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Found 3 results

  1. I downloaded Xenonauts last night (7/19/14) and I loved it for an hour. It's far and away the best XCom around, and I just played a bunch of Firaxis' Enemy Unknown. It was... disappointing. Anyway, the corner text on launch is Xenonauts Release 1.07 25/06/2014 But I get one bug, and it's a big one. I get the white tiles everywhere in ground combat, it's unplayable, and it started with the second crash site. It looks like the other "white tile" posts on the forums. I tested in 64 bit Windows 7 under VMWare emulation on a Retina MacBook Pro. I already play a bunch of games successfully in VMWare in Steam (Railroad Tycoon, Day of Defeat, Shadowrun Returns, Civilization V, GTA:SA), and a bunch of games from GOG (Jagged Alliance 2, Neverwinter Nights, Silent Storm gold) and I've never had a graphical issue! I doubt its the emulation causing this. I've tried restarting from an earlier save many times but when I shoot down and then explore the second UFO crash site there is always this white terrain even in different parts of the world. Some scenery exists, but the ground is always white. I've tried: Alt-TABbing Reloading Full screen and windowed, both the game and VMWare emulation window Higher resolution Lower resolution Quitting the white tile game often gives a C Runtime error window. Sometimes loading the savegame to test gives the same error and a crash. The area in the error window is black so I can't read it. I went back to the first save, the first UFO crash, and it played but now my rocket explosions were a white square expanding and shrinking. And this was a combat I previously played through just fine! I suspected a corrupt download but the MD5 sum is good. Now I'm downloading the Mac WINE wrapped version, maybe it'll play better? Hope you can take care of it it's a great game otherwise and I don't have access to another PC.
  2. Let's say you wanted to move your soldiers to a certain spot on the map that is so far away, it will take several turns to reach it. So, on each turn, for each soldier, you'll have to: 1.) Select the soldier 2.) Scroll the map all the way to the target location 3.) Double-click the tile you want to move into ... which gets pretty tedious on larger squads. Now, what if the game actually remembered which tile a soldier was trying to move into before he ran out of TUs and you could re-issue the same movement order by simply pressing a hotkey? You would only have to issue the movement orders once and then just keep pressing the hotkey on each soldier until everyone has reached the target location. Jagged Alliance 2 had a feature similar to this and I thought it was really handy
  3. Having been a US Cavalry Scout (forward reconnaissance) for some years, I have some suggestions regarding tactical intelligence - otherwise known as battlefield comprehension. I also realize that gameplay may not allow for these ideas, but I'd like to point them out for consideration. Number one, and most important: Vision is not the only sense that a person has. If a ~experienced~ soldier (or an enemy) hears movement or weapons fire, they can reckon force and distance reasonably accurately. Indeed, a trained tracker will immediately be able to spot or smell (ever smell atmospheric plasma? It's wild!) where an enemy soldier has been, night or day. I don't advocate turning the game into a full-immersion, nit-picking, bogged-down experience... but I think that each soldier should have some kind of "gut feeling" or "sense" of tactical movement outside the range of their vision (Green chevron for known friendly. Red chevron for known enemy. Yellow chevron for unknown?) ... which brings me to... Number two: A target that is identified as hostile or friendly may be out-of-view, but absolutely no soldier in their right mind would ignore or disregard them. Instead of defaulting to "Hidden Movement", there should be some very basic indicator of the direction of an identified civilian behind friendly lines, a denotation that a particular noise or movement is unidentified, or that an obvious enemy is leaving footprints and clear echoes in a particular direction. Giving the good guys the ability to do this would remove some of the challenge of the game, but giving the aliens the ability to do this as well would return that challenge, and multiply it threefold. Number three: As a counter-balance to number two, combat is wildly chaotic. Given that the Xenonaughts are trained and hardened soldiers whom don't break at the first sign of automatic fire, it doesn't mean that they can necessarily identify a friend from foe in obscure visibility. In thick smoke or twilight conditions, most of the aliens are humanoid in basic appearance. A soldier would have to get closer, or throw a flare, or even get shot at, in order to identify an obscure figure as a hostile. Number four: Friendlies. They're your friends. In combat. If a local farmer has a shotgun, and is willing to help out, then it makes sense that said farmer will go off into the fog of war and either get killed or kick ass. On the other hand, if you land in a highly militant society, they should be able to engage your uber-commandos in radio contact. Perhaps they're not interested in following your orders, but they can at least report what they're seeing to you. Any local force engaging the alien enemy at the same time you are should have some level of shared intelligence. Low levels may give some non-visual indication (#1) of what they think is going on. High levels will share what they are seeing over radio, even if they're not members of the XNs. I'm totally open to the concept that this might be a nightmare of mechanics. I'm also totally open to rebuttals or better ideas. In fact, I welcome them.
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