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Posts posted by thixotrop
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A lone Foxtrot battled against a Scout and retreated.
It was aleady off the grid when I clicked the UFO to see the damage done (40%).
The Foxtrot flew on and on without vanishing. So the UFO followed off grid too.
I selected the Foxtrot again, targetted the UFO again and clicked "X" again, then it vanished.
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I know the suggestion thread is no more, so I think this is the right place.
After playing my first new game of [V21 stable steam] I found some things that were mentioned some time ago. I don't know what the result of those was.
- Air combat - The explanatory tooltip should mention the right and left evasion roll keys. I know it is mentioned in the key pattern options but this will help newbies not frustrating on air combat.
Personally I have learned about that in a forum thread here after many hours of playing with clicking the icon only.
- A quick tooltip for required TU for petty actions like crouch, stand up, open doors and so on.
- Items ordered have arrived...what? Where?
Yeah exactly this.
That's it so far.
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Have it, just played it.
Looks great. With all the new visuals (at least for me, because no experimentals) it is like a new game.
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I'd love to see it replaced by something just a little less annoying. Perhaps my old PE teacher yelling at full volume: "WHY ARE YOU TRYING TO ADD MORE ENGINEERS WHEN YOU DON'T HAVE ANY MORE?? CAN'T YOU SEE THE 0?? YOU DON'T HAVE ANY MORE ENGINEERS YOU UTTER TIT!!!"
Reading that and my mental picture shows Monty Pythons John Cleese in rage with his voice overturning (hope this is the correct expression).
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Ah, thanks.
Thought so, but was confused.
I want to play again, oh yeah.
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Don't know if that is acceptable for you:
Alien Swarm, "freeware game" on Steam: http://www.alienswarm.com/
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Now I see so many [V21 stable] or [V21 stable candidate] threads in the bug section, and even stickies here with [V21 stable Hotfix], but on Steam nothing is downloaded, even with "local data verification" (or whatever it is called in english).
Is it out or not? Or do those bug-reporting-guys post it all wrong?
And no I don't want to do experimental versions. I am always so annoyed when those versions collapse and my whole game is useless...
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This is another good cause to have a better control/overview of the nation funding thing.
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I know, but look it from a noob player's view. I witnessed my friend being confused when the grenade quick slot became empty. The problem is that when it's empty, nothing tells the player what it is. It's just a black space in the UI and you just need to know what it is/does.
Maybe the blank slots (Are they still black? My last game was with V20 only) could have a grey icon if the slot is really empty.
Something like this:
This can be made for the other slots as well.
On second thought, maybe once the "chosen" grenade type is depleted the next grenade type should appear in the slot before the "empty background" should be seen.
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I really like the idea of listening posts to cover the leftover areas your base radars does not reach.
Only recently I found out, that it was possible to enhance radar range with further radar buildings in your base. I don't know why that info passed me. But then I did not have the space anymore.
So with one radar building per base the game is quite hard fundingwise. Therefore I don't want the radar range decreased.
And quiescat is right, keeping the jets in the air or in active state (so no repair) is a heavy task already. At least for me with only three bases. I never could afford to built and maintain more bases.
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...I've had over 1 minute loading times since the new loading screen was added...
One minute... uhh.
I have more and I thought that was normal.
The combat rounds can take sometimes more than 5 minutes with occasional alien movement to see and I thought that was normal too. The message "it will be faster with final release" always soothed me down, like a "no panic" button.
I always play in fullscreen (1920 x 1200; better immersion for me) and have never tried window mode.
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Would it be possible to have a better controling feature about the nation funding?
My suggestion is a kind of graph that shows relations and funding for each region with the months for x-axis. This graph should be refreshed each month, but always possible to look on. It can be toggled by a button and then an overlay at geoscape view.
I know you can see the actual funding, the change and the relations status when hovering with the mouse over a region on the geoscape view. However, I find that quite unsatisfying and also somehow incorrect.
With incorrect I mean that although my main base is in Mid-East and I am doing a lot of air encounters/combats and also ground combats in Europe I never get a "good" result. This seems to be with Africa too as well as with my second base (located on Cuba) with North America.
With unsatisfying I mean that it is impossible to see changes of relations and funding over some time. Also it is very squeezed in that corner of the map.
Reason for this:
In my last game I have lost funding of three nations at once (Northern America, USSR, Africa). So I couldn't keep up my second base anymore and my game practically stopped then.
I know what triggered that. On the one hand the things mentioned above and on the other hand the sudden explosion of ufo movement everywhere, that was not possible to cover with my jets (10 fighter units).
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I have a civilian stuffed in back of the Chinook.
I just save him every mission.
Does a BYOC (bring your own civi) count more than a BYOA (bring your own alien)?
So I should kick the Caesan out of the locker box and stuff a civi in?
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Actually the soldiers do not carry a combat shield, because I never use them, and still the graphic changes.
But if you have looked into this only recently, you may have fixed my issue here together with something else and the shield/C4 combo was left over.
And then I haven't played for some time now as I am wiating for the next stable build...
However, thanks for answering.
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If that can't be possible, how about a button to shift the screen 90 or 180 degrees to see behind the cover?
I have asked a similar question some time ago and someone answered quite reasonably that in doing this view-rotation all sprites, animations and graphics have to be created again for these view angles. Additionally the target-hit calculation modells for buildings and other objects have to be done again too. This and the limitation of the engine does not allow that.
Hope I repeated that right. If not, somebody has to correct me.
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Have experienced that with Wolf armor, see here.
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Would that be a true "360 alien drop". Just kidding
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Nice setting, sounds interesting and thriller'esque.
Your concept reminds me a bit of another "old" game: Syndicate.
Though not in all aspects. In Syndicate your "mission" was to bring down corporations that were ruling the world. You had soldier upgrades (implants, drugs, mechanical prostetics and so on) and everybody was your enemy, at least after some time.
There is another indie game dev team at this, see here.
In general I always liked to have games with multiple game experience levels, though they will get pretty complex pretty fast. I guess a Xenonauts version with this will jump up in complexity once you take that path. If you then can still focus on the "real task" to defend your world against the alien invasion is a tricky balancing of game programming. I could imagine that when the game speeds up and you need to battle the alien that in that instant you base will be sacked by Council forces or your precious final missions "messed with".
Nevertheless, in my youth a "dream game" would be a forced hybrid of civilization, sim city, railroad tycoon, battle isle or XCom/Ufo for combat (why not with vehicles too). But talk about complex...
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Perhaps Chris doesn't like it because you can't see well when your soldiers are behind them. And the more storeys a building the more "shadow".
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...a randomized world map so your beginning strategy isn't always the same (such as planting yourself in the EU and wait for the money to roll in), so you'll always set-up base in different areas, keeps the game fresh...
Funny I have thought of a very similar idea for a mod. But as I am not programmer, I can't put it into practice.
Anybody who wants, can feel free to do so.
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I have read in another thread that the engine does not allow real height changes, that's why there are no hills or similar. The only exceptions are houses with stairs, roofs, some rocks that are quite high and the ufos.
When you develop buzzard armor you can get your soldiers to higher places otherwise unaccessible. The buzzard armor serves as a James-Bond-style jetpack, so no shooting while in air. I have used my sniper with that on high rooftops, works great. I have read there is also other armor that allows flying, but I haven't come across those.
And I have never see that the aliens take advantage of buildings with stairs. Sometimes thy hide in buildings, but they never use upper levels.
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Edit: By the way, the ships in the hangar block movement but they don't block shooting, is this intentional?
Edit: A similar bug has been reported as another thread here:
http://www.goldhawkinteractive.com/forums/showthread.php.......#post100232
I have experienced the same for some time now. I think this "shuttle craft" in the hangar should be low height, that's why you can shoot over but not go through. However, I have experienced some graphical errors when moving soldiers next to it. But then I don't know if it is fixed up to now as I wait for the next stable release to play again. My post is here.
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No Mod!
Xenonauts 2 !!!
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Such things has bee reported for some time now, even with former versions of the game (see here).
And as I have mentioned in that thread too, there was a workaround by BeornBlackclaw that may help you too.
[V21 stable steam] Rocketeer default rocket
in Xenonauts Bug Reports / Troubleshooting
Posted · Edited by thixotrop
The default rocket cannot be changed. It will be frag or if available alenium.
The stun rocket, inserted via drag&drop and saved as default equipment, will always be replaced, either when "equip default" is selected or when the soldier is automatically rearmed after a mission.