Jump to content

Bagsman

Members
  • Posts

    10
  • Joined

  • Last visited

Posts posted by Bagsman

  1. Ah right - Seems like it could be that, I'd still consider that a bug myself because of the way the tech tree branches off (it's I mean its' not just linear and sometimes you need to research "lower" stuff to get other things) and in this case how you may be required to respond to an alien base (and unlock the base upgrade research) long before you get around to researching the things that trigger the first cosmetic change.

    Luckily in this case it does appear to be just cosmetic and not an actual downgrade for the facilities.

  2. Okay I *think* it's 1.09 - whatever the current auto-updated steam version is right now basically, I got a little confused during the whole reversion/update process.

    First bug -

    * I have the alien base upgrade and obviously upon getting this the cosmetic appearance of the workshop/lab/barracks/storeroom changed accordingly to represent the quantum/nanotech stuff. At some point (possibly between updates) upon loading my game back up all background art for the facilities has reverted to the "tier" below (cosmetic change - slightly technologically upgraded, minor things - but not quantum/nanotech level as it should be). My base management screen still displays the correct top-down graphic for these facilities but all of the background art splashes for research/manufacture/troops/stores are now all incorrect - seemingly permanently - a purely cosmetic issue but an annoying one nonetheless, I wanna enjoy the look and feel of my advanced facilities and all that :P

    Edit - Screenshots added in here for clarification (hidden to prevent huge post):

    dec9df1964.png

    Here you can see the base upgrade xenopedia entry - immediately after getting this my labs looked as pictured in the xenopedia entry (as they're meant to - btw the graphical anomolies in the above screenshot are not-in game, seems to happen sometimes when taking screenshots). Upon returning to my save file a week-ish later my labs now look like this:

    e285c047d8.png

    (also - minor thing but the missing base layout previews at the top in THIS screenshot does happen in-game - this happens whenever the game is alt-tabbed out of and returned to)

    351afea4e7.png

    ...and as you can see in this screenshot - the base management graphic displays the correct upgrade level whereas the research screen no longer does.

    Notes:

    * I would have skipped the "tier" below because I acquired base upgrade before the things required for the minor costmetic-only upgrade that happens between the two.

    * I'm 95% sure I acquired the research for the minor cosmetic upgrade after getting base upgrade, which may have something to do with it. Although I'm pretty sure the "cosmetic downgrade" didn't occur until after re-loading my save file (after a week or so wait).

    Second bug -

    Upon completing missions there is missing text like so:

    a835af7d10.png

    I've always put this down to me playing on a low resolution (1024x768 -can't go any higher sadly) - but it has been this way since the earliest release version that I have played so I thought I may as well point it out in case it had been missed? Sorry if it's a repeat.

    A Steam Thing -

    No idea if this is just my PC or whatever but when I attempt to launch xenonauts from steam the launcher sometimes refuses to appear despite task manager telling me that xenonauts.exe is in fact running - the way I currently get around this is by killing the process and re-trying until it decides to appear. I don't *think* it's a waiting issue because I've given it a good minute or so before for it to pop up.

    Sorry if any of these are known issues, I'm not a forum regular or anything, just thought I'd mention these instead of being lazy and waiting for somebody else with the same issue to do it :P

    Edit: Oh and - Using WinXP (yeah...) and obviously the Steam version of Xenonauts (stable branch).

  3. I swear in EU you could research lasers without any alien technology acquired from a ground mission.

    In my head it made sense. Like, the laser tech was the most advanced and secret techology humanity could manage to muster up to bring against the threat of the aliens (and we did, after all, have laser technology for a long time, in a fictional world, or even the real world, it would be possible that hand-held laser weaponry exists in secret research labs or.. something like that) until you get your hands on more advanced technology (plasma etc) and start reverse engineering that. So I was a bit baffled by the choice to make laser weapons unavailable until after alien stuff had been found and researched.

    Also, on a related note (sorry for thread-jack). Are there going to be any other weapon technology tiers other than conventional, laser & plasma?

  4. Call me a heathen but personally I never even liked the idea of nations making a pact with the aliens in the original game.. It seemed too ridiculous and jarring.

    A nation enslaved or occupied by alien forces, sure. (which is where liberation missions would work nicely! - in fact you could have groups of surviving military forces in a sort of freedom-fighter role who would actually assist you in the liberation if you found them on the map or let them out of some kind of prison camp/cell or something)

    A pact with? Nah. Just doesn't fly with me. You don't just suddenly go from being attacked and terrorized by aliens to happily turning against your entire race and planet.

  5. I always thought the rag-tag mixtures of co-operating aliens all arriving at once was a little suspect personally.

    Either they're some kind of alliance.. Or a bunch of exiles banded together and roaming across the galaxy like cosmic hobos looking for a new home... or where they come from has a ridiculous level of biodiversity and very little inter-species biggotry (despite unanimously being willing to attack humans rather than co-operate with them... You'd think it'd hardly be a stretch considering how many different species make up the alien side already).

  6. To avoid making another topic for a simple question & request I'll just dump it hereL

    1) Can we have some of the Xenonaut land-vehicle pics & information up on the awesome new Xenonauts.com please :D?

    2) Please tell me that the Xenonauts tech tree includes at least one tier of non-alien-derived but "needs-to be-researched-before-getting-it" technology. (The XCOM: EU analogue to what I mean would be the Laser Technology tier of course )

    Thanks :D

  7. Oof, sorry guys. Thought I was onto something that hadn't already been shot down :<

    By anti-materiel rifle I meant very high power/high calibre rifles used for shooting through equipment and armored targets rather than personnel (whoops on the spelling).

    http://en.wikipedia.org/wiki/Anti-materiel_rifle

    Totally forgot about the exclusion zone thing too.

    Vehicles acting as cover proper could make for some really cool tactical decision making but I can see how it might be a pain to implement and using them as LOF blockers could still provide some of that tactical fun.

  8. Hey, I'm new here. Old-time fan of the first X-com which I first played on the amiga and later DOS on the PC (played it many many times over the years but actually managed to finish it ever!). Was gutted that the steam version ran through dosbox which gave my computer absolute hell for some reason. I've been lurking around for a little while and checking google every week for any new results pertaining to Xenonauts. I'm completely enamored with how Xenonauts looks and is shaping up. I'm also a bit of an amateur artist and rpgmaker enthusiast sometimes. :> Hallo everyone.

  9. Just some random semi-related ideas here. Lots of gears 3 influence here... Sorry about that.

    Anyway.

    I know it's only concept art but on the Chinook artwork we're shown it firing some variety of what I can only assume is a rotary cannon. Now I thought to myself that this would be super cool as a usable defense on ground missions (perhaps only operable when a xenonaut is manning it from within the dropship) for when you're desperately retreating from a terror mission gone awry or something like that?

    This also got me thinking about the possibility of mounted weapons or deployable heavy weapons or perhaps weapons that require a two-man team to operate, such as a tripod-mounted heavy machine gun like the browning 50 cal.

    50calHB-M3.jpg

    Of course this then got me thinking about the possibility of firing from a prone position which would greatly improve the accuracy of say a sniper rifle or machine gun with deployable bipod and make them harder to hit from a distance but greatly vulnerable at close ranges (just an extension of the kneeling system really). Perhaps the ability to use a wall as a mounting for a rifle or machine gun when behind one as cover to improve accuracy.

    /me rambles.

    And lastly a question I had: Would armored vehicles be useable as cover by xenonauts, by which I mean they would have all of the game's cover system mechanics apply to them when they were being used as cover by infantry?

    Oh and what about having an anti-material rifle :D?

    50calHB-M3.jpg

    50calHB-M3.jpg.09de2c8cc72019189b87437ec

  10. How about something like "Etiam non timebit ignotum" (We shall fear no unknown) playing on the "I shall fear no evil" from Christian.. stuff.

    My other ideas were "Purge the Deep" (Expurgate abyssi) or "Purge the Unknown" (Expurgate ignotum)... Something like that.

×
×
  • Create New...