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Mask

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Posts posted by Mask

  1. It's quite likely they plan to make that aspect moddable. I've found that to be the case with engagement ranges, at least.

    Regardless, you've come up with a great fix. Come to think of it... couldn't we reduce the timer to 1, making it so grenades can only be primed in one way (pulling the pin and releasing the spoon)? Even so, 2 might be a better setting, to avoid people running out of TUs and blowing themselves up.

    One thing of particular note, is that you can re-set grenade timers. So, you bake a grenade for a couple of turns, then you can set it back to 6 or whichever. Not a big issue, but worth mentioning.

    Actually, that might be useful... If someone keeps re-setting their grenade to 2, that'd be a fair simulation of pulling the pin, but keeping a hold on the spoon. Which is handy if they decide not to throw the grenade.

    I forgot to check whether you could fully disarm an explosive after activating it. Will have to check that.

  2. Yeah. More often, messengers were fed to household pets.

    One possibility, is if you couldn't set how long the grenade was primed for. You could have it that all grenades automatically prime for the end of the second turn. That would be a good way to simulate "baking" a grenade, would mean that throwing it immediately would give aliens (or your own guys, if it fell at your own feet) a chance to duck for cover. If you messed up and don't have the TU to throw it, you can throw it next turn with a better chance of blasting the aliens before they move (at more risk to yourself).

  3. If you crank up the sight range of the aliens, the AI gets rather messed up. The aliens don't seem to understand how to take cover from such long ranges, and desperately scramble towards the edge of the map, hoping to hide in the dense blackness of the Fog of War. They also don't shoot at you.

    Anyone know how to get the aliens to be willing to shoot from longer ranges? They seem to take cover properly when they're at shooting range.

  4. Gemini was very right, about long sight ranges messing with the AI. Need to work out how to get aliens to fire from range and take cover properly (their idea of taking cover at the moment, is stepping into the impenetrable blackness of the fog of war--which is now too scarce for that ghostly tactic to work).

  5. Is is possible to put a delay on grenade detonation, through modding? I was wondering if it would be possible to have grenades explode at the end of the player's turn, or possibly the end of the alien's.

    I'd also like to ask if modding the throwing arc and range of grenades is feasible.

    I and a friend are attempting to mod some features, and we're wondering if there's much hope in editing the grenades.

  6. If you are able to throw grenades the full length of the map I have a feeling you are not using the latest experimental build - have you opted in to the experimental builds? What version number is displayed on the top right of the Xenonauts launcher?
    Yes I--...Oops. I was sure I had enabled the experimental builds. That explains why the Grenades feel the same. When I test the new build, I'll let you know if I can still spam the grenades.
  7. Mm, the weapon and engagement ranges need to be altered. The guy who first tested these numbers is testing weapon ranges, AI, and how the two are linked.

    Larger maps would certainly be nice. The current ones have seemed all right in my tests thus far, and probably won't need enlarging. You can't hide by remaining distant, in the daytime--but you can use cover and buildings to surprise one and other. More houses, for this reason, would be nice.

  8. I increased the base sight range to 60. Now, when it's daylight, you can see across the map, as you might expect. The dynamic of the game changes quite a bit, my machine gunner and sniper both have become more key to victory.

    For some maps, this also gives the feeling of dropping into a hot LZ during Vietnam... If a number of aliens are within sight of your chopper, you'll need to make a run for cover or fight your way out. In general, cover becomes far more important, and you find yourself dashing between it since the fog of war isn't all pervading.

    For sight penalties, I tried setting the range to 52. And for bonuses, I tried 68. The person who suggested this to me was using a base of 56, 52 for penalized vision, and 60 for improved vision.

    I recommend that you all try editing your vision ranges to something like these numbers, to see what you think of it. I feel it has really improved the game for me.

  9. I've tested the stun grenade... it hasn't changed from the previous version. I've found, just as before, that the most optimal strategy appears to be throwing dozens of stun grenades at every alien, from any given distance. I can throw grenades almost the full length of the map, and I can carry loads of them per soldier, so even if the chance is apparently 1%, I tend to get them close enough to stun the aliens, or at least cut out their routes of escape and movement.

    If I had done this with the guns, I would probably have suppressed or even injured them, but I wouldn't take them out so often.

  10. Ah the flares. I've had to use them twice in 19.5. With the grenade range issue I couldn't throw them far enough to make much of a difference and, as mentioned, they don't last long. The problem is that with infinite amounts of them, you'd want to avoid evening up the human eyesight with that of the aliens.
    Maybe the grenade range has been lowered enough that they're not useful, now. Before, I found them pretty useful... but insanely time consuming to use.

    As for Stun Grenades, I think they were better than guns in the previous build, and probably still are. To be fair, Military CS gas is nasty enough to stop a bear, so it's not unreasonable. But then, the guns might be a bit too inaccurate.

    It would be good if there was a small chance of aliens surviving lethal damage, also (that's part of the reason I always use stun grenades, since guns seem to always be lethal).

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