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Osvir

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Everything posted by Osvir

  1. Hi! So after every other mission the game crashes as soon as I go into the Soldier Equipment tab. Doesn't matter if I wait for the dropship to return to base or not, neither does it matter if I try to click my way to it by going to any of the other tabs. It usually happens after I've played a mission or two, so I can only play about 2 missions at a time. It's not the worst as I can still progress in the game, so it isn't gameplay breaking (I've yet to encounter anything gamebreaking), but it is rather "application breaking". The work-around is either to let it happen and then load the latest save (I usually make a save right after every mission, but I can also use the generated Auto-Save) or quit the game and then load the latest save. Closing the game seems to "refresh" the game in some way, but it doesn't seem like the way the game is supposed to play The game has been crashing since the first Month. Here's a save file at the end of a mission: - https://www.dropbox.com/s/cqq0u0lmccqlm3t/m22%20night%20t06.sav The game crashed when I played this game, but when I loaded the save to see if I could re-create the crash it all worked fine, so it seems I have to play a couple of missions before it occurs. Here's a save file right after a mission on the Geoscape: - https://www.dropbox.com/s/ryhn4wb80phwier/Xenoplay%20month%203%20028.sav Loving the game as always so happy I can snipe targets from high ground now (last time I played you couldn't as it would cause crashing, which is why I took a break from it) Peace~
  2. Hi! Some grandiose ideas I believe. 1. Water Missions: - Is it possible to add in, in the code somehow, water missions? Downing an aircraft over water, triggering an underwater mission? 2. Geoscape - Is it possible for the Geoscape to evolve? Let's say I manage to push back the alien forces and win the game, but does the game have to end there? Can I take the battle to... our solar system? (Fight in space and use planets as bases) Not saying it would be an easy task in any way, or that I have the skill to do it, I am simply curious if it is possible.
  3. I both agree and disagree. I don't mind the difficulty of money in Xenonauts, in fact I enjoy it. It makes me way more careful before I spend any money on anything. This is where I am in disagreement, my personal preference enjoys the harder money-management in Xenonauts. However, engineers aren't doing anything in Xenonauts in comparison to the original XCOM (like you say). So I am curious if there is some way to give them more maintenance or macro-management, the question is what? Maybe they could make weapons and armor and give it to Local Forces? I think I read something about the devs saying something about allowing the Player to tell Local Forces to handle alien crash sites by themselves (which would give the Player the cash reward, but in turn it wouldn't train the Players soldiers). Maybe the Local Forces can fail and you get nothing out of it? Giving them weapons and armor would be one way to help them succeed more often and in turn that'd give the Player money for it. Maybe you'd start to see more and more Local Forces (less and less civilians, as they could "transform" into "Local Forces" due to investments) on missions and having better and better gear (Thus you'd get more reward points from countries as well, which would net more income every month as well). This would give the engineers a lot more work to do and more maintenance than they currently have. EDIT: It's the alien race we're fighting here! If the Xenonaut division or whatnot would hand out weapons and armor to the civilians and/or the local forces, there'd be a bigger chance of fighting back together against the alien threat. Right?
  4. Uhm, some tips: - Try starting with 1 base only and slowly upgrade it. Don't spend all money at once but keep maybe 300.000-400.000. Get a feel for the game pace. - Play at a lower difficulty. - During missions, use your soldiers carefully and move slowly forward. Designate imaginary "squads" (I have 2 Riflemen, 1 Sniper and 1 Assault in one of my "squads" and in the other "squad" I have 2 Riflemen, 1 Heavy and 1 Assault). - Smoke Grenades and Flash Grenades are great. Explore what they do - Keep your Sniper waaaay back as you explore with the rest of the guys slowly forward. But don't forget to make sure your Sniper has a wide firing arc (as few obstacles as possible). He should always be furthest in the back. - Consider where your cover is and what you have explored so that the aliens don't get a free shot at you. - Play carefully, for instance, you might have a guy free to move but the rest of your squad don't have Time Units, wait a turn so that the rest of the guys can provide backup if needed. - Try using the Rocket Launchers less, unless you really have to. They are really great for opening up holes in buildings too so that you can flank an enemy.
  5. Not necessarily. If you read my post above, I can actually draw 1 arm and then copy+paste it to most of the same variants ("crouch_e" torso can be copied and pasted to almost all other "_e" variants, say, "idle_e" or some of the "grenade_e"). I'm still going to have to draw a lot of different "parts", but I'm not going to have to draw each single one of the sprites in the some ~3500 .png files. If I take my time with 40 of those .png's from "armour.basic/none" I'd get most parts for all movements (crouch, death, vault, idle, run) that I can copy and paste to the rest of the sprites.
  6. Smoke Grenades and moving closer to an Alien behind cover (you need to be pretty close) makes them run towards you or into you or out into the open and you can get a clear shot at them.
  7. Encountered an additional problem, posting for documentation as well as looking for a fix: 1. Opened the Sub-Map Editor because I just wanted to do a test run. 2. Followed Stinky's Tutorial. 3. Doing it step-by-step 3) Your first submap., when I load the "rock_cover_1x1_1_spectre" and click it I get a message: [sOLVED WHILST WRITING THIS POST] - Keeping it because documentation. What happened? I extracted 2 folders when using "QuickBMS" with the Command-Line as seen in the previous post of mine: "tiles" "units" So my "tiles" path became "assets/tiles/tiles/desert/cover" and that is why it didn't work. So check your folders!
  8. aluigi replied to my message. In case anyone else encounters a similar problem, here's a fix. I'll ask flashman to put this in the OP if he thinks it is appropriate. Aluigi's reply: Copy+Paste everything below/Clean up as you see fit: If you encounter a Crash or an Error when running QuickBMS 1. Make a "link" to QuickBMS (Shortcut) 2. Open "Properties", go to "Destination" and add -9 at the end. Example: "c:\quickbms\quickbms.exe" -9 3. Run without problems. If you are still encountering a problem 1. Open Command-Line (Start/Accessories) 2. First of all, write "CHDIR" (Not necessary but it makes it more convenient) Example: CHDIR "c:\quickbms" 3. To execute the program Example: quickbms.exe "c:\quickbms\Play First Script.bms" "c:\program files (x86)\steam\steamapps\common\xenonauts\assets\GC_Tiles.pfp" "c:\program files (x86)\steam\steamapps\common\xenonauts\assets\tiles" 4. You'll be asked "The Tiles folder does not exist, do you want a new folder to be created? y/N" (type in "y" for "yes" and "N" for "No") 5. Watch it unfold! If it still does not work 1. Download Ol' Stinky's Tiles upload found here 2. Make a New Folder in "xenonauts\assets" called tiles (xenonauts\assets\tiles) 3. Extract the tiles to the "tiles" folder. And thanks to aluigi for creating this tool!
  9. A more serious attempt (been working on it for like 3 hours). I haven't even finished the first sprite Zoomed In: [Picture] Zoomed Out (100%): [Picture] I'm also curious if anyone would want to do a joint project in an attempt to make a full sprite set. EDIT: Maybe a little bit more exciting than the above pictures: Copy+Paste the body part I made (some of the sprites need a lil bit touch-up, good to know I won't need to do every piece individually): [Picture] 2nd EDIT: Here's a tip for anyone else, when I've gotten further on this guy I'll make a proper thread about it but for now, here you go: [Picture] This makes most of the work much faster, as you can just copy+paste it on every sprite.
  10. 1) I somewhat agree. Maybe a compromise or solution would be to make the Inventory Space have 1 row less on harder difficulties? (Veteran and up) 2) 100% Agree! Great idea. So if you have 2 rockets on the belt, you fire both them, then you'd have to go into the backpack and move over 2 rockets to the belt, kinda? Good idea nonetheless.
  11. Bump and: * I double-click QuickBMS and I get this: [Picture] I've also sent an e-mail to Aluigi, but I thought I'd ask here as well if anyone knows how to fix it. Furthermore, I'm curious if those who've already extracted the files using this method can upload them if possible (if others would encounter a similar problem). Or do you have to extract the files using this method to get them to work?
  12. I've got a fairly detailed post here. There seems to be a bug with elevation.
  13. It is not the Binoculars per say that I am weighing into consideration here. And yes, they would be overpowered if you could just "I'll look down this way! Now this way!" and get vision of the entire map, which is why I am suggesting these balances: A) They only activate at the end of the turn (like grenades). B) On higher difficulty only the Aliens would move away from the vision (Why? Because mechanical balance in correlation to the difficulty level, it'd be too overpowered if I'd spot them and then just shoot them over and over again on, say, Insane Difficulty). Doesn't the Caesan report say they speak telepathically? There you go, maybe they sense some sort of radio waves or whatnot. C) It is an Early Mission Item Suggestion. Not something you chase your enemies down with. Gather intel early on to figure out the layout of the map, get some strategical information about what's going on on the map. Instead of bum-rushing down a path, take a turn and see if it's safe to go down that path in the first place. etc. etc. D) It's not pointless to gather intel and take the best course of action depending on what you spot, which is what I'm suggesting with the Binocular. I'm a slow and careful player. I can take 2-3 turns just getting around a corner because I don't take unnecessary risks.
  14. Which version? Because mine isn't working, I'm only getting errors when I try to run the latest QuickBMS Ver. 0.5.25 Is this a custom sub-map? This is the sub-map I'm talking about here (Bug #2).
  15. +1, first crash I got. Barn, Sniper on 2nd floor, took a shot at an enemy behind a stone wall. Heard the sound of hitting bricks before crashing (I missed ). Furthermore, in the same barn an Alien got stuck in a haystack (he was able to sit inside the prop and couldn't move out of it, this is something I've encountered across the board on several maps). Map Farm mox_farm_small_fields Sub-Map 2nd window to the right (by the stairs), facing North barn_15x20 Bug/Situation - Shot at alien hiding behind wall_T5 (to the right of wall_T10_gap) More puzzle pieces: Bug #2 Unrelated but maybe related (Not a crash): On a Terror Site mission (Rabat in Morocco), moved my Sniper to the 2nd Floor to get a better vantage point. As I went closer to the window (not close enough to spot any ground forces) I was constantly alerted of spotting the enemies on the ground level. I didn't bother with it and continued. An Andron took a Reaction Shot suddenly and shot through the floor and killed my Sniper. I just thought Andron's has heat-sight somehow. On the 1st Floor there were several windows, and if my Sniper had been walking on the 1st Floor he would have been in the open for a shot. Map Corvette terrorsite_small1 Sub-map bank_15x20 Bug - Androns on road_updown_6x5 (Androns everywhere really between the bank and shopUD) - I was running towards the west windows facing shopUD, on 1st floor there are several windows that'd give a clear shot at my sniper. - Though I did kind of like it. Adds a significant level of despair if Androns shoots through walls. Bug #3 Unrelated but maybe related yet again (Not a crash): Middle East Mission, a white house that had 3 floors (1st, 2nd & roof). I went up on the 2nd Floor, that went fine. But there was an invisible wall as I tried to get to the 2nd stair to the roof. I didn't think much about it at the time (Beta is Beta), but there is a chance that the 1st Floor had a wall there or that the roof had some prop. Map middleeast_lightscout3_mox Sub-Map office_8x8 Bug - Can't access roof because invisible wall on 2nd Floor. Some speculation: - Floors are getting mixed up when you get to an elevation. - Sprite animation or the Sprite "appears" on all floors in the code somehow. Example: I think there's a haystack right under the window I shot from, so when the Sniper shoots he might appear inside the haystack and that causes the game to react violently somehow because it doesn't know where the Sniper is. - It might also be that because the Sniper is on the 2nd Floor and the Alien is on the 1st Floor the shot itself might think it is shooting at an obstacle that is on the 2nd Floor (where there is none) and then it realizes "But wait! There is no Alien here on the 2nd Floor, then what did the Sniper shoot at?? PARADOX!!!" = Crash. EDIT: I think this thread is related as well. [v19 Stable - Ground Combat] Crash when shooting from the air with flying armor
  16. Hm, will that be an additional variety or will every Terror Mission play out like that? Because even though the "I am surrounded from all angles by a vastly more powerful force and all civilians and local forces are getting destroyed" was scary and very difficult, it was pretty epic to break out of and turn around into my favor. Got some pretty cool stories out of it. Some bullet-point thoughts/ideas/brainstorm on different randomized Terror Site variations: Start off with Aliens spawning... (Surrounded Variation) ... surrounding your position . Allies are either: A) Scattered on the map outdoors B) Scattered indoors in several buildings (Unsure about this one in this variation as it could warrant a lot of free points) C) No allies (Search & Destroy Xenonauts Variation) ... being scattered or spawning grouped on the map and homing in on your location. Allies are either: A) Scattered on the map outdoors B) Scattered indoors C) Grouped on one location indoors or outdoors (3-4 Local Forces bunkering down a building and maybe some Civilians hiding behind them) C) No allies (Search & Destroy Allies Variation) ... scattered or spawning grouped on the map outdoors . Allies are either: A) Scattered on the map outdoors B) Scattered in several buildings indoors C) Grouped on one location on the map indoors or outdoors (3-4 Local Forces bunkering down a building and maybe some Civilians hiding behind them) (Alien Indoors Variation) ... in-doors scattered or bunkering down a single building . Allies are either: A) Scattered on the map outdoors B) Scattered on the map indoors (Alien Patrol Variation) ... scattered on the map and patrolling outdoors and civilians staying indoors. (Side-vs-Side variation). ... grouped on one side, and allies and you being on one side as the rework suggests. That's quite a lot of variations. EDIT: Another one that would warrant its own would be to have the Aliens having "captured" Allies and use them as "Hostages" and the closer you get the more Allies they kill or "mind-control" or whatnot. Or, though that would require an all new alien version, have a "Starship Trooper" Brain Sucker Alien take down a civilian every 3rd turn or something. 2nd EDIT: Not to forget the mention of the Player spawning in various locations on the map, such as in the middle of it. 3rd EDIT: Also as a response to the "UFO Trap" and more to the "Trojan Horse". Another variation to regular missions: Maybe you enter the Alien Spaceship in an attempt to win by capturing the Spaceship, and no Aliens inside gives you a "free capture woo!" incentive, but as you enter it the Alien Door locks and stun grenades go off (some sort of trap), trapping the Soldiers inside the ship and following up with an ambush. 4th EDIT: I also want to say that the Ironman thoughts I earlier spoke about (<- Link) was intended for the release of the game, in essence, not for the Early Access period.
  17. Great elaboration I'd love to see that in the game. Making it a random thing would definitely up the variety as well, one mission you get the standard 2 or 3 aliens in the ship, on another one you find yourself defending the UFO. Another variety could have the Aliens destroy the UFO deliberately as to protect their knowledge (Russian Warfare, in a sense). Not to mention Kamikaze tactics (they blow themselves up). Speaking of that: Can Aliens pick up C4 or other timed "bombs" and throw it back at you? (A grenade which lands on the same tile as the Alien for instance, maybe they can do a... sort of... "dice roll" and throw it back to you if successful). The Trojan Horse made me think of, probably a complex thing (not suggesting it, but just throwing out an idea), Alien Capture but reverse. A.k.a. the Aliens trying to capture your Soldiers. If they succeed, you'd lose a Soldier but could face them on a mission later (Stunning them and re-capturing them could revert the effects and you get the Soldier back). Another thing that comes to mind in light of that, saving some random Local Forces could perhaps grant you an extra recruit. The difficulty would be in finding them in time and protecting them before they get shot. Maybe during Terror Site missions. And speaking of Terror Sites, during my play, I think it was a tad bit harsh to kill like... ALL civilians and ALL local forces in like 2 or 3 turns was a tad bit over-the-top. Even if it was on Insane Difficulty. Maybe I had a chance to save 1 or 2 if I had taken some bigger risks, but 12 Androns and 5 Floating Discs (What's the name of them? Can't find them on the Xenonauts wiki) made me shake my boots. Don't know the best method to nerf something like this but it's something I'd like to see getting slightly nerfed. Maybe have more civilians spawn inside houses/behind cover and have Aliens spawn out in the open could be a solution?
  18. Nice stuff Elydo! I like the trap thoughts there, the Aliens playing hide-n-seek with the Player. Maybe some of them (2 or 3) could play guerilla tactics with you so that you are lured into their ambush as well. Is "Open Alien Door" a general "Open Door" Trigger or is it a specific "Open Alien Door" Trigger? If the latter, I believe lots of things could be done to "trigger" stuff happening when you open the Alien door. Maybe spawn a second (undamaged) UFO on the map as a sort of "Backup Call" and/or after a certain amount of turns have passed. Or just spawn some more off-put Aliens (A.k.a. not right next you, but randomly in the Fog of War or on the Map edges) if spawning a UFO requires too much time/resources from the devs. Another difficulty adjustment could be Aliens targeting your dropship (maybe planting a bomb or something in it) giving the Player more objectives to think about during a map. What I meant about the Alien UFO ship weapons being active is it'd have a limited attack range and width. Only direct ahead, maybe a width of 3 or 4 tiles (enough to cover the door) and an effective range of 6-8 tiles because of damage dealt. Another solution to the same idea would be to give the Aliens a mounted big alien gun outside the ship. I've also been surrounded by Aliens on mission start, but it's usually fairly simple to deal with. Well, not on the Terror Site mission I got on Insane Difficulty. It was awesomely terrifying. Quite epic indeed. I wouldn't have wanted any dropship guns as it would have made the mission easier and less challenging. Furthermore, wouldn't that allow the dropship to engage in air combat? Gives me an idea for a Research and Manufacture upgrade though, Mounted Machinegun, which you can't move but only used for the very start of the mission.
  19. This. Not because I know what to do with it, but because it'd allow a continuation for hobbyists and/or people who just wish to learn.
  20. So, the gameplay points of binoculars. Gameplay Mechanics: 1) First of all, the Soldier who has Binoculars equipped won't get better stats as all he/she would do would be to sit around. 2) The Soldier who uses a binocular to look down a path needs to dedicate to it. The line of sight would only activate at the end of the turn, kind of like how a grenade only activates at the end of the turn. 3) Difficulty Levels -> The harder the difficulty, the more the enemies would react to binoculars as they react to a Sniper (So even if you spot an Alien with Bino's, chances are that he'd move away from the line of sight). 4) Doing ANY action with the Soldier with the Bino's would remove the vision instantly. 5) The vision of the Bino's should be very narrow (maybe 3 tiles) and maybe 1.5xtimes Sniper sight range. Or enough for the Sniper to be 1 or 2 tiles away from "Weapon's Effective Range". This is only an idea, it could even be further. 6) Could cost 20-35 TU to use (enough to make the Player consider opening the backpack and using them). An early mission item that slowly looses value as the mission progresses. 7) If there's something in the way of the Binoculars (a tree, a wall, a house or whatnot) the Binocular Vision would stop (thus making the possible range shorter). And you wouldn't be able to see anything behind it. What's it good for? - Spotting houses - Spotting civilians - Spotting the Alien ship - Spotting Aliens - Spotting in general & gaining intel - Open maps (such as the desert maps) Conclusion? A) Player Turn 1: You use the Binocular's at the end of your turn and direct it into the Fog of War. Costs 20-35 TU to use. B) End Turn: Now you get the Binocular's Vision. Maybe you spot nothing, maybe you luckily spot an alien. C) Enemy Turn 1: Alien scenario: The alien reacts to the Binocular akin to a Sniper Rifle, moves away from the vision. D) Player Turn 2: Now you know there's an alien in the general direction. You decide to move up your guy with Binoculars, the Binocular vision gets greyed out instantly. So if you are going to take a shot, take a shot before moving the Binocular guy. Why? I imagine that when Xenonauts grows, as I undoubtedly believe it will, more maps, more randomization, maybe even larger maps begin to pop up. More mods. More stuff in general (Xenonauts has so much future potential), then I believe an item like "Binoculars" suddenly become much, much, more important as every map has some new "sub-map" or whatnot and gathering intel becomes way more important. As it is right now it is easy to figure out the maps, but I believe that it's going to get harder and harder the closer the game comes to release and then continues post-release. Just trying to have some sort of foresight. I also believe that on harder difficulties, when more maps is a thing, gathering intel would be a crucial method to progress, whether it is with Binoculars or not. Binoculars is just one idea to get intel. EDIT: Whilst I am on the subject of gathering intel: Camera Research - Gives the ability to deploy Cameras on the map. Could take up 4x3 in the Inventory (which means you'd be able to carry 3 on a Soldier if you equip 1 (2 in backpack, 1 equipped, extra room for a Pistol ammo and grenades. Two-handed.). Mechanics: - Must stand adjacent to wall (No throwing). So effective range would 1 tile. - Gives intel on potential flanks, and because it's cool - 0 use during nights (or just 1 tile sight range/width) - Sight Width would start at 1 Tile, then 3 Tiles, then 5 Tiles Example: [] x xxx xxxxx - Can't turn the Camera when deployed. - Is targetable and has like 1 HP (So Aliens could easily shoot them down) The above Camera thoughts is just brainstorm and probably nothing anyone would like to see, I just thought it'd be a cool little item
  21. Resorting to @ commenting now, otherwise the post will just get too big**. @Gorlom: For the experience. Knowing I have a backup in the back of my head doesn't adhere to the experience, even if I'm not using it. It's psychological. I lost 4 of my best soldiers against the terminators on a terror site mission, I continued and pulled through. But I did have the lingering question "Should I just Load?". This goes to GizmoGomez as well, it's not that I am weak-willed, it's just not the same experience knowing I have a backup when I expect to have no backup in Ironman. Self-achievement challenge stuff. Mindset wise, there is a difference in having a backup and not having a backup. @GizmoGomez: We are on the same page then because that's what I've been trying to say as well if the devs don't have the time or resources for it (been waiting for that argument ;P) I'll find the workaround to get the Mode I want to experience myself. A little bit of a repeat but I am playing on Ironman because it is thrilling and more exciting than normal mode. There's a sense of achievement in it, when pulling through a really difficult battle or managing to progress against all odds with a "no-point-of-return" mentality. There's also more learning and insights in mechanics because there are no room for mistakes, and if I make a mistake I quickly learn not to do it again, because it can cause disaster. The whole point of what I wanted wasn't to remove the Ironman as it is, but to add in an abstractly more "immersive" Ironman on top of it. One does not have to exclude the other. Namely Ironman Light and True Ironman. It has nothing to do with weak-willed or strong-willed. "True" Ironman adds in an immersion factor. @Disclaimer: Don't worry about it mate, it's a discussion @Difficulty Level Discussion (Thread): I am playing on Insane Difficulty because I love a challenge. Maybe I should put this in the introduction thread or whatnot but many if not all of my posts are considering the highest level of difficulty (bear this in mind if you play on a lower difficulty*, my ideas aren't targeting your difficulty, it's targeting mine). So, what else can I say about that? I think... the Terror Site mission I got was awesome, and I'd love to see more of that but even as soon as in Month 1. Caesans or Sibellians with stronger weapons and more of them in general during regular missions. Also, there's always 2 or 3 aliens in the ship every mission and they are super easy to handle and they never leave the ship and keep the door closed, making it very easy to engage it and set up an attack on it. I'd prefer if something happened to up the difficulty. Maybe the Light Scout guns could still be active and shoot at or towards anything in front of it (thus making a direct frontal assault much more difficult). Maybe they could run out every now and then and fire their guns too, it is very easy to out-position the aliens in their ship. Maybe they can have some sort of "door" cover or whatnot that you can only jump over (akin to fences). Something that makes it harder to engage the ships. Flanking backup spawns? Are traps (Mines, Nets, Stuns, Gas you name it) considered to be implemented? Because that could also be a thing to make difficulty harder (though that would require some sort of trap-detecting item for balance, and that trap-detecting item in turn should then be an item of TU resource management~brainstorm). I think Maps are part of the difficulty as well, as most maps allow the Player to easily get out of the ship without getting flanked in any way. So spawning further towards the middle of the map is something I would like to see as well. * I've been a part of the Project Eternity forums (a Kickstarted game, spiritual successor to Baldur's Gate and the IE games) for about a year. And I've encountered lots of members who say "I don't want that!" to many of my difficulty ideas because they aren't playing on the hardest difficulties which I am targeting. Not trying to ruin your choice of experience, I'm trying to enhance mine EDIT: And the post got freaking big anyways without the quotes I brainstorm a lot and end up rambling on and on and on. Them fingers fly over the keyboard yo. ** Irony~
  22. Aren't Snipers a two man team? One got a binocular, logistics savvy (wind/angle etc. etc.) and the other got the rifle? I still think that binoculars could be a very valid tactical item to have in this type of game, and make it function gameplay-wise and still be an item with balance.
  23. Hello! Should've done this earlier but got excited about this community and this game. I'm an honest and open individual with loads of ideas (many which probably are shunned upon but whatevs, ideas inspire and I love to inspire). I love discussion, people, philosophy and games. I also love challenging experiences and to overcome them. I'm not flowerpower but I believe in peace and love between one another, one planet one race ya? Someday. I am a dreamer, and often times quite naive but no matter... "I am not the only one"
  24. Which is exactly what I've said 3 or 4 times already - Delete every single Save File that comes out of that Auto-Save when I finish a mission - Keep the last Save File before quitting the game - Repeat when Loading the game
  25. Yes, and what I am suggesting is something optional as well. Let Ironman be like it is currently (Imma call it Ironman Light though, not in spite or to insult anyone, I mean no disrespect, but that's how I see it. It's just my opinion mates). My suggestion is to include these optional switches in the config file with the default values as shown below: Auto-Save = 1 Save & Quit = 0 ^It'd be just as optional to turn "Auto-Save" to "0" and "Save & Quit" to "1" as checking the "Ironman" box in-game. I haven't added this but I guess it is relevant: Delete Save file after Loaded = 0 ^That's ideas and suggestions for the "C:\Users\[Name]\Documents\Xenonauts\gameconfig.xml" file. Why do you think I am targeting the people that exploit these systems? I am targeting myself, what I want, not for the inconvenience of anyone else but what Mode I want to play on. And I intend to play it as such, regardless if this suggestion is something that is implemented or not, because I can manually implement it myself. I am speaking out of preference and what rules I am playing after (ironically btw, it is Ironman rules). I've already said this though, but I'll say it again: I'll do it manually (I.E. When I've finished a mission or when I load a game = ALT+TAB -> Delete Auto-Save -> Continue Game. When I feel I want to take a break = Finish mission -> Keep last Save). What I am suggesting is what Ironman used to be. Firaxis got it somewhat right for XCOM Enemy Unknown. Though I don't think the Save File is Deleted when you Load the game in XCOM (what with the Auto-Saves). Also Dranak, exiting the game in what I am suggesting wouldn't help you at all, because when the game is loaded the Save file would be deleted. And if you would Copy the Save File after Quitting you would commit the act of "Save Scumming" or though I think this is a better source "scumming".
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