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Gray Carlyle

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    Germany
  1. Thats definitly the right course. Excellent work so far from you guys! *Thumbs Up*
  2. How is the ETA of v5.2? Because if its coming today I will wait to begin my new game...
  3. -SMG Enforcer: I must say after some testing, its not worth building atm and seems more like downgrade. Low Range, Low Damage, MASSIVE ammo sonsumption and so on. Standard pistol feels more advanced than this. -Warhawk: I tested only the lasersighted one, and i found it particular useful, with a good punch (maybe a little more would be good, or 2 shots more ammo instead). -The Zephyr replaced the normal rifle completly, but I didn´t have the opportunity to test it much. The image of it could be a little smaller and the various discriptions are misleading (sometimes its called LMG). -the androns are to defensive in tactics which doesn´t seem to fit their robotic nature (T-800, anyone?).
  4. I circumvented the problem by copying only the picture files manually. (for faces and the specific armor directories)
  5. I got a repeatable ctd on a GC mission after upgrading to 1.06. After installing the hotfix its stable again. thx for that and keep up the great work on this mod!
  6. I tested today OpenXcom and found a very interresting mod, and I am asking yself if something similar detailed is doable for Xenonauts/XNT. Its a soldier tracking / commendation mod, adds much to immersion of the soldiers. Maybe someone can look at it. http://www.openxcom.com/mod/soldier-diaries-stat-tracking
  7. After updating to 1.6 & XNT 5.1 I have some debugging tool activated on the geoscape, can I disable it anyhow? And as feedback, I think the spread of skill for new recruits is a bit to wide. I seen soldiers with almost every skill around 30.
  8. I looked, after a miserable defeat in the first game of 4.2, in the researches.xml to roughly know which I should research next time. *whistle* Yeah, I replayed the gc mission from my above post, and managed to resolve the mission without casualties. Proper preparations help alot fighting these monsters...and Luck of course. The viper was next to a building as the rocket crushed the housetop and killed that thing. i didn´t know that the top of a building can crumble through damage. Is this from the mod or vanilla I didn´t know that either. Ok, I thought it was some sort of weird bug. I must read the changelog again... Anyway, any comments on the ufo screenie I edited into my last post? That is a nasty surprise from Dynamic UFO spawns, I guess? Yeah, but more like 5x grenade, 3x AR burstfire, 3x MG burstfire and 2x sniper hits, before ballistics get notibly better.
  9. I have some strange door-bug. As you can see I have "Fire in the hole" active, so I don´t know who´s causing the trouble. I installed it like it is shown in your install guide. v4.2 worked flawlessly with FiH. Edit: So, my 3rd combat mission on normal against a scout ufo with this huge monstrosity is finally over. What a slaughter, but a picture says more than thousand words: I knew I should have researched the hi-speed interceptor first...
  10. yeah, but the sniper rifle sound is a bolt action gun, you can hear the manual reload, the ingame weapon is a semi-automatic weapon. Appart from that the sounds are flatout better so far. They are frightening as hell. MGs doesn´t do too much, rifles are near useless. Sniper Rifle do a good amount of damage and grenades and explosives are the way to go I think atm. I will have the opportunity to test a rocket launcher on them later, I will tell you the result. Its my 3rd groundcombat in that game, so I am not sure that is doable and I play only on normal.
  11. Ehm, than I seem to be unlucky too. 3rd mission, scout ufo and a ugly reaper omega. Combat is still ongoing, reallife came in the way.
  12. So far, the updated files run without crashes, even on the obvious equipment screen.
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