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Markon

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Everything posted by Markon

  1. I know just enough about programming, that I suspect the fact that once soldiers have been taken off for being wounded, and put back on, and now some of them have the same roster number, is responsible for some of the crashes we see on the soldier screen. Is there any way to confirm or deny? Maybe it's not that important, I just feel that if some variable was being assigned to multiple soldiers (their number) that wasn't supposed to be assigned to more than one soldier at a time, it could cause issues .
  2. OK, this thread became pretty long, I only read the first page in detail... If the point of this thread is to point out unrealistic stuff, then yes, I think the amount of women soldiers with combat experience is highly unrealistic for the time. Not trying to be sexist, this is NOT a debate about if it is right or wrong for women to serve in combat, simply a statement of historical fact. I'm under the impression that the only difference between our history and the Xenonaut's world history is the Iceland incident, and the Xenonauts project (and then the later Alien invasion, of course, that we play through). So it did strike me as weird, but I can understand why it was included for Political Correctness. If I was the one making the game, I would have included some line in the text saying that the project gladly takes anyone who can find the courage to face the aliens, regardless of gender, and boom, immersion improved. (Is there a line like that? Did I miss it? Because if so, that would be awesome(it's existence, not the fact that I missed it)).
  3. I thought you couldn't capture an alien until you've done the right research.... I use flashbangs to knock them out all the time, when the situation warrants it (like breaching a ship).
  4. A lot of those ideas would be a major pain to implement for very little game change I suspect. As much as a big part of me wants leaning around corners to work, it would change combat a lot, and I feel that programming the AI to take advantage of it would be difficult... Don't get me wrong, almost everything on that list was cool and/or realistic. (Except for exploding cars, Hollywood has made a fool of many people. Have you ever seen a car explode in real life? It's very, very rare, and a few gunshots don't change that). But I would rather the care gameplay gets polished, and hopefully a modder can add the best of the above features, or they could be added in a later patch, as the developer wishes.
  5. It's possible to turn around, gotta slow down and start turning as soon as you take the shot, then hit the afterburner once the ship is facing away (to the side, if you wait until facing completely away, you're generally too late). It might depend a little bit what sort of alien ship you're fighting, of course.
  6. I think I am resurrecting an old thread here, but just wanted to throw in my 2 cents. Please don't oversimplify scientists and engineers!!! It's not complicated, it's not that time consuming, and early game I often find myself debating if I want to squeeze in a few more scientists, or save the funds to build more armor, etc, etc. heck, mid game, I find myself debating a few more scientists at an expansion base, or funds for laser weapons, advanced ships, etc, etc (or more engineers to build those advanced ships faster). These are interesting, meaningful choices in my book. Elimination them would definitely make me less likely to recommended this game to my friends.
  7. I'm a bit confused after reading the forums, something I read in the patch ntoes a few weeks ago gave me the impression that the airstrike was simply to save player time, and that it gave less money than doing a mission, but was at least convieneient (and risk free, of course). After reading a few forum notes, I'm starting to winder if that is the case. Is there a link somewhere to explain: (Immediate) monetary gains, what's better, airstrike or play the mission? Reputation/standing/whatever you call it with host nation, what's better, airstrike or mission? Obviously, playing the mission gives soldier development, and possible technology salvage, and is therefore sometimes required, but I'm curious how things stand on funding, both immediate and long term. Thanks!
  8. I had a soldier whom I was sure was dead, I could have sworn he was listed as KIA. When I got to the mission screen, I had a -2 points on my score for 2 Xenonauts casualties. However, when I went to the soldier development screen, I believe it said "soldier recovered" over his head, he was at 2 % HP, and promoted, given the medal for suffering a grievous wound in the service of humanity, etc, etc. it was AWESOME! Does anyone know how likely this is? Or was he never dead to begin with, just stunned? Also, if he was stunned, how? This was literally my first mission on a new play-through with the new patch, and he wasn't hit by any flashbangs or anything like that. (the other casualty was just dead, poor guy, but nothing surprising there)
  9. Also note, I'm about 99 % sure you get about twice as much money from battling a combat mission, instead of just calling the airstrike. Not referring to long term funding changes, but the immediate pay out from the mission.
  10. I would also like this, also, has the bug where soldiers will have the same number been fixed? Didn't see anything about it in the patch notes.
  11. They strike harder than the sidewinders, not sure about sidewinders + cannon, but I think they also have more range.
  12. Is this why aliens started shooting through the doors of the UFO this afternoon? That surprised the heck out of me, really changed my normal "form up at the door, then open it and kick butt" strategy for entering ships.
  13. Not sure if this will help any, but I tend to see this bug after I have had a character get wounded, taken off missions for a bit, and then later they get healed and I put them back on the roster and go to re-equip them with better gear. I'm curious if it is at all related to the error on the screen where you position your soldiers on the drop ship? Sometimes I see multiple people with the same number on that screen, again, it only happens (for me) when people have been removed and then return to my dropship's roster.
  14. I've been noticing this funny behavior too, I will try to pay exact attention to what happens, but it seems to me that after one of my guys takes a reaction shot, the hidden movement screen comes up even if it shouldn't, even if other soldiers of mine are taking more reactions shots (usually (maybe always?) at a different alien). But it only happens sometimes, not all the time, so I don't know what the deciding factor is there. I'll try to create some saves in hopes that I can get some where this tends to happen. Though I don't know how to share a save file, I am sure there is a tread about that somewhere...
  15. No, this was a one time glitch, I don't have a save file from right before it happened. Also, sorry I forgot to finish naming the thread, silly mistake on my part. My new thread, about my new, reproducible crash, is named!
  16. Hello, so I got my first air terror mission, ever ( I don't tend to get too far into a play through before another version of the game comes along, but I've been pushing the past few days), and I saved, because I was a little curious as to what sort of ship I am supposed to send, interceptors, or a crew filled ship. Lucky thing I did, because a moment later, I was told the alien ship had taken off, but, it leaves behind an indicator on my map. When I try to click this indicator, the game crashes. I will gladly share a save file with a more detailed explanation of exactly what I do to make it crash, if somebody can post a link telling me how to upload a save file...
  17. Hello, when mid combat, I went to have my sniper equip her pistol, and the screen opened fine, but when I dragged my pistol over to her active weapon area, the game (properly) moved the pistol to her hand, her rifle to her backpack, and (improperly) crashed.
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