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Everything posted by ventuswings
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I already understand Caesans, Harridans etc. take more damage from ballistics and Sebilians, Vipers etc. take more damage from laser weapons. Not complaining about the game balance, I find them to be fine - in fact, sticking most of my squad to advanced ballistics at the moment It still does not mean correct stats of all weapons should NOT be communicated. Do you want me to make a quick edit of the files so you guys could incorporate this into next patch of your mod, perhaps?
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If it wouldn't be a bother, I wish to make a request. I perused the xml files for the weapons because the damage output of the laser on the white pop-up info screen seemed to be lower than the advanced ballistics, and indeed saw that pop-up info screen on the soldier equip screen seem to be outdated. Would it be bother to you to bring information for all the weapons up to date so I don't have to consult xml every time I develop new technology?
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[V1.09]Skitso's Ultimate Megamix Map Pack 2000
ventuswings replied to Skitso's topic in Completed Map Packs
I stumbled upon what I assume is one of your new maps since it contains oasis, which really surprised me as I had also been playing with Kabill random map pack. I guess fine art can't easily be suppressed! I saw the screenshots, but I must say it was pleasure to come across the idyllic scenery during legit playthrough - thank you very much for your work! -
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ventuswings replied to fend414's topic in Off-Topic
Well, I hope I'll be more... inspiring on the alternative universe! -
Xenonauts: Community Edition 0.27
ventuswings replied to Solver's topic in X:CE Release Announcements
Which one? Praetors? Either way the implementation of alien morale on OG was horrible and served no purpose, and I don't recall developers bringing up alien morale either before bunch of people clamored for the feature. -
Xenonauts: Community Edition 0.27
ventuswings replied to Solver's topic in X:CE Release Announcements
I thought the order was deliberately made that way by the developers to prevent rapid aircraft relaunch. At least, it should be added only as mod-able option; air dominance on the vanilla is already too easy to begin with. -
In matter of congratulating Xenopedia writer, I must join in and give props to whomever wrote the descriptions for Vipers as well. I was initially worried because their original description involved something silly like Caesan planet-scape and "Protean alliance" (how do we know all this stuff anyway?) but the actual Xenopedia entry is quite well-written and somewhat believable. One thing about Gorgol autopsy was that, well, though I never managed to capture one of them alive yet, I must assume there is separate analysis available for 10% damage boost to these guys - so the initial inspection on the species is done purely using the corpses instead of alive specimen. So technically Dorothy cannot exist yet. It's bit of a nit-pick though among otherwise excellent entry, however.
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Xenonauts: Community Edition 0.27
ventuswings replied to Solver's topic in X:CE Release Announcements
Amazing! Thanks for the hard work! -
Xenonauts: Community Edition discussion
ventuswings replied to Solver's topic in X:CE General Discussion
Thanks for the quick response! While there are still more important things to take care of, it's nice to know that the feature is on agenda. -
Xenonauts: Community Edition discussion
ventuswings replied to Solver's topic in X:CE General Discussion
Hello, I wanted to bring this up since most of the problems stemming from the implementation of modular system seem to be stabilizing: do you intend to re-introduce the destruction penalty for the base defense missions? Even basic and simple system like straight financial loss for the amount of props destroyed would be acceptable. While temporarily preventing AI from doing these currently needless action was fine, it also revived the effectiveness of CC camping with force. -
Xenonauts: Community Edition discussion
ventuswings replied to Solver's topic in X:CE General Discussion
I have a question: does the soldier that has been stunned bleed? While playing on XNT mod, I noted that soldiers that had been knocked out do not take any health damage despite having wounds. -
[V1.09]Skitso's Ultimate Megamix Map Pack 2000
ventuswings replied to Skitso's topic in Completed Map Packs
Finally some colour on the desert! Will it be too much to expect there to be splashing sound instead of footsteps when you choose to walk across the oasis? -
I had a soldier killed by C4 explosion survive with 33 days of injury in two consecutive missions. More confusing are the case where grenade friendly fire blew my soldier to pieces, yet he was shown as alive without any injuries after the mission. I decided to grenade another Xenonaut to death on another mission just in case, but that guy also reassembled himself without a scratch after the mission ended.
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ventuswings replied to fend414's topic in Off-Topic
Nice. The whole world now know they are under threat. Lots of way this can go plot-wise If there's still spot available I wish to volunteer my services: Name: Ventuswings Occupation: Shield or Sniper Background: Was part of the United Nations peacekeeping force and participated in their operation on Congo. Experience on the field and observation of UN bureaucracy over the years mostly disillusioned him of his idealism regarding cooperation between humanity, but the rise of alien menace rekindles his beliefs and he tries to volunteer services for the Xenonauts organization. -
Difficulty cannot be adjusted mid-game. Most things can be destroyed in the game, and explosives have higher destruction on XNT ITD as well so grenades can reliably blow up hole in the wall etc. Unfortunately hedgecrows are one of the strongest objects in the game (at least it feels like one) and don't believe can be walked through even after complete destruction.
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Did you decide on which tile-set to do?