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Victor_Tadeu

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Everything posted by Victor_Tadeu

  1. Just to give feedback. Bug seems solved with build 9. I didn't experienced any crash yet.
  2. About the first shield... I noticed sometimes units are shooted through it and it have a very low health, but I thought it was intended since you are using regular metals against energy weapons. I supposed that those problems went away when you develop better shields. So... do they?
  3. Just to give some feedback... My crashes when the kill shot hits the alien seems to be vanished, I also didn't experienced any other crash until now. Good work!
  4. Yeah, it do makes sense. I know people that prefer vanilla games before mod so they can have a better opinion about it. Just a matter of personal preference. Speaking by myself, I'm the opposite. I almost never play vanilla even from the start.First thing I do when I'm about to try a new game is check his mod community... haha! But, still, experimental build v22 seems pretty stable right now and still is vanilla game. As far my experience with it goes, it's safe to play instead of v21, since it have less bugs and a better balance.
  5. But why wont you just change to the experimental build? Seems stable right now (hotfix 8 was crashing, so far ok with 9). To better use XNT Into Darkness you may need a new game anyway, so worring about save compatibility can be a waste if that's the problem (beliebe me, I tried to edit the files to do it myself).
  6. Where is the download link!? I suppose your are uploading it. Man, I wasn't expeting for Gargol! Cool!
  7. Hahahahahahahahah!!! LOL!!! Lets kick the sexist alien ass!!!
  8. Currently experimental build v22 hotfix 9, with XNT Into Darkness mods (includes Hull Breach), RMP and Skitso map packs and Jsleezy faces and armors (just image replacement, no .xml file).
  9. Nope, brazilian. Why do you ask? 'Cause of the latin name or do romanian do the same english errors I do? Haha! By the way... nothing I tried seems to work to make the game run better... I'm open to suggestions.
  10. I dont think it's possible for every gun, but it's not a bad idea at all for machinegun! Maybe machinegun could fire in shorter or longer burst. Longer meaning a small economy in TU for more bullets, but, of course, you would only be spending bullets and TUs if you manage to kill the target in the first shot.
  11. Hmmm... I'm also running Windows 7 64-bit. That's strange. My drivers are updated, so maybe there is something wrong with my pc configs. I will try some things and later post here if anything worked.
  12. Plus, TacticalDragon, do you have any thoughts about what I said about the shotguns? And, cool, more aliens! I'm eager to shot them in the face!!!... or have my xenonauts faces eaten by it, anyway.
  13. Well, kabill, I'm having this issue in the first turns in my PC even when taking scouts crafts. The game not just take times to load (not that much in fact), but it also lags (take times to respond to commands and animations are not smooth). But the worst part is just after the alien turn... it goes quickly but when my turn is starting the game freeze for an inconvenient time before I can do anything (even scroll). Like 30 seconds or even more sometimes. If it's going on for scout, god, I'm scared of the bigger ones. I have 8gb RAM, FX-6100 six-core 3.30ghz processor, AMD Radeon 7800 graphiccard and I really think I shouldn't have being experiencing any problem... It's far from a top rig but still a decent one, I think. I'm not like "devs, solve it NOW" since it's not game breaking, but I would be more happy to now if it will be fixed eventually even after the official release. I mean... I would like to know if it's not something that will stay there forever.
  14. kabill, I think you have absolutely no part in the problem. This game simply SHOULDN'T lag has it does, no matter how many fire you add. What fires does, anyway!? It's a changing sprite image that should trigger damage when someone step on it and light it surroundings. Games like this one is able to do the same thing for, like, 20 years without any problem. So why is it happening!? But since we are playing an early-access game with experimental build, I think it's understandable. They still are adjusting things so problems like that are expected. I just hope to it vanish at some point before the release or soon after it with a patch.
  15. Whoah, nice build! Good stuff in there, both for balance and game fixes!
  16. By the way, new Xenonauts experimental build released. I will wait to you to evaluate it to continue to play the game. Probably the mod need some compatibility adaptations.
  17. What I dont get is why an apparently so simple and not resource demanding game like Xenonauts can become so RAM hungry with just some smoke and fire sprites added... I mean, I may not have a top gaming pc but it's a good one, enough to run most new games in very high graphics without any lag but it still sometimes struggle with Xenonauts just because the mod added some effects. What is the sense in this!? Seriously... I really dont get it. For example: how can the new XCom game with full high quality 3D graphics NEVER lags in my pc no matter what and the 2D isometric sprite based Xenonauts does!? I know it have some technical explanation but it still makes no sense in my head... Maybe Xenonauts coding/engine/whatever itself have some flaws that makes his processing confusing for the computer?
  18. Single slugs... oh, damn. But pellets shot are so cool! Isn't it possible to make it shot less but more damaging pellets? Like 3 or so? It still could be real life based. Shotgun gauges of the same caliber for the same guns can have more or less pellets (bigger or smaller) for different damage results. More pellets means smaller pellets, so it have a wider spread and potentially a more drastic effect on unprotected target at close range. Less pellets mean bigger pellets, with less spread (so better accuracy) but potentially less damage, but with higher penetration. Some shotguns shells even have darts-like pellets made for better armor penetration. And there are slugs, of course, that can blast almost anything. The coolest thing about shotguns in this game (or any game) are their multiple projectiles shots. Giving their slug may remove some of the fun of it... So it's possible to mod in Xenonauts the number of pellets a shotgun shots and their damage? Maybe the balance between the new and the old shotgun in this game may not be exactly their damage, but their application. The vanilla one can be devasting at close range against unarmoured targets, but much less effective against armoured one. The new one can be a little more accurate and reliable, but with less absolute damage butsome armor penetration. Both with pellets. The vanilla one with more wide spread but less damaging pellets devasting at close range and the new one a little more accurate with few but stronger ones capable of dealing some damage against armoured targets.
  19. Ah, good, good! Dont spoil everything to me! I just need to know that it is working all right! I really have to admit that I'm excited to put my hands on that juicy new shotgun. I love shotguns in this game! By the way, I like the way you mod appears to be evolving, in something like expanding the gameplay time. I like long and slow evolving gameplays over short and casual campaigns. Since you adding more content, it creates more fun time when you are not just playing with the same stuffs over and over again, but constantly searching for new stuff and imagining what come next. I'm still testing the new ballistic weapons you added and not even had yet played with the vanilla lasers! And as far I remember reading around here, somewhere in the future you pretend to work on new energy weapons aswell, right? In that pace, I wonder where it will be in six months. The game may come out in 10 days, what probably will bring a lot of new players, so more people playing mods and consequently more feedback and incentive for guys like you, kabill and Skitso. Maybe in the future even the guys from Goldhawk like Chris starts to consider making more stuff for Xenonauts, like DLCs or expansion packs! I really think that Xenonauts is filled with potential!
  20. Not yet, I mean, just the Enforce. Producing tons of it and selling out. Good to have something already to work with! Is the Zephyr supposed to appear with the Enforce by the way? If so, something may be wrong and I will start a new game right away. In the current savegame I already had played very few missions with the 10mb expansion for 3.5 before the current 3.6 hotfix. Everything looks alright, though. I just had researched alien invasion, aliens pistols, rifles and the Foxtroop before the new build. Maybe sebillian and caesan class analysis too, not sure. I just played a little. Already opening some books this night for the damn interview. I will be playing more this afternoon I hope.
  21. I dont know if it's related to the mod, but since the last build the game seens to be lagging sometimes. The load screens takes longer, also the alien turn phase. Sometimes the units even lag while in movement. Maybe it have something to do with the new effects like smoke and fire from kabill mod? If it is... I still wil play that way. Better with it than without it.
  22. TD, do you get mad sometimes and say "I will do a bunch of things all at once in the shortest time possible so those bastards will see who is the boss"?? I think you do! hahahahaha! All those stuff are awesome! I will try to play as much I can and give you feedback to help you keep developing your mod. I only have some more days to play... maybe not even until this weekend, then I have an important job interview and after that... bye, bye, free time!
  23. By the way, kabill the enhanced crash sites are looking awesome! I just ended a mission right now where the last alien burned alive inside the UFO even before I get there! And I think it's good! Gave me a feel of a really crazy crash of this UFO! If this thing was shooted down by fighters with missiles and machine gun and ended hitting the ground probably at high speed, I think it's suppose to have nasty things going on there! On the other hand... since I didn't saw the alien itself, just the fire and heard the sounds, the AI could had make him walk in and out of the fire... but anyway... I loved it! May not be common but was a nice incident!
  24. Yeah, the ground battles are more though to get used to it. But I started to like. Do you play it in turn based, right? You can play in real time but it sucks balls... But I really love the way the machinegun works in that game. Instead of a burst shot, you have a very low TU cost shot with poor accuracy. You can just hold the button and machinegun the hell out of your enemies! This weapons stay useful until the end of the game 'cause it can deal so much damage in close quarters! I may be the only person who loved this game... I will find the devs and hug them.
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