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tiago_oldman

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Everything posted by tiago_oldman

  1. I know it is far far too late.. but I would like to point to a model of air combat that I would dream of for someday we get in one XCOM like game. Just check X-Wing miniature board game... it is a turn based space ship combat of fighters. It would make the game be turn based tactics both at ground and air battle. https://www.youtube.com/watch?v=6LAO30rck3I If someday some game makes anything close to that... oo the daydreaming
  2. I hope after they finish the game they start a new one. underwaternauts you know.. tradition.. need to keep it.
  3. Smoke usually is handled by aliens now. They simply cross it. But it is still strong enoguh to buy you 1 or 2 turns.
  4. The thing that made Chryssalid terrifying was its special near immunity to lasers. That meant that thigns could go very bad very fast. I would love if different aliens in xenonauts had different resilience to each type of weapon.
  5. I am pretty sure is AI related. When i have a lot of aliens in combat view range from my troops never happens. Happens only when most aliens are outside view and my troops outside their view as well. As soon as I send a scout that spot the pack of aliens. it stops. And its is something that does not cause any memory usage spike
  6. It is not simply the number of aliens. It must be some part of the AI procedure on some condition that gets too slow. I had moments where the hidden movement seemed to have freezed computer... taking like 4 minutes. Then on next turn without any alien being killed, suddenly the alien turn then passes in 8 seconds. Then other turn.. back to 4 minutes. Most of time it seems to happend when the aliens loose sight of my troops.
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