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fisheye

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Everything posted by fisheye

  1. When I hover my mouse on a soldier in Armory screen, I see a small portiat of a soldier on the left, which is nice. I had problems understanding what the green bar below soldier's photo is. I would guess it's health, but is it? I've noticed a bug where this "health" will sometimes show different values based off whether I have my mouse on soldier above or below AND then navigate to this particular soldier. I don't know how to reproduce it, altough the "bugged" soldier always shows this behavior, but not every soldier show different "HP" value when navigating from top/bottom neighbor.
  2. When I'm in armory screen and scrolling through soldier list, scrolling sometimes stop. The reason I've discovered is when the UI performs scroll, your mouse pointer may end up in between rows of the content, meaning no particular soldier has focus of the mouse. The game then cannot understand that we are in a scrollable container, so scroll is a no-op. I have to move my mouse a bit to any soldier (and make the entry in focus) to be able to scroll again, which essentially breaks mouse scrolling, since it's completely unreliable and random.
  3. Getting back to the game in a couple of months, I see that there are still no shortcuts for various base screens, like in X1. Myself being a very shortcut-savvy player (and I think there are lots of people who like to use a shortcut rather than a mouse for most things), this would be very handy
  4. @Chris, getting back to the game in months, I still have the exact same issue Not game breaking, but would be a nice quality of live improvement
  5. Getting back to the game after several months I honestly anticipated to see those stats after first mission completed, but sadly no change there Bumping this thread because of this
  6. I don't have a screenshot or save file for this one, but when I had one mission in Farm tileset, I couldn't drive through those concrete walls (on concrete floor tiles) with my MARS diagonally, I had to move straight to them. The same happened to the wooden fences. On different maps, I usually crushed building walls diagonally to more effectively put holes in the building for the rest of the squad. This incosistency seems like a bug to me.
  7. I was wondering that I would really like to see on the battlefield when my soldier gained skill points for various skills. Maybe some faint number popping up when a skill points are acquired that could be turned off? Instead of flooding the screen very often, maybe after each turn or when you first select your soldier on subsequent one? This option could be changeable when you start your new game, or just in game options so you can turn off / on during playthrough.
  8. I don't understand why we can't see how many kills each soldier did on that particular mission. It was so nice in Xenonauts 1 that you could see that your shotgunner again killed more than 5 aliens that mission Bring it back please!
  9. I'm not sure if I remember correctly, but in Xenonauts 1 you could press F1-F8 to access various base screens, like Research, Engineering, etc. I would love to have them back, but since F1-F4 are for time speeds, maybe just use 1-8 for screens? And when you are in a screen, maybe then use F1-F6 for accessing different bases, since time is not available when viewing screens. Additionally, in In Armory screen, you could add the possibility to use UP and DOWN arrows, as well as standard bind for next / previous soldier to traverse through soldiers? I've just noticed that W and S work, but it was never mentioned and for the time being I used the mouse to select them, which was unpleasant
  10. I play on Veteran (and tested now on Commander), which by default has "Free attack rotation" deselected. But in-game, when attacking and not facing your target, the game does not add additional TUs for rotation. My soldier has exactly 17 TUs left for the normal shot but he clearly needs to rotate, so that shot should have been impossible to do, yet it can be done. In fact, rotating manually before shot is a disadvantage, since you can get that for free:
  11. In order to open doors, a soldier needs to be adjacent to them, but the direction doesn't completely matter. In fact, you can turn around and open the doors on the back (as you can see, the door was opened and the fog of war is still inside the building):
  12. Currently, the only way to see that a particular soldier is selected is by a green rectangle on the floor. So when a soldier's feet are obscured by anything, the rectangle is also obscured. I would suggest two things to add: A downwards arrow pointing to a soldier's head, maybe glowing/animating for visual assistance Make the rectangle visible behind cover Both Screenshot to visualise. I have 3 soldiers in my transporter but you cannot distinguish who is selected unless you pivot camera:
  13. There are loads of bugs on these maps unfortunately. I don't have screenshots but I could try to point out some of them. For example, I don't understand why this big pile of wood, which also exists in industrial tileset (but is green) blocks vision? Also - windows in buildings. I had problems smashing them with melee (sometimes I had to melee them twice to break the window) and the funny part is that soldier can't vault through window inside the building but he can exit the building that way. Also, lots of misaligned props and some of them are walkable (sic!) - you can just go through them. I had one tundra crashsite, reloaded map several times but each map that I had was full of that kind of annoying bugs. For now I had to deactivate the mod which is a shame for me because I'd like to have a new set of maps, especially in new tileset.
  14. Is it gonna be included in future X:CE releases?
  15. Is ambience forest mod integrated to the game? Because I don't see it on mod list.
  16. When I use latest X:CE edition do I need to install Skitso's maps? I mean, the latest version of this map pack is included in X:CE or are there some updates that won't be in X:CE?
  17. But you can avoid getting hit so that your morale stays high (theoretically). You can't evade PSI though.
  18. Any info on next release? Or we are just waiting for 1.5 to be stable so that the changes would be merged into X:CE new version?
  19. Dirk Ralthar is right. If you want your soldier to have specific numbers, you need to unassign every single one and then start assigning them to the dropship with the order you want to have (if you want a rifleman to be number 1, assign him first, then, if you want a sniper with number 2, assign him second and so on). It is pain in the ass though, especially when you want to replace one soldier - you need to unassign entire team and do the same process again.
  20. I don't understand your problem at all. If I were you, I would go to equipment screen, select "Unassigned" group, click on the first soldier on the list and then go "Next" (there is a button for that or I believe you can use mouse wheel?) until I find the soldier with desired weapon. How long would it take? 30 seconds to minute max?
  21. He wasn't attacked by PSI, he lost his morale because of severe damage and by an RNG he went berserk. There is nothing you can do about it.
  22. By the way: leaning doesn't always work. As far as I have seen, you can always lean around building corners but you are unable to lean through windows, Middle East short walls (that appear very often in mentioned tileset) or some covers (like tractor, big rocks and any other cover that blocks vision). It seems that it has been hard-programmed to only be available around building corners while I think that it should be globally-programmed so you can lean around every obstacle you have on your side, like: \| ox o Where "\" and "|" indicate your vision (Xenonaut is looking north-west), "o" is an obstacle (any kind obstacle that blocks vision) and "x" is a Xenonaut. This may not be the proper thread for this post because X:CE actually was working on LOS changes but I hope someone will read it and understand so that it will be patched and included into 1.5.
  23. I always thought that Caesans have longer sight range than Xenonauts. Was I wrong?
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