Jump to content

Search the Community

Showing results for tags 'healing'.

  • 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

Found 6 results

  1. Well i m just out of a play: Soldier get wounded -40 HP. Soldier get healed +20 HP same round Soldier true gain of HP: 10 Following round. Understanding this: Priceless... Thank you in advance.
  2. Just a simple adjustment I'm sure. Please oh please oh please increase the damage healed per activation. I'd just mod it in myself but I honestly gave up trying to figure out how it's working in the script. Always getting odd results. It gets extremely old clicking medkit, then soldier which needs healing, then waiting for animations to finish, and again and again and again. Takes literally 20 mouse clicks just to heal one heavily wounded soldier atm. By no means am I saying I want them cheaper to use, only faster. Pretty please with sexy on top
  3. A soldier that is healed with a medpack back to full health (half of the lost health is healed back) will have a much shorter recovery time back to base than one that wasn't healed on the field, since the game apparently checks the soldier's actual health at the end of a mission to determine how long he stays wounded. While I appreciate the realism of immediate first-aid being helpful for long-term recovery of a wounded soldier, it only makes it mandatory to manually heal up all soldiers to full before killing the last alien, thus being just a gameplay drag. Simply make the game subtract only the unrecoverable (black) health when calculating recovery time, pretty please:)
  4. Have run a few missions in 18.5 - no saving/loading involved. First instance, Ground Force was hit by alien 2 times on 2 separate turns, third turn he dies from his wounds. Score at the end lists as killed by Xenonaut forces Second Instance - Civilian was hit by alien first round, next round sound of human death, and Score at end lists killed by Xenonaut forces. Is this counting like this since I never attempted to heal them? Can you even Heal a Civilian or ground troop? Good news, Saving no longer eliminates the "Secured UFO" points where it did in 18.4. Verified with Saving each turn, and loading a save file.
  5. (Apologies if this has already been covered elsewhere, I'm still reading through the forum.) It always struck me as odd in X-COM that you could have a soldier move up to an injured teammate, heal them of their wounds, and then the teammate could go ahead and take his full turn. The same happens in Xenonauts. Wouldn't it make more sense for each use of a medikit to subtract time units from the medic AND the patient, since the patient would have to wait in place whilst they received treatment? Also, I notice that you can use a medikit many times over for very little time unit cost and heal someone up to maximum. Possibly this is a bug or the result of incomplete code, but I much preferred X-COM's approach, whereby injuries would result in a number of location-specific wounds which could each be healed once (and the time unit cost only allowed for one or two heals per turn).
  6. I have tried using med packs a couple times, and it seems that after two or three attempts that although there are still 'points' left in the med pack, continuing to attempt to render first aid subtracts points from the med pack, but doesn't actually have an effect on the soldier it is being used on.
×
×
  • Create New...