nailertn
Members-
Posts
40 -
Joined
-
Last visited
Reputation
10 GoodConverted
-
Location
Budapest, Hungary
-
Looking for insane difficulty playthroughs
nailertn replied to nailertn's topic in Xenonauts General Discussion
Thanks, I'll make sure to check it out! -
Can you recommend a let's play done by a very skilled player, preferably with some commentary? The best I could find was Pinkpeep's insane ironman and while it was entertaining, I didn't actually learn anything new. Is there something better out there?
-
Whenever I try to go down the elevator with my assault troop crouched on the top floor I trigger reaction fire from the andron facing her which freezes the game. The projectile seems to be aimed at the tile where my soldier is supposed to arrive at and not where she actually is at the moment of the shot. freeze.sav freeze.sav
-
Transferring Scientists/workers
nailertn replied to furstenburg's topic in Xenonauts General Discussion
If you sell your scientists an engineers on the last day of the month and buy new ones on the 1st day of next month at the desired base you achieve the same without losing any money. You lose out on a few days of research till they arrive but I imagine transferring them would also take time. -
In the attached save file I have two riflemen crouched on the first floor of a building who have a reasonably high chance to hit the crouching sebilian in the middle of the scout yet they always miss. I tested this for about 20 turns, 4 shots per turn, all misses. I don't know if it's related, but I submitted a vanilla bug with the same save because the scout's roof won't disappear no matter what visibility setting I use. los bug.sav los bug.sav
-
That's correct, tested it just yesterday.
-
"Unlike Workshop projects, scientists at different projects can work collaboratively on the same project with no penalties." I assume this was meant to be "scientists at different BASES can work collaboratively".
-
The game is using humanAirplaneSpeedNormal = 1.1 and humanAirplaneRangeNormal = 1.1 in gameconfig.xml as multipliers to determine actual speed and range for human aircraft on all difficulties, it entirely ignores the other difficulty settings. I set these two values to 0.1 to verify and indeed all interceptors slowed to a crawl regardless of the difficulty setting.
-
Reliability of xenopedia and weapon cards
nailertn replied to nailertn's topic in Xenonauts General Discussion
Turns out the game is always using humanAirplaneSpeedNormal and humanAirplaneRangeNormal for the multiplier. I set the values to 0.1 which was correctly reflected in xenopedia and it slowed my interceptors to a crawl. Going to report the bug, thanks for the help. -
Reliability of xenopedia and weapon cards
nailertn replied to nailertn's topic in Xenonauts General Discussion
I am playing on veteran, humanAirplaneSpeedVeteran = 1, humanAirplaneRangeVeteran = 1 according to gameconfig.xml. In other words it should not affect these numbers at all. After your suggestion I checked all four difficulty settings anyway and it didn't make a difference, xenopedia always showed the same values so there seem to be multiple disconnects. -
I was under the impression that xenopedia and the weapon cards take numbers directly from the xml files but a cursory investigation already revealed several discrepancies, for example the top speed and range of the F17 is 1500 / 12000 in aircrafts.xml while it is 1650 / 13200 in the xenopedia, and the MIG31 is 2500 / 18000 and 2750 / 19800 respectively. Outside sources seem even less reliable. Am I right in assuming that xenopedia is wrong and the numbers inside the xmls are what the game is actually using? And that as of now the only way to get reliable item stats is to poke inside the game files?
-
Ground Combat Balance Discussion Build V21 Experimental 1!
nailertn replied to Chris's topic in Xenonauts General Discussion
Not a huge fan of the reduced TU cost and cover bonus. Ground combat has always been a ponderous chess game, there is airstrike or the Firaxis game for those that have no patience to play the way the franchise has always played. It feels way too easy now to just rush through big open grounds without having to solve the puzzle of how to advance from cover to cover with minimal risk while maintaining cover fire. Diminishing the importance of cover is also problematic, this issue is very prominent in the Firaxis version: playing ironamn in a game where RNG is king is not much joy. -
Don't deduct monthly maintenance cost for buildings still under construction. Cancelling manufacturing should return at least some of the production cost of already started items.