Jump to content

Search the Community

Showing results for tags 'baseview'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

  1. When research is finished have a button to go straight to the research tab. Instead of making forcing flares on units when it is night time, have a flare dispenser on the transport. In the personnel tab having the ability to dismiss soldiers. Instead on only via soldier tab. When training new soldiers making it so the slider does not go to the top every time you train. Make hunters have more health or more armour, since they can only take 2 shots from plasma rifles which is the same as a soldier. Kind of makes them useless. Or make them have more optionality as in another slot for bonuses, aka extra armour, faster, 2 weapons. In personal tab have total slots available for personal. Aka if you start with 32 people you have 18 slots available. Allow for new buildings to be built beside buildings that are currently being built. But if you want to destroy them you must insure they are connected to the rest of the base.
  2. The line that lists the weapon held by each xenonaut in the complement window in the chinook hangar is only half visible. Just makes it a little bit harder to do your quick dispersal formation.
×
×
  • Create New...