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KevinHann

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Everything posted by KevinHann

  1. It's working now, thank you! Out of curiosity, what was the problem that caused the crashes?
  2. That's the most peculiar game-breaking problem I've seen reported
  3. Same for me, mate. 1.07 clean install and Xenonauts runs just fine; applied CE 0.23 and it crashes upon starting the game.
  4. Okay, since I am obviously confusing you with my ultimate fanboy shallow behavior, let's make it simple. There are two ways to channel the complaints into something that would actually address them: engaging in a productive discussion with members of the community with established track record in modding (who have already expressed interest) or looking into modding it yourself. Are you interested in any of these options or you prefer sticking to personal remarks and aggressive tone? After all, immortality is overrated.
  5. I am sincerely asking what you want to achieve with this thread, if you need to point out things that aren't working for you - that's fine and you have already done so; everyone has such disappointments with Xenonauts, myself included. If I list mine you may find they are way more than yours, you are just being extremely vocal and it isn't going anywhere. By the way personal remarks aren't quite the way to stamp up your intelectual superiority over the internet.
  6. I don't understand what you are asking for, mate. Obviously the game mechanics are there to stay and modding is the only answer if you are looking for something different. If you aren't happy with this it is fine, but continuously complaining or criticizing dev decisions won't change anything; the game was in development for years and there was sufficient time to raise all those points, discuss and test them in depth and reach a balanced decision that works for most players.
  7. They are looking progressively better the more images you provide, mate!
  8. This discussion is getting a bit heated, folks. Both sides do have a point but it's emotions talking right now.
  9. So it would be a spike in difficulty and would require some changes in the code to make them work just fine and not appear out of place?Sounds like it might just be possible then
  10. Would you entertain the idea of a functional triple crash site instead?
  11. Is there a chance we could see a list of what files were changed so that we can manually patch our 1.06 folder? I am sorry for asking if it's very inconvenient but I'm using several mods (the list has significantly grown from previous update), some of which conflict and I had to heavily edit config files to merge them - which means I would have to do all of it again if I just reinstall the game from scratch and it's getting exceptionally tedious. I can see the entire night passing while trying to just get the game running.
  12. One thing I'd request if you are kind enough to consider would be alien-ish props for outside UFOs. Small but sinister things showing every now and then they have been up to something before you arrived, and they are there, waiting for you. All the props we currently have are kind of ordinary and none of them except for Alien Base give you the true immersion it is Earth being invaded by extraterrestrials. You know, circles in the crops and other weird/psych or plain horror things like that.
  13. Although you have to consider upgrading your tech might not actually cost much this way
  14. Well, if it is that big of a balance breaker you could always tweak selling prices down a bit
  15. I'd go as far as suggesting base defenses are not definitely needed, I haven't had a single base attack yet and even if there is one sufficient airforce is capable of taking care of the issue on its own. You can get away without base defenses early game for sure.
  16. You may also want to take a look at this thread: Feature Archive
  17. Wow, imagine 60 aliens assaulting your base when three landingships actually land... in your vents Although I would be curious to see large alien squadrons as an entirely separate point!
  18. Maybe you will find this article useful: http://www.dailytech.com/Scientists+Laser+Engine+May+Revolutionize+Space+Travel/article8889.htm Here's a somewhat dated Japanese motor project: http://www.newscientist.com/article/dn12972-laserpowered-motor-turns-light-into-motion.html#.U7HqG9GuSSo There is an interesting discussion on laser powered jet which might shed more light on the various issues stemming from the concept: http://www.halfbakery.com/idea/Laser-powered_20Jet_20Engine
  19. You don't need a second team in your second base, mate. At least not so quickly! Your dropship will be able to reach even distant crash sites. Try to focus on building all radars and hangars you need at a base first, as well as getting enough interceptors to down as many UFOs as possible. Also vehicles are luxurious goods, you can easily get by without them so if you are struggling with finances that's an expense you can cut. If you want to maximize income and you think you can handle GC well enough not to lose too many soldiers, you will want to grind through as many crash sites as possible, using airstrike only when you can't reach the downed UFO in time before it disappears. My usual setup for second and third bases includes only radars and hangars.
  20. Well let's just say I'm cherishing the day he becomes legit0
  21. Good choice - hopefully that doesn't eat too much time from his adorable modding contributions!
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