Chilly
Members-
Posts
29 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Everything posted by Chilly
-
[v1.02] Very unstable combat mission
Chilly replied to Solver's topic in Xenonauts Bug Reports / Troubleshooting
I've got another one. Simply press end turn, it should crash. I tried it 4 times. carrier mission, middle east setting [ATTACH]4019[/ATTACH] edit: I just tried to do another carrier mission, it's just as unstable. This time on a farm map, with harridans and androns. Ctd after first turn. crash.sav crash.sav -
[V22.7hf] Ground Combat - Unable to see UFO tiles
Chilly replied to alfern's topic in Xenonauts Bug Reports / Troubleshooting
same here. I started a new game and did 4 ground missions, ufo hull was always invisible -
I agree, mind control was too powerful in the original game.
-
Now I'm not talking about mind control, but how about suppressing aliens with psi powers in later gameplay? You would need to catch a ceasan alien leader, interrogate it and then build a psi lab where you can train your soilders, just like in the OG. They then gain the ability to use their psionic power to suppress an alien, just like weapon fire would, but without doing damage. Androns are immune and high rank aliens and Ceasans are harder to suppress.
-
V20 Stable Candidate 1 available!
Chilly replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
are the 700+ damage rockets fixed yet? -
Geoscape Balance Discussion V20 Stable Candidate 1
Chilly replied to Aaron's topic in Xenonauts General Discussion
A refund when decommissioning aircraft would be nice. I don't like how fighters vanish into thin air -
I just had a crash to desktop while fighting ufos. I'll try to explain what happend. There was a squardron of 3 Ufos, 1 small (scout) and 2 fighters (worst ones). I sent 3 Condors to intercept. The Condors killed 1 fighter and damaged the other fighter and the scout got 99% damaged (sigh) All my Condors were destroyed from the remaining ufos, since the condors had no ammo left. So I sent another 1 Condor to finish the job. All went as planned, but after the 2 remaining Ufo's got killed and the Plane Fight was finished, the Game crashed. ( I destroyed the scout first, and after that the fighter) hope this helps
-
V20 Experimental Build 7 Available!
Chilly replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
this new build seems to work nicely so far, my first mission was fun and i found no bugs whatsoever. However i got no points for finishing the ground combat mission. no funding reward, too. Downing the ufo in geoscape gave no funding as well. Thanks for the hard work -
V20 Experimental Build 6 Available!
Chilly replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Aliens throw grenades at you from inside ufo and shoot with guns against their inner hull while your outside, can't see inside buildings through windows anymore, hidden movement screen doesn't go away anymore when you get shot and killed, aliens easily panic or sth. and put down their guns.. That's my first impression. update: just tried to finish my first ground batlle on normal difficulty, but everyone gets killed from alien grenades that get thrown from inside the ship. And they have unlimited grenades. Impossible to play, sorry -
I think that the ufo's don't have enough aliens onboard. Maybe there should be some low rank aliens that are easy to kill and dont' have good weapons to fill the empty rooms.. because when i enter lets say a carrier the 2nd floor is always completly empty. I mean there are 9 aliens in the smallest ufo there is but maybe 20 in a very large one that is 10 times the size or even bigger? That's not very realistic. Something more to shoot at while exploring a large ufo and less empty rooms would be nice.
-
I've noticed that every time i begin an large Alien Base Assualt, the game crashes after deploying soilders and starting the attack. The game however autosaves and you can reload it and play the Base Assault. The Game then seems to randomly crash during the attack. Also, I am at a point in the game where it always crashes (geoscape CTD) after a day at a fixed in-game daytime after loading my save game. I reloaded the save game about 10 times and tried to do some stuff to prevent it, but no chance. I can't play any further now and am now waiting for the next build. I would add a game file, but don't know how.
-
[v20e3] shield has only 120/200 hp
Chilly replied to Chilly's topic in Xenonauts Bug Reports / Troubleshooting
thx -
I equipped a shield and did a ground combat mission and it has only 120/200 hp. And in the geoscape soilder equipment screen it sais 120/120
-
just did a ground combat mission, and Hunter MG ammo is still 50. Patchlog states it has been doubled?
-
Ground Combat Balance Discussion V20 Experimental 1
Chilly replied to Aaron's topic in Xenonauts General Discussion
sometimes i wish i had 100 millions of funds, you know what i do then? i just cheat but well, i'm happy with whatever the majority of people wants. you can't be sure about that on forums though. Also, It's not THAT big of an issue. is it? -
Ground Combat Balance Discussion V20 Experimental 1
Chilly replied to Aaron's topic in Xenonauts General Discussion
noone said that doors should be unclosable. You could still close it the next turn if you opened it, and if the aliens opend the door you can close it, no problem. This is a difficult decision i guess, but while this game is in development you could try out a few options and see which is the best (or just code it the way you think will be best of course). There will always be the option of modding it the way one wants it, presuming this is possible. Anyway, accidental opening of doors will always be a problem, so i suggest preventing that by some means. so far -
thanks for explaining how to turn that grenade-waiting-crap off ;-) on a sidenote: grenades and explosives in general in the OG were much more powerful compared to Xenonauts, so one cannot compare them directly in my opinion. I loved to blow up stuff back then.. I remember how lovely it was to see entire buildings loosing walls by some boomthing and then burning to the ground completly slowly, killing anyone in it or making them unconscious due to smoke . That was just fun.
-
Ground Combat Balance Discussion V20 Experimental 1
Chilly replied to Aaron's topic in Xenonauts General Discussion
I opened a few doors by accident too, so i understand the reluctance. Accidental opening of doors could be easily prevented however. for example if you would need to click on a door for 2 seconds for it to open.. or maybe having to click twice on it - if clicked once the mousecurser then shows some sort of opening-graphic and after clicking a second time it opens. that grafic disappears after a second when you dont click twice to open the door and you can continue with whatever you wanted to do. The door could show that graphic instead with the same mechanic too. -
Ground Combat Balance Discussion V20 Experimental 1
Chilly replied to Aaron's topic in Xenonauts General Discussion
That's true. But still, its somehow silly to be able to open and close them several times a turn. If i open a door and see that there is danger i just close it again and do whatever is required to negate that danger. Which means most times i just put all of my guys in front of a door to a room with enemys, wait a turn, open it and see whats there. If i can shoot without the danger of reaction fire i do so, otherwise i close it again and move some guys so that i can shoot without danger. Then i open again and shoot. Then close again and wait for the next turn. I also always have 1 person next to the door whoose only purpose is to open and close that door. Although with the new stronger shields i may change that routine a bit for a little more fun -
Ground Combat Balance Discussion V20 Experimental 1
Chilly replied to Aaron's topic in Xenonauts General Discussion
how about making doors unable to close when you opened them first in the same turn ? The abuse of the current door mechanics is becoming somewhat of a standard-tactics of mine ;-) Especially alien doors shouldn't be on my side in a fight.. because atm its like this: go into position -> open door -> pew pew -> close -> lol -> repeat... this shouldn't be possible -
well if this is unrealistic then maybe an option to let them explode right away without the delay. The original game had this option didn't it? I'd like that too. Hmm i remember an official post (patchnotes i think) that said it was changed so you had time to run away if the grenade didn't quite go where you wanted it to go. ( I didn't read the entire forum though). A button to let them detonate would take care of this. Or how about better Flashbangs for later gameplay... something that creates equal suppression as elektroshok grenades with imidiate detonation?