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Lorebot

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  1. I've got this mod posted over on the Steam Workshop but someone said the auto-downloader wasn't working for them on Linux so they couldn't get the file. Link to the Workshop page is here This mod simply ads 2 light hardpoints to the Foxtrot Interceptor allowing a total of 4 light missiles or 2 light missiles and 2 heavy torpedoes. It changes no other stats on the Foxtrot and should work with other mods that change the Foxtrot's stats. [ATTACH]6290[/ATTACH] Better Foxtrot.zip Better Foxtrot.zip
  2. Thankfully I had a save from before completing the Corsair research too so I was able to test and verify that the mod is working properly now! I have it posted up on the Steam Workshop along with my Better Foxtrot mod (adds 2 light hardpoints to the Foxtrot).
  3. Thanks for the tip Drages. I have a save before completing the Alloy Hardening research, but I don't think I have one from before completing the Corsair research. If I remove the Corsair research requirement and test it with just the alloy research the Saracen becomes available for research as expected and I've been able to test out the rest of the mod and it all seems to be working properly. Gonna go dig around my saves and see if maybe I have one from before finishing the Corsair research before I start over completely.
  4. Alright, after continuing to toy with this I've discovered that the reason it's not working is because I have the Corsair research as one of the requirements. As far as I can tell no other research requires research into a human aircraft so now I'm wondering if that's even possible.
  5. For a couple days now I've been trying to reenable the X-44 Saracen using the still existing assets left in the game files after it's removal. It took me a few hours trying to track down all the entries in the files referring to the Saracen and reenable them all as well as redesign the stats and write up a Xenopedia entry for it. Clearly I'm missing something in the process though because my mod isn't working, the Saracen isn't appearing for research when I'm testing for it. This could be because the game saves I'm using to test are from before I enabled the mod, I'm not sure if that's a factor for adding new research projects. I don't see any tutorials for adding new aircraft or research projects to the game, only weapons, so I'm kinda flying blind and don't really know where to go next to continue debugging this. Any assistance would be greatly appreciated. EDIT: Problems solved! If anyone wants to play with my version of the Saracen you can grab the mod on the Steam Workshop or just click the link below: [ATTACH]6277[/ATTACH] Saracen Reborn.zip Saracen Reborn.zip
  6. I only recently used the Pulse Laser for the first time and I was really surprised that it was an AOE weapon. I'd assumed it was a single shot/burst fire weapon similar to the soldiers' rifles. The first time I fired it and it vaporized the target along with half the building it was standing next to had my jaw on the floor with me immediately ranting to myself about it being OP. I've never been a 'burn it all' type of player. Rockets flying everywhere may be effective and not have any real penalty through the game effects, but I've always thought that property damage and casualties caused by my soldiers' actions should cause steep penalties and have done what I could to avoid them. But that's a discussion best left for another thread. I was really annoyed that I couldn't put the .30 cal back on after that mission was over, mainly because it meant I'd never be able to use my Hunter again without causing serious collateral damage...
  7. I mentioned this in the release 7 thread a week or so ago. It started happening after they made the weapon upgrades for the vehicles not require producing the weapons first. I'd guess that the change they made did something to the upgrade weapons to make them always available, but didn't change the .30 cal machine gun. So once you take it off you count as having 0 in inventory and since you can't buy or build them you won't be able to put it back on.
  8. I don't mind the 5 point bleed, but if you're gonna bleed for that much you should probably take a harder hit before bleeding. I recently increased the bleed threshold to 15 and it seems a bit more fair to me.
  9. I've found that if a soldier is not armed with a gun when going Berzerk they don't do anything, so they don't use TU and you'll be able to use them normally during your turn. I was having trouble clearing a corvette because the Caesan Officer on it was causing my men to go berzerk constantly. I noticed that if they were holding a stun baton or grenade while berzerk they won't do anything with it, so I figured I'd just have my soldiers drop their guns on the ground at the end of the turn and then pick them back up at the beginning of my next one to see if that would stop them from slaughtering one another. It works wonderfully, dropping what's in their hands is free so even if they've hit 0 TU through actions or panic they can still do it, they don't kill each other, and all I lose is the 12 TU required to pick up an item off the ground. Then I began to notice that the ones going berzerk weren't losing any TU like they would if they'd panicked and I'd be able to command them normally during my turn. I'm pretty sure this is not intended, though given the current OPness of the psi powers it does help to have an advantage like this. I'm also not sure if it's intended that soldiers won't throw grenades they have in hand or use the stun baton either...though I can say I'm quite glad for that part and would prefer it not change
  10. It seems there's a known issue where soldiers on missions while injured have their injured health shown as their max health. What you're seeing is the 2 points your soldier healed between combats through natural healing. At the end of your previous fight he had 53 health left, in flight to the next fight he healed 2, so in the new fight he's showing at 55/53 health. I made another thread about it yesterday and did a bunch of testing on it today. Because it's a display only bug it may not get fixed before release.
  11. I posted a save to illustrate that yesterday. It happens any time a unit stands next to a destroyed prop. So walls, doors, wheat, even the new 'crushable grass' does it. Thankfully it works against the aliens as much as it works against us...I've had some fun abusing it since I figured it out
  12. I just noticed that once I take the .30 cal machinegun off the Hunter Scout car I'm not able to put it back on. I know there was a change recently that made us not have to build the upgraded turrets once they're researched, did this maybe have the unexpected effect of making all the other turrets infinite and not the .30 cal?
  13. You're not wrong, I was trying to limit the discussion to pistols and automatic rifles similar to what's used in the game. I have a .308 and it does way more damage at any range than my .45 does, but it's also a bolt action hunting rifle not an automatic weapon. I know there are automatic rifles out there that shoot stuff larger than 5.56mm/.223 but they've become less commonly seen in military use (at least in NATO aligned countries). As for pistols in military use, the M9(also known as the Barretta 92f) is a popular pistol used around the world and is usually seen in 9mm (which isn't near as powerful as .45acp) but recently the US armed forces have started putting the 1911 back in service because it's .45 round has far greater stopping power than the 9mm. I'll take some photos next time I go to the range if you want. There are a lot of different targets I shoot, but my favorite for demonstrating what sort of damage a round will do to a living target is an old waterlogged phonebook. And the holes my .45 will put in a wet phonebook are usually much larger than the holes my 5.56mm will put in it.
  14. I made a comment on the new funding screen yesterday. I also prefer the previous version. The new version has some extra info on it, but it's info that's mostly meaningless or that could easily be displayed in the old one.
  15. Ok, I can confirm that your soldiers aren't being healed between combats on the same deployment, it just looks like they are because their injured health is shown as their max health. Even though it's just a display bug I really hope this gets fixed, it's extremely misleading and it makes keeping track of who's been injured in previous combats difficult. I haven't noticed, but does it function this way when you deploy an injured soldier from the base? I know there were issues with being able to heal an injured soldier back to full health using a medkit by sending them on a mission, but I had thought that was resolved in another way?
  16. I've noticed this teleporting behavior as well, and not just through doors, but with enemies that are at the extreme limits of my soldier's sight range. Recently I had a soldier watching an alien at the very edge of his range through a smoke grenade. The alien moved around the smoke to shoot my soldiers, but it didn't animate the alien moving even though it moved through an area my soldier could see which seemed to eliminate any possibility of my soldier's getting reaction fire while it was moving even though I'd purposely left them with TUs to shoot if it moved. I can provide the save, but I haven't been able to recreate it yet because the alien hasn't performed the same actions on the alien turn.
  17. As a shooter and a gunsmith I can tell you that most large pistols are just as deadly, if not more so, than an assault rifle in close range. Most assault rifles fire 5.56mm or .223 rounds which usually have less mass than a .45 or a .50 and rifle rounds are usually pointed and jacketed so they tend to penetrate the target intact instead of mushroom or fragment like a hollow point or round nose pistol slug will. The rifle rounds have more velocity to make up for the difference in mass and they will perform better against an armored target at any range because the higher velocity and their shape makes them better at penetrating. My .45 1911 would probably do more damage to an unarmored target at 20ft than my 5.56mm AR-15 would with a single shot. The rifle's advantages are that it will continue to hit a target effectively out to 200 or 300ft while the maximum effective range of my 1911 is probably 50 to 100ft and that the rifle can be fired in burst or full auto putting 3-6 rounds to the target in the time it takes to fire the pistol twice.
  18. If anyone wants to check out there 0% to hit bug here's a save for you: [ATTACH]3580[/ATTACH] 0 to hit in wheat.sav 0 to hit in wheat.sav
  19. Ok, if anyone else wants to do some testing I'll provide a couple saves. First we've got the end of a mission. No one's injured yet, but you've gotta breach the ship and if no one gets hit doing that then just have someone shoot their neighbor [ATTACH]3574[/ATTACH] This is the beginning of the next mission. I had 1 guy get wounded breaching the ship and he didn't deploy with the others. The others all got free rearms and look like they're at full health. I'm pretty sure a couple of them were lightly injured breaching the ship, but I'll have to do some extra testing to confirm they're just displaying their injured health as their new max since there's no way to check it in a mission. [ATTACH]3575[/ATTACH] 1st mission endgame.sav 2nd mission 1 wound.sav 1st mission endgame.sav 2nd mission 1 wound.sav
  20. This may or may not be a bug depending on how the game actually calculates if a shot hits. I'm not sure how Xenonauts is programmed, but in other games that I've toyed with they try to lighten the processing load by doing the shortest calculations first and only doing the rest if it's needed. So it's usually 'does the shot hit?' if yes do damage, if no determine if the shot hit something else, if yes do damage, if no determine shot location and do damage. If Xenonauts is doing something similar then anything that you see hitting the ground was already determined to have missed any viable target and it's not extremely important where the shot is going.
  21. Yup, but it's not only when they're crouching. Any time an alien is standing next to a prop that's been destroyed you'll get 0% to hit on them. I just got done fighting a Sebillian in a wheat field...as soon as he walked and the wheat got 'destroyed' I couldn't hit him anymore even when he wasn't crouched. Edit: It seems the same applies to your soldiers...I reloaded the save to try some things and I noticed that if I mouse over my other soldiers in the wheat field I'm getting a 0% to hit on them too...
  22. while your soldiers' can see 90 degrees, they can only shoot about 60 degrees. So the very edges of what they can see at any given time they'll need to turn to shoot at. It's a bit annoying sometimes, but if you're expecting it it's not so bad.
  23. Legit, it's 28 because your soldier needs to turn to make the shot. It costs 1 TU to turn and it adds that 1 TU to the cost of the shot in the tooltip. So 27 TU to shoot plus 1 TU to turn to face the direction he needs to face means taking the shot requires 28 TU. If you target the rocks that are more in line with the soldier's facing he'd be able to shoot them, but that alien is just slight too far to the right and he needs to turn to take the shot. If you try to target the soldier kneeling next to him it'd show 29 TU because he'd have to turn twice to face him to make the shot.
  24. I've confirmed that your soldiers are definitely being healed back to full health for a 2nd or even a 3rd mission as long as they weren't 'Wounded' in the previous one. If they're just injured and able to deploy then they'll start the next mission with full health along with being fully rearmed. If they're 'wounded' then they won't be allowed to deploy for the mission. If someone wants to share with me how to post saves I can provide some to illustrate this.
  25. I'm not a fan of the new funding screen. It looks nicer, but the previous version was faster to read for me. Using the shapes of the nations was much quicker than having to read the names. I agree with Skitso that the bit about the alien victory conditions seems overly gamey. It'd probably be better to change it to something like 'Xenonaut program will be cancelled if X more nations funding lost'. I disagree with the 'Accept' button needing to be changed though. You're accepting the funding changes and the money they're giving you so that makes sense to me even if you don't really have a choice about it.
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