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Showing results for tags ' tu reserve'.
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A Caesan popped up right in front of a guy with an assault rifle. The rifle would not fire at him, either by selecting the weapon, or by mousing over and clicking with the target icon. Once another guy took a pot shot and triggered reaction fire (so the Ceasan turned away from my point blank guy) I was then able to shoot him with mr point blank. I have a screen shot, but got a 404.
winterwolves posted a topic in Xenonauts Bug Reports / TroubleshootingUnable to reserve aps to fire the machine gun either with a dude or a hunter.
pack.wolf posted a topic in Xenonauts General Discussionedit: I have meanwhile been convinced by Gauddlike's arguments that my original proposal is lacking. Below is a revised version. A big thank you to everyone who provided feedback! Hi there, First of I'd like to say that as a huge fan of XCOM I greatly appreciate how close you stick to the concepts of the series. But in one way you are imo a bit to close to the classics: reserving time units in ground combat. I have only played Xenonauts for a short time up to now, but I already encountered a number of situations where I thought to myself "well, that could be done in a less click-intensive manner". I'll give you an example: Usually I reserve time units for a reaction shot. But if I then encounter an alien while using the rest of my TUs for movement, I want to shoot him. It happens rather often that the game won't let me do that, cause I don't have enough TUs left for two shots (the one I want to take and the reaction shot). This requires me to deselect the 'reserve TUs option', clicking on the alien a second time and reselecting the reserve option at the start of the next turn. That's a lot of clicking. I'd suggest to implement one of the following solutions to this: - Allow the usage of reserved TUs for aggressive actions like shooting or throwing a grenade, with one additional safety-click on the target and displaying a 'click again to use reserved TUs' overlay. - Allow the usage of reserved TUs for aggressive actions like shooting or throwing a grenade as long as a modifier key is held (© by Gazz ^^). If one of this options is used make the text of the reserve-options greyed out, so the player has visual feedback that this unit won't react during the enemies turn any more, but leave the previously selected option selected. Additional visual feedback would also be nice. By which I mean this: introduce a 4th color for the path highlighting. Green tiles = tiles that can be reached that leave enough TUs for auto reaction fire. Blue = enough TUs left for snap shot reaction. Yellow = no reaction fire possible. Red = Unreachable in this turn. Hopefully this is helpful to you! Keep up the good work! Alex