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Alexandre Lange

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Everything posted by Alexandre Lange

  1. It's just me or anyone else thinks that most male soldiers with wolf armor helmets looks like to have female lips? In that armor, I can't tell the difference between men and women!
  2. I forgot to thank you, kabill. I have made some tweaks and I am pretty happy with the results. So... thanks!
  3. The strings.xml and scripts/combatguiexport*.lua from v22.9 are the same as v22.8? Can I apply the patch without fear of losing some update?
  4. I like close quarters with shields and shotguns... My rookies panic sometimes. Not visible 'alien detected' happens all the time here. Again: are the vehicles acting as a mobile cover as suggested by Chris somewhere?
  5. It seems to work well for me prior to v22.9, I used to breach with two assault behind two shields, and the shields endure all damage until it were destroyed.
  6. Shields are suposed to block 100% of the shots from the 45ยบ cone in front of the soldier, right? Something is wrong, I have been hit from shots fired direct in front of the soldier with the shield, as it just don't exists! It makes the ufo breach a nighmare... Question: the vehicles are acting as a mibile cover as suggested in some post somewhere?
  7. I have done it: my machineguns have 5 shots burst that consumes 50% TU. If you remain imobile (you can't even turn your facing) you can fire 2 bursts (5+5 shots); or you can move a little more and fire 1 burst. It works well.
  8. This one, right? I put 150 at it and still shows 80/150 in game. EDIT: Nevermind, starting a new game it works!
  9. Hey, guys! Trying to rise the shields hp, I found it at weapons_gc.xml: The number in red above is the shield hp, but when I put 150 instead of 80, it shows 80/150 in game (the maximun goes up, but the current stays at 80). Anyone knows what else must I do to get 150/150? Thanks!
  10. Hi, guys. I messed around with some old mod files, from another times of the Xenonauts project (2012 and so), and I found different values for armor mitigation for each weapon at weapons_gc.xml. Now, except for the snipers, it is all 0. Talking with some people (including Chris) I found that nowadays all aliens except for the androns have armor 0, so armor mitigation don't have that much importance anyway. I think I have read that sebilians, for example, have tough skins; it should give some protection. High tier enemies use body armor too. I would like to tweak alien armor values to better represent its differences, and give weapons different armor mitigation values to better represent its characteristics (muzzle velocity, armor penetration, etc.). Where can I find alien armor values?
  11. @kabill: Can you tell us here when you remove the blood drops near ufo? I will wait it to use the mod. Awesome work, by the way. Thanks!
  12. Hey kabill: what are those blood drops near the ufo? I have noticed it at your Destructible UFO Hulls mod too...
  13. It is possible to use vanilla stats for shotguns, but show buckshot projectiles (visual effect)? To do that, what must I do? Just follow the instructions at the oppening post but don't change the weapon stats?
  14. Almost always happens to me when a greek soldier comes to play.
  15. I get Ryan Quinn (always with the same portrait) in ALL and EVERY game I start!
  16. Sometimes I use vehicles as tough scouts, to attract enemy fire (tier 1 enemies barely can damage it), and as supression machines. It replaces three roles for me: scout, shield and heavy weapons, and cost only two spaces. I don't like the fact that they don't die and don't level up. I would like SO MUCH to see it as a mobile cover (when I play Xenonauts first time I tryed to do it); if you guys give it some more armor, we don't mind if it get some more shots.
  17. Humans with a 1979 technology can classify, track and hunt down ufos/aliens. Aliens capable of space travel cannot distinguish the transport from the only human force that fight their invasion? Not a good explanation. I like the simple answer from Chris: because we, reflecting the player's wish, want that way. I like the high/low altitute approach too. Good enough to me. Thanks, guys. And just to be clear: I am with you, not the aliens, ok? I LOVE this game, and I like to make friends.
  18. Hey, guys. I have noticed that alien fighters attack human transports, but alien scouts don't (except for landed ones, that sometimes fight back transports trying to land). Why, if they have the firepower to put transport down, and can do it without consequence if the transport has no escort?
  19. It was always like this to me after the ufo front door is open. Ugly as hell, I must say...
  20. I have noticed last night that my vehicle at an alien base mission (I know, not a good idea, but anyways) shows the square-by-square move bug when it moves with an enemy in sight. No bug for soldiers.
  21. It makes sense. And as it comes from a guy that actually use guns (and has tecnical information about it), I cannot argue. The rifle 'power' should translates into armor mitigation, so. I will take a look at the files, but I think it already have proper values. The more I mess with things here, the more I respect the work of the DEVs and fear the players... (damn, you really have a Colt 45 and an AR-15 at home??? I would be put in jail for live if I had anything but a .38 pistol/revolver here!)
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