tycho
-
Posts
26 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Posts posted by tycho
-
-
ADD: Also, I got a research topic called ##### after capturing praetorian, along with "alien leader interrogation" one. Its description is just as cryptic. Something tells me it is praetorian analysis.
You are correct
.
-
if you using C4, it should as well as rockets. They work in V19 Stable.
-
It turns out the definite problem is that my video card got overheated and is slowly dying. Air combat stresses it just enough to reveal the fault.
-
I would rather just see a pop up that says something like " XX has reached bingo fuel and needs to disengage now." and then let me plot the route. The program just starts the countdown to crash status.
-
same with stable 19. The door to the front gives the open icon but clicking does nothing. I've verified that the door has not been damaged.
-
how many points are scouts in 20.7?
-
The monthly cost for Condors should be at most $75k, if it costs as much as a new one then I could very well scrap all of them before the end of the month and use the money saved to build something better. Actually, I did, and it feels cheap.
But is this not as the developers intend? At some point, players should be scrapping their condors for advanced craft. The end of the month would be the most logical time to do so.
-
uhm.. 1v1 is pushing it.. its far to dangerous to loose a Condor... Fighterplains fly in pairs... and then you can fight light scouts without taking damage...
You cannot risk a Condor in the new build imho. They are far to important because you need 3 fully armed planes to down a regular scout.
Or a fighter and a Mig.
-
I always thought this meant that the object isn't big enough to impede movement.
-
In the aircraft.xml file, there are values for armor for each aircraft type. I assume this value is the same as armor mitigation in combat. Any reason there are no values for the larger UFO, thus reducing the effectiveness of any cannon type on larger ships?
-
In answer to the first part: The ship has to be undamaged and fully fueled to allow you to change weapons: a slight bug, if you ask me. If these conditions are met, you should just click on the slot and the available weapons will appear. (You do have to build the gatling laser first.)
-
I've seen this happen frequently enough to get a better idea of when it happens: It seem to depend on the number of planes involved in the interception. I rarely get it if there are three, somewhat if there are two, much more if there is only one. It seems to have something to do with the way the plane diagrams on the right side are being updated. Sometimes I will get the crash after I have clicked on something there.
-
2. Isn't there a workaround to reload the autosave for the first turn in that mission?
That should be it. The lockup only occurs at the end of the deployment phase. Reloading the autosave file should allow the game to progress but the soldiers positions will be back to their original locations.
-
I cannot speak for OP, but I for one would like to get the Quantum Cryptology Center working in-game.
As far as I can tell, it's impossible to build this because the alien communications array item that unlocks the research is not obtainable. If you mod out that pre-requisite, then it's possible to research and build it. Damned useful structure that I'd like to be able to build normally.
You could mod the prerequisite to be items.alienreactor, since comm arrays are supposed to be present in all bases and that is where the reactors are found as well.
-
It'd be nice if you could just get civilians to follow your units, so you could "rescue" them and take them out of the combat zone (into the dropship or a secure building).
There is one way: stun and move them them to a safe place.
-
If you bypass the bay area and have your soldiers make a dash for the command center on a carrier, the aliens in the bay will see and shoot at your soldiers when they are outside the command center doors, as well. All these issues can be worked around by using smoke to hide.
-
I found a way to reduce the transfer cost to be $100 per unit instead of $1000. It requires you to hex edit the executable so it is not for everyone:
search for the hex values: 3B 78 18 75 05 E8 7A 99 21 00 8B 5F 10 69 DB E8 03 00 00. Change the E8 03 to 64 00.
In HxD these values start at 0x74C30.
disclaimer: Always back up your file before making any changes and you do so at the risk of corrupting the game file.
-
done. At least now I know the cause, I can set manual waypoints for each interceptor until the target has completly reversed course. I was getting this sometimes two or three times a night.
-
I just tried this but could not replicate the issue. Clicking on a city brings up a launch interceptors window with no planes listed. Closing this window still allows me to place my initial base.
-
It doesn't happen all the time but I have a save where it occurs repeatedly in the next combat that launches between a small scout and a foxtrot. The foxtrot is trailing the small scout at the beginning. I tap the space bar to unpause and the scout begins to turn. The mig is left to automatically determine its heading. The screen goes blank and the system locks as soon as the scout's heading exceeds 90 degrees. If I set the mig's heading to proceed in a straight line beyond the scout, the issue does not occur.
http://www.mediafire.com/download/r48b72b81eubdiy/2013-11-21_21.35.52.sav
-
You can work around this by using smoke to block their view while moving guys into position to storm the next level.
-
I had a game where I clicked "engage" to start an aerial battle but before the battle launched, I was given the option to start my ground combat mission too. The game then crashed with the message(paraphrasing): "memory read error at 0x457E62 attempting to read 0x20", when I choose to start the ground battle. (I did so just to see if this would happen.)
Or
The problem is that the game doesn't stop time progression in the Geoscape to load the mission that you selected.
-
I can confirm this. Which is incorrect the actual ammo amount or the description of the weapon?
-
It seem more like the level 2 floor LOS template has big gaps allowing xenonauts to see aliens from outside the ship and giving the aliens in the command center a clear shot to any soldier standing about 3/4 of the way into the ship from the outside door despit which room the soldier is standing in. I first thought there were holes in the floor caused by the rocket/plasma cannon explosion but there are no holes when the level is explored (can one even shoot holes in the floor of UFOs/buildings?)
Xenonauts V1.06 Update Released!
in Xenonauts-2 Releases & Patch Notes
Posted
It's not in v21. I had a copy of that on CD and checked the xml file.