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RBrim08

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Everything posted by RBrim08

  1. If you go to the Xenonauts homepage, it's been changed with the hacker stating that he's hacked it along with a bunch of other stuff. =\
  2. No, you get corpses automatically for autopsies at the end of ground combat. The "recover additional corpses" mission means that it wants you to get OTHER alien corpses, meaning different types of aliens.
  3. Dang, that's the reason why I was hoping they could be salvaged if they took too much damage. It's a major pain to have to replace them since they're so expensive, especially if you get the stronger Scimitar or Hyperions.
  4. http://i.imgur.com/YIooypf.jpg I find that I am unable to cross a 2x3 area that would normally be passable. It appear that the tiles didn't load in. http://www.mediafire.com/download/v98t8pbe2n7d0ya/2013-09-13_07.18.57.sav Here is a save of the game in question.
  5. When a Xenonauts moves at an diagonal at any point in their movement, they will move straight as far as possible before moving at that diagonal. This can cause some problems sometimes, like when running in that manner causes them to get caught up in reaction fire. Since I, and I imagine most people, target a spot behind cover when moving, it would be better for them to move at diagonal first and then moving straight, which will probably put them behind the cover regardless.
  6. http://www.goldhawkinteractive.com/forums/showthread.php/7510-v19-Stable-Hotfix-Soldier-Equip-Screen-Can-stack-medkits-and-pistols-in-backpack I like this bug, it makes it convenient in storing items like Medkits and Stun Batons. It seems to work with any 2x3 item. I think it's balanced enough by the fact that they have weight and you can't carry too many of them without your weight becoming an issue.
  7. Like, if a Hunter Scout Car is destroyed, can it be recovered and rebuilt or is it just permanently lost and you need to build another?
  8. Flares are a "free" grenade that all soldiers get during a night mission. They're only accessible through the quick grenade slot.
  9. I know about the promotion training, but I was more talking about just plain stat training.
  10. Like, a place you can build where you can send your Xenonauts to increase their strength and accuracy outside of combat?
  11. I had this same issue during a terror mission at night. http://i.imgur.com/w6umemj.jpg Aliens are revealed, but the terrain is not.
  12. In the original X-COM game, the bases were located underground, since the first thing you had to build was the access lift. As such, the only way for aliens to assault your base was through the access lift or the hangars. But in Xenonauts, the aliens seem to be able to just attack from wherever, firing breaching pods into the side of your base or something. This raise the question, though, of why they even bother to send in troops in the first place? If they have a giant ship, why don't they just glass the base from the sky?
  13. http://i.imgur.com/umFF3qi.jpg http://i.imgur.com/Bd0tcJK.jpg I find that I can stack medkits and pistols on top of one another when I place one on the lower-left corner of the other in the backpack.
  14. http://i.imgur.com/umFF3qi.jpg I find that I can stack medkits on top of one another when I placed them on the lower-left corner of the medkit.
  15. I started another game of Xenonauts and the first ground mission was a landed UFO (local forces say they downed it, but it's never damaged). It was Sebellians and I managed to get to the UFO with four guys standing, open the doors and find three more Sebellians in there (why there are nine of these giant lizards crammed into these things is beyond me). I toss a Flash Grenade to suppress them and... nothing, two of them get reaction fire and kill one of my guys. So I chuck another flash grenade with a different guy, they are again not suppressed, and they proceed to reaction fire again, killing the remainder of my crew.
  16. I've read the discussion regarding it... said they might include it if they could balance it so it's not as powerful for humans. The most powerful part of Psionics was all of your guys being able to Mind Control, from what I've gathered. With my proposed system, only Savants can Mind Control and there's only a 1-in-50 chance of getting a soldier that is a Savant.
  17. I'm not sure how Psionics worked in X-COM: UFO Defense, so forgive me if this is pretty much how it was done back then, but I figured I'd just say my idea. Make it so that there are three invisible stats that are only revealed after a unit is tested for Psionic abilities. Psionic Strength: A set rating that doesn't go up or down. Determines what level of Psionic abilities are available to the unit. Psionic Skill: How effective the unit is at using their Psionic abilities. Goes up the more Psionic abilities are used. Psionic Resistance: How effective the unit is at resisting alien Psionic abilities. Goes up the more alien Psionic abilities are resisted by the unit. Psionic Strength can be done with numbers or with a simple word rating. A low-ranking guy would probably only be able to reduce an alien's bravery with a Psionic attack, whereas a "Savant' would be able to perform a mind control. How successful these attacks are, however, are determined by their Psionic Skill, which will probably start out low regardless of their Psionic Strength, requiring them to practice with weaker skills in the beginning. Psionic "Savants" would probably be very rare, too, so the chances of you getting a full team of Psionic Savants who can mind control every enemy would be extremely unlikely. Maybe every 1-in-50 recruits are Savants. While the rests are towards the lower-to-middle end of the Psionic scale, to show the difference between Human Psionics and Alien Psionics.
  18. I did have my batteries hit once... but only when I sent some interceptors to assault the UFO before it reached my base. Then again, that damage it was showing might not have been the damage the batteries had done, but the damage my Interceptors did before it arrived.
  19. In regards to Chris's latest comment on this thread, what is the status on the new UIs? Are we to assume that the ones in the first post are outdated and should be disregarded from now on? Or have the UIs been updated and I'm late to the party? I got the game right when v19 rolled into town.
  20. My bases have been attacked several times and not once has the Laser or Plasma Batteries hit the ship. Both of them at both of my bases read that they have MISSED and the ship was at 100% health upon landing.
  21. The UFOs that they supposedly "down" are never damaged. Are they just always liars or has it not been programmed that these UFOs should be damaged?
  22. Not to be rude or to criticize the artwork at all... but would a late 1970s/early 1980s scientist be sporting a soul patch?
  23. Thinking over it, I also came to realize that it's is nigh impossible to get someone who can fire off two aimed shots or two burst shots in this game. Xenonauts will die, unless you save scum like mad. Getting a unit from 50-60 to 80+ TUs would mean that they're someone who had survived nearly that many battles, which is extremely rare in a game like this, where a single shot can kill a guy.
  24. Problem is, though, is that I don't find the suppression kicking in nearly as often as it should. I can have six guys all lay down burst fire on one alien and it won't become suppressed. But I can have one of those guys just shoot that alien with an Aimed Shot and it will more than likely become suppressed.
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