Alexandre Lange
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Everything posted by Alexandre Lange
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Feedback: Today I had game crashes every time i tryed to initiate ground missions at any corvette crash site. Trying to isolate the problem, I finally found that running timeunitsfirst-revert.bat (unapplying the mod) the game crash no longer happens.
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V22 Experimental 9 Released!
Alexandre Lange replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I will try to get one. -
Three HUZZAHS for Gijs-Jan!
Alexandre Lange replied to StellarRat's topic in Xenonauts General Discussion
All weapons have a place nowadays. Can't breach with snipers, can't fight at medium-long range with shotguns. Assault rifles can do both well, but not like the others at it's own specific roles. There are some (important) details we only see with some game familiarity. -
V22 Experimental 9 Released!
Alexandre Lange replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
This. To be sure, just give the shield 1000 hp and you will see that it still there after the shot but the soldier takes de shot like if it was fired from a uncovered angle, even if it was fired direct in front of the target. I think that the issue is something about angles. -
(Proof of Concept) Destructible UFO Hulls!
Alexandre Lange replied to kabill's topic in Modding Discussion
Pressure, yes! How do you guys get that level modding? Damn, I suffer to just tweak some numbers! Years, right? I am a crawling baby... -
Fixed version?
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V22 Experimental 9 Released!
Alexandre Lange replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
The shots pass through with NO SHIELD HIT (there is a specific yelow 'puff' over the shield when a shot hits it). -
Three HUZZAHS for Gijs-Jan!
Alexandre Lange replied to StellarRat's topic in Xenonauts General Discussion
It seems interesting, but it digs so deep in the basis of the game that it takes some time for me to track the changes and decide what I like and what I don't. I have already downloaded the mod and I am looking at the files. I like to understand what I am dealing with and tweak things to my taste. I have no inclination to be a blind follower. In anything. I admire the tireless workers we see here, devs and modders, and respect them enough to be selective and use what deserves merit. I am looking Into Darkness. I want to be your partner in it. I must say that I watch the videos and I saw good things, but my first impression was that the ranges are too long and the units fire too much shots in a single turn. New weapons are cool but are going a little too much in the direction of 'too fancy to my taste'. I am a classic 35 guy. I will take a chat with TD when I know his work enough to give him a good feedback. We can chat via Steam too, Victor, in our home language, and trade ideas. Anyway, thanks for remember me. Um abraço! -
Capture alien
Alexandre Lange replied to MysticFist's topic in Xenonauts Bug Reports / Troubleshooting
Perfect. -
V22 Experimental 9 Released!
Alexandre Lange replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Its not intended, shields should block as described, but I experience the same (shots through it) here with v22.9. -
Three HUZZAHS for Gijs-Jan!
Alexandre Lange replied to StellarRat's topic in Xenonauts General Discussion
I notice something different indeed, but I am testing some personal tweaks now and so I am no playing that long to notice the overall improvement. Looks good, anyway. -
Opening door should trigger reaction fire
Alexandre Lange replied to llunak's topic in Xenonauts General Discussion
That's ok, just to know. It is not easily moddable too, I guess. -
Opening door should trigger reaction fire
Alexandre Lange replied to llunak's topic in Xenonauts General Discussion
Is it possible to link reaction fire just to relative initiatives between units, no other trigger? In other words: to make reaction fire occurs ALWAYS when the initiative from the unit taking action drops below the initiative of any enemy that has the acting unit within LOS? So, units can react to ANYTHING thats it see that have less initiative then itself. -
It works now. Thanks.
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I will try it now and let you know.
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I Need Your names for Xenonauts Let's Play
Alexandre Lange replied to CUTHEREDJ's topic in Off-Topic
Lange skinhead white male, mid 30's. Role: Assault Weapons: rifle (field) and shotgun/carbine (breach) Gear: armor, medkit, ammo and granades.- 64 replies
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It just don't work for me: I run timeunitsfirst.bat and nothing happens. A DOS window shows for half a second and that's all. No game changes, no files created. The path is ...\assets\patches\timeunitsfirst.bat, right? I don't need to put it direct at the game root or assets folder, need I?
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Capture alien
Alexandre Lange replied to MysticFist's topic in Xenonauts Bug Reports / Troubleshooting
In the other hand, unconscious aliens don't count at soldiers stats ('x missions ... y kills'; nothing about capture). I think that the guy that manage to capture an alien alive, acomplishing main objectives, should receive a distinction; it's harder then just kill them. -
(Proof of Concept) Destructible UFO Hulls!
Alexandre Lange replied to kabill's topic in Modding Discussion
I will test v22.9 a little more to see if it fixes the issue first. This priority increase indeed works for some games. Thanks! -
(Proof of Concept) Destructible UFO Hulls!
Alexandre Lange replied to kabill's topic in Modding Discussion
Just saying: +1 brazilian with poor english here. Prazer em conhece-lo, Victor. kabill: I have unistalled the mod, even if I love it, because of the lag. I have a good gear here (I run Battlefield 4 with all graphics maxed, no lag), so it is not a hardware problem. Maybe it is a vanilla issue that comes to picture when you put some fire and smoke on the screen, but it is a fixable issue for sure, as the game itself is very light compared to it's generation standards. -
V22 Experimental 9 Released!
Alexandre Lange replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I think shields should have an armor value, powerful shots (damage above the shield armor value) should transpasses the shield, degrade it, and the remaining damage should be aplied to the owner. I think that it could be implemented, as armor already behave like this. After totally degraded, it could be destroyed. Until then, I made combat shield's hp = 150 and assault shield's hp = 250, and made the cones 60º (100%) and 120º (60%).