but it cannot be done each round and for all guys.
And if that would be too much a nerf let the soldiers recover slow from mind control, meaning after the mind control is off, recover only 50% of TU's ("soldier is shaken by mind control effect") and next round only up to 75% ("soldier is still edgy due to former mind control"), and be complete over that in the third round ("soldier has totally recovered from mind control effect").
And don't stack the effect so that a 50%-mind-control-recover guy that is mind controlled again is downed to 25% regain-TU. The recover percentage should be on the unchanged max TU or the current wounded-max TU.
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...now that a comedy romance series between a hapless teenage boy and Nyarlathotep, formless chaos demon from the Cthulu mythos, has been released ...
Whaaaat?
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i discovered a giggletastic way to protect your troops from mind controlled soldiers on my stream last night. I still need to make a highlight of it.
Basically keep room in your backpack and stow their weapon at end of each turn or you can drop to the ground if you cant afford the 4 time units. mind controlled soldiers cannot use grenades nor melee, they also will not equip guns out of the backpack or on the ground. this is a little bit of a headache inventory management wise, at one point i 'left behind' one of my soldiers guns but got it back at end of mission automatically. bring lots of grenades for this strat, the low time unit cost for no equipped gun is pretty amazing especially with a squad of 12 haha.
I did that in the OG a lot when the mind control was really intense at late game. And it was a as intensely annoying either.
However, I kind of remember that the soldiers were using the grenades then.
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Ihlsey's No.1 is pretty much what I have reported here.
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Alien Swarm was brilliant, if short - for free, who can argue?
You know there is also a community with tons of maps?
Look here:
http://www.moddb.com/games/alien-swarm/addons
http://gamebanana.com/maps/games/4214
and the link session here: http://alienswarm.wikia.com/wiki/Custom_maps
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Thanks for answers.
I will test then at the weekend. I really would like to know if a map is from a certain author.
From the current in-game maps I really like the industrial / train / city maps. They are so crowded and look resonable to me. I haven't seen terror maps, but i am eager to go there.
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Ok.
What amazing scientists they have then (1979). Soldiers found a heap of tech-scrap and the able scientists puzzle together something reasonable out of it. And then even reporting it before the dropship returned home.
The really must have improved since 1947 based on what they did with him:
And then totally lost it nowadays.
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Now as I am playing with V21 I intend to use the community maps and suddenly I have some silly questions.
1) How to install?
Only unzip/unrar into this here: Steam\SteamApps\common\Xenonauts\assets\maps ?
Or is more to do?
2) Which map packs are running with current V21 stable?
3) Do map packs from different creators (Skitso, flashman, Ol'Stinky and others...) can be used together?
(And is it possible to recognize who made what map during gaming?)
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With two alien base assaults (small-Sebillian and middle-Caesan) I have found the aliens inside their command room totally immobile.
They shot back, crouched down and reacted normally to suppression, reaction fired and so on, but they never moved.
I don't know if this is a bug or some miscalculated game mechanics that leaves the aliens fixed to their positions by shear fear of flying bullets.
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Crashsite in industrial region.
My rocketeer is taken by surprise and suppressed by a Sebillian which retreats into a large factory building, closing door behind him.
My Rocketeer shoots its standard frag rocket onto the door, just to send him a going away present.
The rocket missed the door but passes through a tiny window next to it exploding inside. No explosion visible but a scream. Ex-Sebillian, because no corpse found later.
Sorry no picture.
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Sometimes when going to base view, the base overview icon on top of screen, the one with the green boxes for existing structures, is gone.
Don't know why and when it reappears.
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Soldier throws a grenade and I am clicking to crouch again.
The action will not be performed but the TU is lost.
Same happens when standing up again while grenade is still in air, then double TU is lost.
I have reported this already some time ago (V19 or V20).
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After a ground combat (crash site) at a farm with Caesan or Sebillian and Corvette vessel the research report of the light drone appeared though it wasn't encountered in that or the former missions. And it wasn't somewhere on the ground or inside UFO.
Strangely the next mission had the drone.
How many Andorns fit into a small room waiting just for YOU?
in Xenonauts General Discussion
Posted
Don't bother to count because no one entering will be able to tell anyone.
Now...
Crash site of a cruiser ship in industrial/railroad site at night (maybe one of Skitso' or Ol'Stinky's maps as I am using their map packs). Had some decent combat outside with three Harridans and some Androns, overall sum of 6 I think.
Then map was empty of roaming enemies. Entered ufo and all silent there too, many dead Androns. There were the two transporter tiles, and suddenly, yeah an "oh shit" moment, big time, end time, game over.
Seriously:
In that room waited 8 Androns all accurate as hell. Not my guys. Needed three to down one, the dead behind the crouched soldier. All of them there died after they have turned to face the next Andron.
I have tried to solve this puzzle in different ways:
- send one guy with C4; died before dropping C4.
- wanted to drop smoke before C4 or some shots; died in smoke.
- bombed the lower level, no Andron cared to come down.
- rushed in to reach next room to distract them; died at door.
After each attempt with the first soldier down, the Androns kicked into action. They approached down, all of them, killing my whole squad.
Is this ambushing Androns intended? What is the tactic to survive/win that?
And please don't mention shields. This is so quickly wasted and useless. I don't like it.