Decoy
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Wow, thanks for all the usefull hints guys. I will play around a little with the settings and try to find out what fits best for me.
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Thanks, that mod definitely eases the pain a bit. Although it's certainly not a solution for the long waiting times. But I guess it's as good as it gets for this problem.
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After spending quite some time with the game I have to say the most annyoing part is hidden movement. The larger the UFOs get, the longer you have to stare at that screen. It's really a pain in the ass. I fear this will never change, but honestly I thought 2014 more was possible than having to wait one minute every round for the CPU to make its turn. This, together with the the UFO waves which are exactly the same to click over and over again, drive me insane if I play the game more than an hour.
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Thanks for the information! Having some kind of radar equipment would certainly be nicer, but this is coding wise much simpler done and also an effective way to avoid an annoying last-alien-hunt.
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Ok, this was strange! I got a glimpse on the enemy for a second. Then he disappeared in the fog of war again. I kept on searching, finally one of my soldiers got a burst in their back. Now the strange thing: After that round (I got shot and didn't do anything) the battle was over. I got a victory screen.
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I'm sorry I have bothered you then I haven't found this bastard.
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It's certainly cool to just say one word, but is there the possibility you share some more information?
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I killed all units on the map, and removed all fog of war. I ran the map up and down, but there is no enemy left from what I can tell. Nontheless I don't get a victory screen. The ground combat does not end. Is this getting fixed or do I have to abort the mission, which would suck? GC_no_enemy.zip GC_no_enemy.zip
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Thanks for pointing the map packs out, looks promising. Also I appreciate the work of you modders. I'm sure there are more nice things to come. Sad to hear that he doesn't want to follow the footsteps of other successfull indie developers and offer frequent updates with new features. I guess he is just happy that he finally delivers the game. I think the game could be improved to an indie A++ title with some more content / features. The base of the game is certainly good. In my opinion they should have been a little bit more inventetive in some areas, and tried to enhance the original X-Com instead of imitating it. But this could still be done in the future, who knows. Maybe after a break he will return to this project and give it some new features. If it's something big that matters, I would even spend a few bucks for a DLC.
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[1.04] Running during Alien movement
Decoy posted a topic in Xenonauts Bug Reports / Troubleshooting
If you issue a movement order before the enemy turn ends, the unit will run during the alien turn. That would be partially ok, but if the way the unit has to run is to long, the unit will keep on running in the new turn buring some Action Points. I don't know if it's really a bug, but it certainly feels strange. Some other minor things: - Weapons sometimes are not reloaded when I start a new mission. They only have e.g. 2/20 ammo - Once I couldn't reload my rocket launcher. But I could fire it. Is reloading taking more ActionPoints than firing? This is either a bug, or a strange mechanic. - Also I figured that I cannot land on all surfaces with the Buzzard armor. Some rooftops you can't land on. Same goes for containers. - In the alien base two enemies fell in my back, but I could swear that I cleared the area they came from before. Is this normal?