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Posts posted by Operations
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You get near to a building, then Tab up to the right level.
Select a spot on the floor of that level, and double click to jump up.
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JA2 is great, was a game I struggled to find for years, just had vague memories of this awesome turn based game on a friends 386.
I would suggest playing it vanilla 1.12 before trying the 1.13 mod.
The fan patch/mod is awesome but it adds tons more intricacy to an already detailed game.
Also if you wish to import your merc into the "Unfinished Business" expansion the 1.13 saves are not compatible.
Now UB is not great, and no where near as involved as the main JA2 game, but worth playing if you haven't before.
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Have you been modding your game?
You shouldn't have those shields in the stable steam version as far as I know.
- Combat shield has been disabled, as it has historically been causing crashes in some circumstances. It will be back in all future versions but I'm not going to risk putting it in the Steam "stable release".
- Combat shield has been disabled, as it has historically been causing crashes in some circumstances. It will be back in all future versions but I'm not going to risk putting it in the Steam "stable release".
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Are these the first medium craft you have come across?
I am guessing it must be the Corvette as you talk about fighters being easy, where as the heavy fighters tend to be right gits.
You can certainly take them out even before you have upgraded warheads if you pause and control your fighters a bit.
When I was fighting them I had a squadron of 1 Foxtrot, 2 Condors.
I would let them approach until they got tone and fired the 4 Avalanches & 4 Sidewinders, then turn the Foxtrot around and head for the edge of the grid.
The Condors I would split to the sides, the UFO would chase the Foxtrot allowing me come around behind and fully unload the chain guns with no danger of being shot.
When I got better warheads or laser cannons (can't remember exactly) I was able to do them with 1 Foxtrot and 1 Condor.
If the mediums are Landing ships you can do the same thing, but requires more care as the safe zone for the condors to follow is small.
Even fully unloading on a lander leaves them still up, so I normally just do multiple missile sorties as Sathra suggested.
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Did a quick search couldn't find all of these listed, though they may have been under an earlier build.
So apologies if they known issues, but better to make sure they are.
1) I keep coming across invisible walls that block movement, and are targetable.
Had them disappear later, not sure if it was on a reload or linked to killing an alien.
2) Reloading a save caused most of the props in the command centre to disappear.
3) Not all of the Base is visible in the Defence Mission.
This may be by intent, a bug, or you just haven't finished all of the rotated base tiles.
Anyway I had a rotated living quarters here
But not here
4) Door shows as openable, but does not work.
5) Soldier assigned to dropship gets killed during the mission, after the mission he is listed as wounded but still assigned on the dropship screen.
This makes it impossible to unassign them, or assign anyone to replace them in the dropship.
This seems to fix itself when you start your next ground mission, they are not present and no longer on the personnel roster once you finish.
6) Not specific to base defence missions, but when you load a save andron corpse sprites are replaced with ceasan ones.
Corpse is still recognised as andron if you stand over them and look at the inventory screen.
Sprite on the inventory screen is that of a human, but I presume that is one still to be done?
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I am guessing this is a known issue, but I just discovered Precision Lasers sell for more than they cost to make.
The manufacturing cost is 60k, they sell for 75k.
Everything else I have made sells for half of the cost, including laser carbines, so I presume this is not intended.
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Just open it in Excel
Don't have Excel, but handy to know this particular file formats better in a spreadsheet.
Its meant to be 4. Changing it to 6 would require changing weapons_gc.xml. I just fixed it so that the ammo count in the inventory and equip screens is the same as the ground combat.I think they were after having it mechanically fixed to be the same as what was displayed, rather than having the visual number lowered.
Either way 4 seems like too large a drop down from the 10 of a basic precision rifle.
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Doesn't your file still have it as 4 and not 6 though?
<Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s65"><Data ss:Type="String">weapon.laserprecision</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/laser/laserprecision</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/laser/laserprecision</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">laser</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Boolean">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">50</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">28</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">4</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">125</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">7.5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">ammo.laser.lasercell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data></Cell> <Cell ss:Index="16"><Data ss:Type="String">Lasers</Data></Cell> </Row>
Not the easiest XML file to read, but from what I see at the top I believe the 8th field down is the clip size?
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Tried it in non-windowed mode, same thing occurs.
The other thing I noticed is that when you tab back to the game, the little green icon you get for your base at the top, is just a grey square.
Reloading will fix that part of the UI, but the mouse issue only goes away by quitting and restarting the game.
I also tried running it in an actual window of 1280x720 on my desktop, and in this mode it will happily minimise and pop back up again without the UI redrawing issue, or the mouse offset.
The other thing I noticed is that despite everything being smaller as it running in a window, the actual physical size of the font on the soldier drop down assignment list is actually bigger and more readable.
I know they are working on some UI changes so it may be that these are non issues, but it probably still helpful to understand why they cropped up in this build.
*Edit*
I may have been wrong about it being physically smaller, it just doesn't scale like the other fonts.
720p ui
1080p ui
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Did you alt-tab at all?
I have the game set to be windowed same resolution as desktop 1920x1080, which is like fake full screen, but it doesn't care for me to tab out of the game.
I need to try the game without the windowed tick box see if the mouse behaves the same way after tabing out and back.
Where I find the offset is really noticeable is when trying to assign people to a craft on the dropdown list with the tiny text.
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I took a picture to better explain what I mean.
http://steamcommunity.com/sharedfiles/filedetails/?id=150811764
You see my new number 2 gets added to the right hand side of the soldier list, the numbers in red are how they will actually appear on the ground combat UI.
If I want him to be number 2 on the ground, then I need to unassign 3,4,5,6 so number 2 will move down to the second spot.
Afterwards I can reassign the other soldiers in the order I want them.
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I have an easy to replicate version of this bug.
1. Open Soldier Inventory Screen
2. Press T to end turn
Hidden Movement comes up and never goes away after doing that.
Game isn't locked up as I have a big pointer on the screen which can move about and can make clicking noises with.
Escape doesn't do anything. neither does pressing T again to try and get a proper end to an alien turn.
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I also tried via the load order on the Dropship, but at that point each troop already has a personal number assigned and all you can do is adjust the load order in the Dropship.
Bear in mind that number has no relation to the number they will be given in ground combat.
What does seem to determine the ground number is the order they are added to the dropship, which is how they are shown left to right in the dropship screen.
My number 2 Assault got injured, and I added in a new guy who was given number 2 in dropship screen as it the lowest available number, but really he is number 6 on the ground.
To fix it I can unassign and reassign people to charlie-1, though it is laborious to do every time someone gets injured.
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Hi Chris,
Sorry to be a bother but it is tuesday and still no email with a cd key. Have tried Desura website and no key for me there. Any suggestion how I can get my key? Any help would be appreciated.
Thanks
Have you tried this
If you have not activated your key on Desura, or have additional non-claimed keys (~20% of people):1) Go to https://www.humblebundle.com/store/keyresender
2) Type in your email address linked with Xenonauts. This may not be your main email address - it may be the email linked to the Paypal account you bought it with, or the email linked to your Desura / Kickstarter account. If there are several possibilities, try them all.
3) You will receive an email in that inbox with a copy of your Humble Store download link. Click the link.
4) Look at the "Xenonauts" Steam Key section on the landing page, and click the button.
5) Load Steam and go to Games > Activate A Product On Steam in the topbar
6) Copy the key into Steam
I only just noticed that it had been linked to the humble store even though I never bought it from there, and now have my steam key, and Xenonauts tied to my humble account.
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<KeyMapping function="GEZoomIn" key="=" />
<KeyMapping function="GEZoomIn" key="-" />
Weird you have zoom in twice and no zoom out, so possible bug in the saving of the keybind file.
That is unless you have already been in and manually editing it?
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They're not planned, no. I'm not sure they slot so well into something like Xenonauts because of the level of randomisation and emergent gameplay, rather than it being something with tightly-designed levels like Starcraft 2 (in which I think Achievements add a lot to the game).
Achievements can fit in to any game if done correctly.
I see a lot of potential for achievements, just like with the 2k XCOM game.
You are also missing out on a potential advertising trick by not having them.
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This key will be sent (even if you have never activated the Desura key) within a few days of the Steam release
That's good to know, never did get around to making a Desura account, and not sure where I stuck the email.
Also badge test!
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Topic title made me think of this
"Ask the aliens around for drinks"
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Don't make me go out and buy one! I'm committed to my Samsung CRT display.
Still rocking my Mitsubishi Diamond Plus from 2001 (A Space Odyssey) myself as well.
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So all things being equal I should have a badge and a green name now?
The Bureau: XCOM Declassified Steam Page
in Off-Topic
Posted
Videogamer.com took a little look at it yesterday.
[video=youtube;BzlRvnwHuYA]