Jump to content

OwenQ

Members
  • Posts

    6
  • Joined

  • Last visited

Reputation

10 Good
  1. Apparently you need to specify '1xAlienHeavyFighterDatacore' in the manufactures.xml. It's currently got the entry as just AlienHeavyFighterDatacore. Also, since this is sort-of related, I just want to confirm: is it intended that you can only build one of each alien aircraft? In my previous save (which I unfortunately don't have access to now) I had downed at least a dozen or so alien fighters (based on the number of hulls lying around) but only ever recovered one datacore, and I think it's vanilla behavior to only ever recover one datacore in a given playthrough.
  2. I noticed that the converted Alien Plasma Rifle requires an Assault Plasma myself, though I haven't noticed any other specific issues yet. I figured out how to fix it myself, but while I was in the file I also realized that among the converted aircraft, only the Heavy Fighter doesn't require a datacore to manufacture. I haven't gotten more than the very first datacore from the regular Alien Fighter so I haven't been able to build more than one; I don't know if that's working as intended or not, but since it's inconsistent amongst the converted craft I figure it should be standardized.
  3. Well the first mission I tried, I think I saw a Caesan walk through a wall and into an object inside an industrial building and proceed to grenade me, but he might have just been behind the wall. I base that on a second run from the autosave where I could... see through the wall he was clearly hiding behind that time, which it now occurs to me is something else that probably shouldn't be happening. Xenonauts can't shoot through windows and I had a one-time thing where they were just moving through doors without changing the sprite; I don't know if they were using AP or not. I didn't try very hard but I couldn't reproduce it and since I was messing around before Thanksgiving I didn't think to save. The aliens seem to have caught on to the 'explode everything' tactic so many players are fond of. I watched one Caesan saturation-bomb a single civilian, another chucked one at a single Xenonaut operative standing next to another Caesan, and they were practically falling over themselves if you bunched up more than one operative. Also one flung one in the middle of the road because why not, right? I have to agree with the chorus that this is unplayable and wish I could roll back to my previous version/save where I was doing so well.
  4. First time I'd heard of the original X-COM was on the Dwarf Fortress forums. It took GuavaMoment's excellent LP to get me to realize what the game actually was and after dedicating most of a summer to it I recall hungrily trolling the Internet for anything that even remotely resembled an updated version. A few competitors, several in-progress projects (OpenXCOM and Xenonauts included, I'd estimate circa 2010 or maybe 2011), but nothing close enough or free enough to satisfy. The new XCOM I was vaguely aware of and finally broke down and pre-ordered once the demo came out; I went in knowing it was very much a modern take on the basic idea and wasn't disappointed by it, whatever shortcomings I did find. By the time my gaming cycle came back around to 'non-twitch single-player games', OpenXCOM was in a playable state, I messed around a lot with that, and then my friends started non-stop chatter about Enemy Within sometime in September. At that prompting I messed around with the Long War mod for XCOM2012, which was an interesting metamorphosis. Aware Xenonauts was playable and that it seemed to be what I really wanted, I wound up going whole-hog and getting EW and Xenonauts on the same day, aware they'd scratch two different itches. So far I haven't had cause to regret the decision. Long-winded personal X-COM history aside, I'm a twenty-something Texan college layabout and lifetime gamer, interested in both playing them and the craft that goes into creating them. I've always adored any game that allows for projecting personalities onto units to make my own personal little stories (cough-dwarf-fortress-cough), and that's almost as big a draw as the gameplay itself for me.
  5. Alright, that does work, although I could have sworn I'd tried that yesterday and wound up with a regular rocket in the tube. It was my first time though so I'm sure it was user error. The complete lack of feedback (not so much as a loading noise) also confused me further, though I assume that'll be addressed sooner or later. Thanks for the help.
  6. So after getting the stun technology, I figured I'd try out the rocket launcher with stun rockets. Thing is I can't seem to find a way to make the rocket already in the tube be anything other than the default. I searched around, checked the manual, tooltips, etc. and got nothing but stumped. I did find a few bug reports from previous versions (I'm using the the latest Experimental) and some implication that it's possible, but nothing about how to actually do it. Much thanks for any clarification you can offer.
×
×
  • Create New...