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thixotrop

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Everything posted by thixotrop

  1. A variant to Dagars proposal: The backer is allowed to name a vehicle, a squadron or something else after him/her or chosen expression. Maybe a callsign like, CH-48 "Thixotrop" or X-37 "Dagar". Backers name to one of the staff characters that occasionally appear in the communications between the commander, the science guy and whoelse, like: "...oh and by the way, as I mentioned the new Plasma Rifle test, engineer Thixotrop has messed up again as he tried to use those Alenium charges on rechargng his mp3-player. As soon as he moans about not having a bed anymore, remind him that he may not have a job anymore very soon too. We still have to try to get all the greenish glowing metal pieces out of the concrete walls of the canteen that is on the OTHER SIDE OF THAT WALL." Don't know if this works for more than a couple of people though. Maybe have to switch some tiers here.
  2. One mission with fullscreen: 1920 x 1200 Quality: Fantastic It seems the time issue of multi-shots has been solved. Blood is shown correctly now again, no white blood or aliens and humans anymore. Faces of the soldiers are not in 8-bit style anymore. In general: Still an issue: Camera/View: - Camera pans to black areas in hidden/friendly movement, this is quite annoying because the camera doesn't move back to the soldiers. - Also the camera doesn't move back when one of my soldiers is hit by an alien out of the black. This is not good, as it is impossible to assess where the shots came from. - It would be more convenient if the camera would pan back to last used soldier after hidden movement, i.e. at the beginnung of the new turn. - The pan of the camera is too slow when following a bullet to its target. - Now it is possible to pan during hidden/friendly movement, is that intended? Pictures: Left: Soldiers and Aliens can shoot through walls and roofs. Middle and right: The wall changes with damage state. For me, this becomes more and more annoying. The shooing through the wall is just bad. "Leaning to the side" without showing it (as this was discussed some time ago) is no easy way out. Show that or it is not possible. If the wall is damaged more, the bricks may fall off completely, at least this is what I think is intended to be shown here. But the holes in the wall cannot vanish then. It just looks logically dumb. recording_3.rec
  3. I guess your only chance if no one send it to you via PM is Steam: Lore+ on Steam
  4. I never played the large total-overhaul mods like X-Division or XNT Into Darkness and was more a fan of smaller mods: - Lore+ to enhance the immersion - Fire in the hole to get into UFOs the way you want it - Enhanced Crash Sites as it just looks better with a lot of debris and smoke around the UFO - I loved the True Laser Beam to have a more realistic laser beam - The small mod Blood, just because - providing the (for me) essential Select Nect Soldier button - of course all of Skitso's map macks and improved thingies - Cool for some time: The 3rd Flying Circus The Community Edition (CE) was in general a bit better balanced game than Xenonauts. I still think it is a huge thing that Goldhawk Interactive made it possible for the community to "overhaul" their game without any strong regulations of the content. The team of voluntary coders who put so much effort in that without any benefit - maybe fun and they had the chance to do game develoment, but I can only guess here - is still something I respect a lot and have to thank them.
  5. One mission with fullscreen: 1280 x 800, Quality: Fastest One mission with fullscreen: 1920 x 1200 Quality: Fantastic In this mission the time between bullets in multi-shots of rifle and LMG was definitely longer, otherwise no disadvantages. Grafics are really nice here. The alien muzzle fire in shadowed parts look great. In general: Still an issue: - Camera pans to black areas in hidden/friendly movement, this is quite annoying because the camera doesn't move back to the soldiers. - Also the camera doesn't move back when one of my soldiers is hit by an alien out of the black. This is not good, as it is impossible to assess where the shots came from. - It would be more convenient if the camera would pan back to last used soldier after hidden movement, i.e.at the beginnung of the new turn. - Humans spill whitish blood. Update: Although it seems to vanish immediately. Afterwards sometime red blood can be seen. Does the white blood drop below the surface? - The pan of the camera is tooslow when following a bullet to its target. - Some civilians / friendly seem to be invisible in friendly / hidden movement phase. Although I have soldiers facing the direction the camera moves with the moving friendly. - In the second mission (high settings) the faces of the soldiers in the UI were shown in 8-bit style. - Only now I have seen that the camera rotation mode can be changed in the menu, silly me. I prefer the free rotaton. Pictures: Soldiers and Aliens can shoot through walls and roofs. Friendly soldier and alien positioned directly next to each other. Alien corpse falls through the wall, doesn't look good. And my logs as usual: recording_1.rec recording_2.rec
  6. Three missions. Fullscreen: 1280 x 800, Quality: Fastest In general: - Fence seem to work now. - Can't tell about Sniper because too few shots. - Camera pans to dark spaces in hidden movement and damage numbers appear when alien or friendly shoot and hit. - Also the camera doesn't move back when one of my soldiers is hit by an alien out of the black. This is not good, as it is impossible to assess where the shots came from. - It would be more convenient if the camera would pan back to last used soldier after hidden movement, i.e.at the beginnung of the new turn. - Grenades cannot be tossed to an air position. Is that intended? - Humans spill whitish blood. - Rifleman has a problem with the change of weapons: Choose Rifleman, switch to grenade but don't use it, switch back to rifle and the target crosshair is the one from grenades. Soldier will use grenade although the rifle is shown in the selection window. Only if switching to Medkit and back to rifle the rifle can be used again. Pictures: Soldiers can shoot through walls and roofs. Left pic: soldier on the roof and the one at the walledge were hurt from the aliens inside. Soldiers can (sometimes?) shoot through walls. Middle pic: Right soldier could shoot the alien inside. Right pic: Soldier on left wall could shoot alien inside. After the shot the walls was partly destroyed, not the windowed wall. Is this still the gun protruding through the obstacles? Dead alien still shows live animation. It was killed with two shots of the grenade launcher as it was still alive after other shots. Soldier is invisible when coming frome the roof, this one was a shotgunner so it isn't alwas the sniper. NPC soldiers seem to be really really good shooters. Why are they not in my team ???? This one killed the two dead aliens and shooed away another in the dark without moving from his position over 2-3 turns. Every shot hit. Yes he was also shot at by the aliens. After that he moved off in the orange direction towards the fence and then stood there doing nothing. Maybe out of ammo? Game froze in hidden movement / friendly activity. The alien moved from window to window and then nothing happened anymore. I could pan the map by mouse to edges, not with buttons. Had to ALT-F4 out of game. My recordings: recording_9.rec recording_10.rec recording_10.rec
  7. Eventually I was able to play a public release again. Fullscreen: 1280 x 800, Quality: Fastest Not yet dared to play on higher resolution... In general: - Aliens are incredible acurate and tough. - Sniper is not really good at higher ranges. - Grenades by hand and launcher are much better now, the soldiers are able to throw even over fences (occasional not but that is ok) and hit the targetted spot rather nicely. - The camera rotation is back to 90° steps. Why? I want the free rotation angle back! - Changing the path of a moving soldier would be really good again (as Sisko mentioned above). Although "space" stops the movement, but still want it. - Large light posts are not covered by the fog of war in Hidden Movement phase, looks odd. - Sniper on the roof, view on ground, sniper moved and is half-invisible until the move ended. - The random number and start positiones of the aliens is good. - Had a crash once a shotgunner got on the roof of the large building in the north of the map and Hidden Movement started (I think it was recording-7, enclosed below). Pictures: Smoke looks really good, also the illumination effect on it. A praise to the animator who did that. But why is metal and glass smoking so long, feels too hollywood to me. (Yes a bit nitpicking here, I know) Something good here: The wall is destroyed and has holes. You can see through it and see the things behind it, great. Even better is that the same holes are there from the inside and you can look through them as well, fantastic. Hope once the alien walls are inside, the holes will go through them in the same way. Now the annoying issue of soldiers not able to hit with their trained weapon: 1) Alien in fron of the shotgunner. Best TU option used twice but he can't hit it. Alien kills him with one shot. 2) The shotgunner below missed two times after that alien came out and killed the one soldier (dead on the floor), alien was suppressed though. Rifleman got to him and shot with best TU option, missed. Then with second best TU option and missed again. 3) Two times the machine gunner has the chance to kill this alien, but legendary fails. *sigh* Here the recordings: recording_6.rec recording_7.rec recording_8.rec
  8. Take your time. Better to have a valid version the community can test and report, than having test reports you can't really use because you have to change things that render those reports obsolete.
  9. @ Chris Yeah now you mentioned those I can remember those discussions in the forum. It is interesting what has been discussed and what is condensing its way into the game. My feeling of "what will be there and wasn't it discussed in another way originally" came from me not being active for some time. So I had some ideas and concepts in my mind that now seemed to be abandomed. But now I seen, maybe not everything discussed earlier will be there (or you haven't mentioned it yet) but they either have changed or are (may) be replaced by some new stuff. I would be interested in the ideas that haven't survived and why, but I am not eager to go back and read all the old posts to check what it was and then go and ask you... Yes, lazy me.
  10. Fullscreen: 1280 x 800, Quality: Fastest The first time I started the game it stopped at 99%. ALT+F4 to kill. In general: - Enemy human soldiers make the death moan of aliens. (unchanged from 15.3) Pictures: Can't remeber if this was before, but the pavement at the fence doesn't show the path tiles. The white target tile is not shown (left side image) and also not the green path and target tile (on the right). Whole stone structures is lighted for blockage, even the part under the ground. A minor thing I guess. Hidden shading also effects the dead. The red colour should be changed for dead targets, otherwise it can be confused with a living one. No clear indication where you can go. The white tile doesn't indicate that. Annoying that you cannot know if a wall is destroyed and possible to walk through. Left image: The wall segment in the yellow frame looks completely destroyed by the grenade launcher, but the soldier moved the blue path and opened the now invisible door. It may be better to show the path the soldier will walk before clicking it. Right image: Also the "not so much destroyed but see-through-wall" is completely intact from the inside. And the hole next to it is not there too. (still exist from 15.3) Also right image: My sniper shot the outer wall with her second rifle.The alien behind was suppressed. Not bad actually, but why didn't it get suppressed by the grenade launcher that (not-so-much) damaged the outer wall? Was it because I haven't seen the alien before and therefore the suppressed text was not shown? And as usual my log-file: recording_5.rec
  11. Thank you Chris for clarifying interception process and the actual combat. What I mean is that you talked about many ideas for X2 in the beginning - and also on the old forum. I admit that my memory might be tinted with the "other game that was discussed in pretty details before". But in the general discussion some have talked about mentioned features getting dropped although the majority thought them valuable. This post is tackling that a bit. To be more specific and from the top of my head: - Air combat: Squadrons of different jets (own or rented of the factions) in real-time mini-game OR choosing pre-selected tactics for the squadron only for the RNG-air combat result. - Perk system of soldiers: Originated from one forum member (can't remember the name) to have a sort of bonus/malus system for soldier experience. - External support during ground combat: With certain conditions achieved, you could call an air strike for suppression or to crack-open the UFO hull. - One base or more bases / radar sites: One base only - as far as I remember - but radar sites were discussed to enlarge the radar coverage. - Influence politics / try to stay hidden from Aliens and Cold War Factions: This or a more open that means Xenonauts are known but not taken seriously in the beginning of the game. - Staff hiring process: As bonus from mission outcome or as result of faction influence. I am sure there were more...
  12. Sounds interesting and I hope the immersion and the VIP missions will throw in some new spice to the game. In many of your posts you talk about your progress, what you have changed, what didn't work, why and what you do to change that. I appreciate that a lot. Nevertheless, I sense a lot of the things that you wanted to do in the beginning of the development of X2 fall back to X1 solutions. I know this has been mentioned by others before. The interception process for instance; it was once discussed as a mini-game, where a squadron of changing number of jets with equipment depending on your research and/or money. And now you say "The actual combat is still only autoresolve at this point, but we've been trying to make the interception process feel more like in X1." Another thing you once said was that X2 will be X1 with improved graphics. No bad thing in general but a bit underwhelming I guess. So I was happy with all the possible changes you talked about. And over the time many of those seem to be pushed out of the development plan. Sorry, I can't remember more specific things like that. I could go through the older posts if necessary. It is just the feeling I get whenever reading "like in X1" in one of your posts. What do you think how much "new stuff" will be in X2 that will not be a replacement of an X1 feature?
  13. That explains a lot of the grenade explosions I have seen in my games. But does that mean that when a grenade hits a 100%-block chance object at a higher level that it just drops down in front of it? No rebounce in some way; inbound angle equals outbound angle plus ballistic curve? On another thought, maybe you should also "discount" the tiles next to the starting tile from the throwing/shooting path too. So the grenade can actually travel to its destination zone and not land between the soldires feet. However, now that I have some time again, I will try out the new public build soon.
  14. @V-Zhan You are right, but it is confusing if you don't change the view accordingly. Maybe a bit more shadow here would help.
  15. Battletech This time it isn't the simulation game like the Mechwarrior series or a MOBA like Mechwarrior online, but a TBS game based on the tabletop game. Here the Battletech homepage and the link to Steam. A preview Video by Metal Canyon was made to see the actual game. In my opinion it has a lot of the looks of the new XCOM. But combat, weapons, damage and mech handling is similar to the other mentioned games and should be of interest to those who enjoyed those.
  16. I think I understand what you mean. Maybe the visons should be not the real psy, just visions not possible to control, not possible to switch on/off when wanted. Just like a watcher of a surveilance camera. If you want to avoid the "real psy" just stop there and say this "brought a first glance into an unknown communication method of the aliens". Only after some research, way after your story this lead to the Xenonauts Psy-program. The protagonist hands over the device after all research that is possible on that level has been done and can go his way, free of dread and visions.
  17. Fullscreen: 1280 x 800, Quality: Fastest In general: - It is possible to stop the soldier with the space bar again. - Enemy human soldiers make the death moan of aliens. - Hidden movement still moves to hidden alien movement, but friendly phase removal solved the long waiting time. - On my remark on 15.1 Hotfix version: "Missing a height level indicator to know where I am...just let me select the unit I hover over." When I am on a higher level and click on a soldier that is on a lower level, this soldier is relected and the level jumps down correctly. This does not work for the soldier on higher levels. You have to go even higher than the soldier is to be able to click-select on the soldier so that he is selcted and the level is lowered correctly. - After the mission ended the loading screen is seen again and stops at 90%. Had to ALT+F4 to close the game. Pictures: These two yellow circled spaces cannot be entered/selected: Enemy units till try to go the optimum position even when this is under fire/death zone for them; five enemies try to get behind the watch tower: Closed slide door in alien area has some visual error: Don't know if this is only for this special setup of a house with the outside look of human barracks and the inside look of an alien facility, but it is some kind of cheating. 1) Wanted to shoot the windows to see inside, does not work poperly as the window is not an inside structure 2) You can see through destroyed wall sections from the outside, but the inside doesn't have damage then and you cannot see outside. Selected soldier (yellow circle at bottom) is moved and I can see an enemy (yellow circle on top), soldier doesn't stop because he doesn't see it. OK, but he has no orange alien head icon. Only after I selected the other soldier (blue circle) who has a red alien head icon as he sees the enemy directly, and select the first soldier again he has an orange alien head icon. And this as usual: recording_4.rec
  18. "Any sufficiently advanced technology is indistinguishable from magic." Arthur C. Clarke, 1961 If you would go back to let's say ancient Rome and pull out a flashlight, what do you think the people would take it for? Technology or magic?
  19. Finally could play a bit. I really missed this. Fullscreen: 1280 x 800, Quality: Fastest Maybe some of the following things were mentioned in the former public release, but I cannot remember if me or someone else did report those. Just take it as a reminder then. In general: - The master volume in the menu of the game does not consider the music. It is loud. - Weren't the keys mentioned in the menu somewhere before? I couldn't find them, took me sometime to use the Medikit. How to stop the soldier from moving down path? It isn't Esc or Space. - Nice: Soldiers can mover over the seats in the Osprey to go out the other side. Also: Osprey! - Also nice: Climbing animation looks great. - During the Hidden Movement, the screen moves to movement place, so you roughly know where something is happening even it is still pitch black. - The hidden movement also takes quite some time to finish. Didn't know with black screen whether something happened or if the game froze. With visible enemy during hidden movement I could see that the game just waited for some time after the enemy/friendly unit moved. - Also while hidden movement seemed to stall, it is possible to pan the map by moving the mouse to the edges. - Missing a height level indicator to know where I am. Couldn't select my sniper on the boulders until I clicked the unit icon and realized the map jumped up a level. Maybe something like the original game had, but only when the unit is hovered over to know this. Or even simpler, just let me select the unit I hover over. - Missing the hide-roof-button. Especially when moving a bit away from the Osprey and the whole upper part becomes visible again, it is hard to see which soldier I have selcted or where he/she stands inside the Osprey. - The hit-stuff-in-front-problem is still an issue: - Grenade Launcher can't shoot straight and hits rocks/sandbags in front. - Thrown grenades are not as problematic but still are way off. - Autogunner only hits the door frame he stands in while shooting an alien at the opposite wall of the room. - Sometimes the weapon selection doesn't work: Rifleman. Clicked grenade to throw but was too far. Clicked on gun again but couldn't change the %-values by right-click. Clicked grenade again, then gun again. Left-click threw grenade. Other soldier worked fine though. Now some pictured things (as usual from me): Dust/smoke of grenades/grenade launcher linger in the air and sometimes jitter around. Grenade Launcher cannot hit properly Targetting through walls Text in second image is a bit misleading: The shotgunner spent the TU correctly on first alien. Targetting second alien just to show that it is possible although he shouldn't be able to see it. And here is this: recording_3.rec
  20. A citizen of some country finding himself in the midst of a ground combat scene between Xenonauts and some aliens. Hiding in fear of the battle taking place between the two unknown groups around him/her. After the battle he/she crawls out of the hide-out and sees the known surroundings changed by heavy destruction. Human and strange-coloured blood can be seen but no bodies (Xenos have taken their fallen and all aliens with them). He/she finds an overlooked alien device, grabs it and flees. In his/her home the tiny device in the pocket is forgotten. He/she dwells in after-shock for some time, having nightmares due to the combat as it seems. But over the next few days he/she sees visions of strange origin, with aliens and humans and some obscure feelings of dread and terror of things to come without knowing what this all means. After some visions have passed he/she is growing the need to tell somebody about the found device and the visions of strange seemingly ill-intended aliens and so tries to find out about the Xenonauts as they seem to be the counterforce to the aliens. He/she is studying the yellow press about strange encounters and occasional battles the regular press and the government seem to ignore or hush-down. After finding out that some famous scientists and well-known technologists have been gone missing for some time (recruited by Xenonauts), he/she can trace their last steps towards some unknown organisaton named Xenonauts. This aroused suspicion of the Xenonauts and he/she is observed for some time and finally captured. Then after some time of custody and intense interrogation he/she is urged to work for the Xenonauts as he/she being the only one to be able to have visions in the vicinity of the found device. Thus becoming the very first psychic human in the team of the Xenonauts research section.... I imagined the overall story as seen from the personal view of the citizen, going through horror after the battles experience and the dreaded visions going near insanity before realizing why the visions are happening. Further then, trying to find out why all this happen (tin-foil around the device are stopping the vision to get a clear head and overcoming the dread) similar to the protagonist in H.G.Wells "War of the Worlds".
  21. You mean the Gameplay Trailer? It looks really good for me. The camera moves a bit odd, I cannot really say why. The game will look amazing in VR I guess...damn that I can't use that with having glasses. I still wonder why they sub-titled the game "Dasein" which means in German "existence" in a kind of poetical way, while the developers are coming from Serbia. Maybe because there main inspiration is coming from the works of H.R.Giger who was from Switzerland?
  22. One game so far, but will do more later. Played with Fantastic Settings at 1200x800 fullscreen. - The tree visibity issue still exists. - Throwing grenades is still bugged as before. - When the snow boulders next to the road are hit by bullet or beam it sounds like rock or Ufo wall. - The new highlight method looks a bit weird with its moving scan-pattern. It is visually not on par with the rest, at least in my opinion. - Sometimes reaction fire of the aliens happens so fast, that you can't identify where it came from or which Alien/Soldier did shoot. - Grenade launcher sounds like a rifle. New highlight mode in action: Top: The front wall is targetted = OK. Middle: Rock at the side = OK. Bottom: The wall next to the rock is targetted from the inside = not OK. This seems to be the cause for the next issue, see below. Here my shotgunner can't target the Sebillian, but it can hit my soldier through the wall again. Maybe the gun of the Sebillian protrudes inside the wall or the wall has gaps or the alien cheats. Either way = FOOO. The aliens gather here for quite some time and don't come out. Later they are fleeing (?). My soldier in orange circle comes around and is killed. Now none of my soldiers is selected and all soldiers are shown as enemies. As soon as I select one soldier no alien is visible and no head icon is on screen anymore. This strange view is not appearing when you deselect with ESC, only when your selected soldier that sees the aliens dies. My log: recording_1.rec In this mission only my sniper survived the battle, and he had to search for the aliens around the UFO to kill them as they were fleeing. Once he opend the door he was shot and bled out the following turn. Damn, thought I could do a Rambo mission.
  23. Two games so far: - Grenades are still as weird as before: If an alien will be hit, the damage sound comes like a bullet hits it and it screams, then a click-sound as a bullet hits rock, then throw-animation of soldier, then explosion animation, then damage numbers on alien and scenery. If soldier fails and the grenade lands between his feet, explosion (mostly no sound then) and no damage in 50% of the cases but TU is spent anyway. - The grenade-launcher seems to get the hang of it though, the cover could be shot over anytime. Maybe I was extremely lucky. Hitting the target or the its vicinity on the other hand seems to be a complete new concept for the Launcher-Solider ...dunno where he learned to shoot this thing, maybe shooting in the general direction of away was good enough up to now. *sigh* - Reaper seem to love the UFO floor or hate outdoors. Or they aren't allowed to get out of their house-shoes as they didn't bring their outddoor shoes? However, they stay inside even when UFO-door and walls are destroyed by my precise Launcher guy. Does the "stay in UFO" logic for these aliens is too strict here? - Dead aliens get damage number by explosions or strayed bullets. And pictured issues: - The tree-rotation problem: This tree was visible/invisible with rotating the map as mentioned before. However, I also experienced that the rotation angle of when it is visible/invisible changes when ALT-Tabing out of and back into the game. Also, when the level height visibilty is changed with + and - the whole map changes the height now (this wasn't so before or?) and the visible/invisible angle changes too, so that the tree is visible/invisible at complete other rotation angles. - Some tiles cannot be reached. - Healing problem still exists too. - Alien shot damaged street. - I guess I still don't understand when an alien is visible and allowed to shoot at or not. Afaik, red means visible by the selcted soldier, and orange that it is visible by another solider. But I have seen multiple times now that the orange aliens could be shot at with good percentages. Otherwise aliens shouldn't be visible at all as they were behind an UFO wall then. Is this related to the Alien-can-shoot-through-UFO-walls-thingy? Here some examples (sorry cropped away the Alien Head Icons): Red arrow alien was orange, green arrow alien was red. Who sees the orange alien when not this soldier, there is no one further to the left? Red alien is OK I guess: Both aliens were Orange Headed for this guy. In general OK, although the one shouldn't be visible at all (see above), but shooting was possible with percentage values. The bullets were stopped by the walls then. Only the left-most Reaper had a Red Head, strange but OK. The left-most Caesan should not be seen by anyone as mentioned above. The two on the right are OK, as the top soldier could see them. - After reloading the LMG the ammo numbers stayed red: And my log: recording_8.rec Edit: Now this gets REALLY annoying. Again as I have finished this post here, I was logged out, although this page didn't say so, but I couldn't save the post. Opened "home" in a new tab and could see that I was logged out. Had to log in again, copy my whole post with pictures and paste it in again. I have talked with Solver about this in the past and he said this shouldn't happen, but it does for me. And it was now the sixth time or so.
  24. Another combat. Same settings as before, no crash now. - Haven't mentioned it before, but all red caps have dissappeared from soldier heads. - When the Shotgun is clicked to reload, the ammo is not refreshed, ths reloading sound is there. You have to swicth to another soldier and back to see the 8/8 again. - The thing that aliens can shoot through the walls is really mean inside the UFO when there are more than two. Had four aliens inside the core room and they slaughtered my guys from the inside. Other things: - Ground tile has graphical error after shooting. A similar thing but a bit larger happened on another tile, also after shooting. It seems to be bonded to the small stone wall or the street itself when one of them gets damaged. It vanishes with the turn or when the map is panned away and back. - Alien is visible...invisible...visible again (see picture texts). - Small wall is hollow Tried to throw a grenade, it landed on soldiers feet *sigh*. Small wall is hollow. (I moved the soldier a bit after the grenade fail.) - Soldiers and Aliens can shoot over different objects? Tried the Sebillian from the other side, see picture texts. The Rifleman could kill the Sebillian from the green position the Shotgunner could shoot before. - Dust Tent build by Grenade Launcher (see picture texts). A frag grenade explosion inside the UFO will also build a dust tent, although the dusty ground is covered by UFO floor. And my record log: recording_6.rec recording_6.rec
  25. Could play a single combat. First time with X2 for me that the game crashed. Played with Fantastic Settings at 1200x800 fullscreen. After an annoying combat, see below, opened the door of the UFO. The usual guy stands at the door, hit him with a burst, he turns but nothing else. Killed him with a target shot. Way is free now, see alien behind an UFO structure. Threw grenade, the little click sound comes as if the grenade lands in front of the soldier, the alien hit sound comes, the alien screaches, the throw animation comes, the explosion comes and takes away some UFO walls. Game freezes for a second and is gone. Was amazed that the grenade didn't got stuck on the door frame, but the other result is not better now. Other things: - When switching from soldier to soldier the tree view level is always switched back to 0. I don't know if this was so before, but I would like to have it keep my settings. - In 90% of the cases grenades and launched grenades can't get over cover in front or past rock edges...at least this is my feeling of it. This picture represents a couple of things: - Sniper at the bottom right hit the cover in front of him (yellow circle) twice and the soldier with the red circle near the bullet path towards the alien once. - The Launcher next to the sniper at the bottom hit the cover in front of him (yellow circle) twice or thrice. It worked great in reaction fire though. - LMG at left edge had one burts on target, hit the rock in front of him and the soldier (red circle) too, killing the poor chap. Nothing hit the alien. - Three Sebillians at the origin of the blue arrows shot at the two soldiers but luckily hit the bushes in front the most of the time (Ok, the right guy died later). The hit sound of the bushes is the hit sound of rocks and are withstanding. - The cover-problem continued until the UFO door was opened. And here is my log file: recording_5.rec
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