Frenchie
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[V22.4 Base view] Base preview box
Frenchie replied to Frenchie's topic in Xenonauts Bug Reports / Troubleshooting
Yes, sorry, I wasn't aware of that... False alarm! -
V22 Experimental Build 3 Released!
Frenchie replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Hey! I'm really glad I didn't have any CTD with that new build, however... Does anyone else have the problem of only finding caesans? I've built the quantum cryptology center and even ships that should carry androns or sebillians are full of caesans... I invaded a base supposedly held by sebillians and once more found caesans... Basically, I built a marauder and never had the opportunity of researching stun weapons. -
Drop-down role menu in the Barracks
Frenchie replied to Frenchie's topic in Xenonauts General Discussion
Oops, thanks Thixotrop! -
Hi, I was wondering if it would be possible to add the option to change a Xenonaut's role in the Barracks by clicking and having a drop-down menu showing the options. I tend to change them at the beginning of the game and I feel it would be faster this way. This seems like a small change from the exterior, but I have no idea what amount of programming it would require... So... Not a priority. I'm mostly posting this to see what others may think.
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V20 Experimental 6 Rollback (to V20E5)!
Frenchie replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Best of luck, guys! -
[v20e4] Return of aliens shooting through walls
Frenchie replied to danube's topic in Xenonauts Bug Reports / Troubleshooting
I am the one who is sorry, Danube. I should have used a more explicit thread title! -
[v20e4 - Ground Combat] Overly accurate!
Frenchie replied to Frenchie's topic in Xenonauts Bug Reports / Troubleshooting
Oh, yeah, sorry. I simply moved next to a Caesan, he was suppressed so crouched and my guy was standing right next to him. (I think this happen each time you aim with a shotgun just next to your target.) -
I'll understand if it's too much of a bother for what it would bring, but wouldn't it be preferable if the "reaction fire threshold" wasn't a constant? Let's say you put a moddable modifier in there, but there is also a link between moral and trigger-happiness? If the squadie is stressed, he would fire more often than if he were calm. "My coworker is in the way, but that thing almost killed me! Die!" (Well, maybe "berserker mode" is enough, but this would be a lesser version of it.)
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I had the same "sealed doors" bug with a Sibilian shooting a burst at one of my soldiers, though I reported it already.
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Hi! During my second Xenonaut base attack, one of the entry point was misplaced (that is, it was open on an empty space, hence a black space that could not be walked on). After a few turns camping, defeating the first waves of aliens, I sent a research party towards the anomaly. I was able to shoot a lot of aliens (though this was fastidious since I could only see them if they came in the front, and since they were regenerating... Well, they just swapped place, recovered and came back... Though, after a while, there was simply noone else willing to come towards to be shot and... I was stuck. The alien wouldn't come and I couldn't come after it. Since the Base Attack can only be completed if you kill all the aliens... Impossible to complete.) EDIT - Also, the Hunter crushes the doors even if they are open... +++ MORE! +++ After moving around my two poor men randomly (the crew is out on a terror mission and they are attacked, sinister), the last Sibilian came out. I moved my squadies back in the entrance, shot, the enemy had his reaction shot and... The doors appeared and were damaged... With one of my soldiers inside them... Impossible to move him or to open the doors. Yeah! EDIT - http://www.filedropper.com/2013-11-11175147 EDIT - Finally! I just got the final alien... Who wouldn't come out unless my squadies were out of sight.