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Chefsbrian

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Everything posted by Chefsbrian

  1. Does giving a grenade item a clip size and making it require two hands not work? As for the sound, considering the limitation, I might actually give it the Alien grenade sound, if only to make it sound powerful enough.
  2. make the ammo weight absurdly high. like, 400 kg. even the predator suit will seize up at that prospect.
  3. Sure, I'll Volunteer Name: Chefsbrian Backstory: Used to live on hidden hangar doors before Xenonauts activated their operations. Homeless, and enlisted in return for "Not rooting through the garbage for alien pants" Role: Whatever works.
  4. Theme as in the song is the soviet marching theme. If I can find an appropriate image during my work I will, but for now its just the music.
  5. Should be fixed now, sorry about that.
  6. Been writing a mod for a while, and found myself growing very tired of the intro tune, so I thought I'd find something a little more fun for it. Converted the Soviet Polyushka Polye for the game, and decided I might as well load it up. Should also work as a Geoscape theme if you just rename the file. https://dl.dropboxusercontent.com/u/56698605/Soviet%20Menu%20Mod.zip Just paste the assets folder into your Xenonauts root directory, and accept overwrite.
  7. The alienhead patch is nice, but the proportions are a bit weird. Like, man boobs weird. Surprisingly, most soldiers in real life aren't ripped, and xenonauts representative of this. Not to mention, our troops are clearly bottom of the barrel .
  8. Likely that. And yea, you'll still suffer morale penalties from being shot, even if its resisted, because your poor guy is still wigging out about the plasma bolt that came centimeters from melting him.
  9. Well if the animations are all there, you could always take the current rocket launcher in the weapons files, duplicate it, and have the new entry point all of its animations and images to the DHVRL files. Trial and error are your best bet, just back things up and don't be afraid to break things to see "Why"
  10. Well I send two or three guys in, usually a shield followed by two Carabines. Then once they've established a foothold, the rest of the men bum rush in and spray auto rifle fire everywhere. Judicious application of grenades in Alien bases isn't bad either, I personally am not there for the corpses and alien rifles.
  11. Maybe the Community edition will be able to resolve this, but for now, I use high ground to scout the map so that I can manouver with a bit more confidence. Saves the time of stacking up on a hedge corner only to find its empty after two turns of prep.
  12. I find the Rocket Launcher a Situation weapon. Terror missions in particular. If your unlucky enough to hit a terror before you get Alenium explosives, then the rocket launcher is the single best way to deal with bunched Androns, even more so after. All my rifles carry two hand grenades and a smoke grenade, and I put those grenades to excellent effect on troops. One grenade might not do it, but three grenades most certainly will.
  13. As far as I'm aware, its a feature. I've always assumed that its too dangerous for the Valkyrie to land when its a combat area, or that your troops are actually flown back with local transport after.
  14. Its not the strength of the blades, as it is the way reapers employ them. Even the Predator armor has to have soft joints to allow the soldier to move properly, and all it takes is one good poke to fill you full of reaper eggs, and then its game over for you.
  15. You think we could sell the captives to the local gov's for weapon testing.... Fun fact- Strings.xml has a field entry for "Destroyed". All my alien captures that are excessive are labeled as "Probed" At the end of the mission. Seemed fitting.
  16. I'm sorry, rendered in real time? Holy crap. Just imagine what we will be achieving in the next few years
  17. Are you using the steam directory folder? If that's the case, you'd probably be best served deleting the whole folder and reinstalling the game.
  18. To awnser your questions; 1: I did find them useful, but not massively so. Gave them to most of my more experienced troops, but the SMG and the warhawks have yet to see actual use. The rifle and shotgun have been in use though. 2: I have no clue what use I should have for the SU-10, admittedly I've yet to build one, hence my reluctance. 3: Not particularly. The AI seems to be slighly better about advancing towards cover, even if they do get stuck out in the open for a turn. Seems very good overall. 4: I've just hit the first of december, just build my Shrike and Scimitar, raided my first landing ship, and I'm gearing up to take on the first alien base.
  19. Moddable start date? WW2 Xenonaut paratroopers on the way .
  20. I've played with Magnumnauts and the new version of XNT, and both so far only use vanilla sprite sheets. I'm not sure if the sprites are hand-drawn or 3d extracted, but if its the later, maybe chris would release the models, and the community could likely whip up a tool for them, assuming Chris doesn't release a tool as well. Would be a huge boon to the modding community.
  21. Alright, the alien eggs shooting what I presume to be facehuggers, are they supposed to only knock out units? Or what? I lost three during a UFO breach due to thinking I could just shotgun the eggs, but after the mission, all three of them where fine with but a day or two of recovery. I did finish the mission just after they got hit though, just two turns I believe.
  22. Naw, definately still happens. Modding around I brought it down to 5%, and My first landing ship blew itself right out.
  23. Looks like I wasn't particularly lucky, because that private was instakilled by that one shot. I've got them researched however. The giant reaper queen(?) thing seems a touch tough for my third mission though. Despite my best efforts, I had to withdraw after six sticks of C4 and three casualties. so much for the first full scout being easy . any good techniques for killing that mammoth thing?
  24. You know... That might just be a tad fun. I don't really think we could easily create Gould forces, but, it wouldn't be beyond the realm of reason for laser tech to develop a zat nik tel as a stun gun, and plasma weapons to offer a sort of rocket alternative in the form of the staff weapons. Could be a good fun little project to learn weapon making. I actually usually watch stargate in my second monitor while playing .
  25. Well, I've sunk about an hour or two into the currently bugged version, and I've not experienced the crashes from aircraft, as its happened with aliens arriving or leaving the geoscape... the apollo works like a charm, but a UFO escaped to space and it all came tumbling down. aside from that, It has been fun. The.... Whatever the zombie things are scared me to death, I thought they where actual reaper zombies, and got a bit too close trying to clean them up. lost two men to the first one. on the first mission with six men, only a rifleman and the MG survived. second mission, that vortex gun obliterated a man right off the dropship, but it actually came from the scout door, and looked like the bloody ship gun was firing, so I rushed the thing to clear it out, somehow nobody died. Then the new models for the reapers showed. They got slaughtered, but it took alot of grenades. This mod, it plays really, really different. But in a good way. I'll give this sound fix a test and see how it works. I'm excited to see how the late game turns out
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