Jump to content

Search the Community

Showing results for tags ' wiki'.

  • 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 4 results

  1. It is a good idea to have a wiki, I particularly like the pictures of the aliens, because I have a very hard time remembering which is which and their names and capabilities. But there are some serious mistakes. 1) Many of the Xenonaut weapons have the wrong range. For example the laser rifle indicates 20, despite the wiki saying that it has a longer range than the ballistic, which shows a much longer range. Maybe one is in meters and the other in squares? 2) The wiki air tactics against fighters is flawed.It says to fire two missiles in quick succession will down a fighter or a scout "as long as both missiles hit" , but the fighter will ALWAYS dodge the first mission (unless it is a Corvette that will not be downed by two Condor missiles), making this impossible. 3)The wiki implies that a single Condor can take on two fighters, but in fact that is certain suicide, since the fighters are faster than the Condor, and the Condor does not have enough missiles to down 2 fighters.
  2. I'm surprised people haven't added more to the wiki - i.e. types of known ships, enemies, weapons, etc. Or is this all on hold until release of the full game? I guess I'm obsessed with this game and just want to read about it while I'm at work, away from those damn Caesians and their ever annoying squadrons of heavy fighters.
  3. The accuracy calculation seems wrong to me. The calculation is: Shooter Accuracy * Accuracy Modifier * (Range to Target / Weapon Operational Range) = Unmodified Accuracy Shouldn't the bolded section be: Weapon Operational Range / Range To Target ?? The way I read the current calculation the weapons would get MORE accurate as range increased. That can't be right.
  4. I'm relatively curious about a few things. First off I will state that I am very impressed with what you have so far, especially for an ALPHA version. Seriously, the foundations are laid and the scaffold is down, and what's coming up just looks great. But here's some questions: 1. Will there be hats for TF2 in the Steam version? (Top priority question) 2. How afraid are you of piracy? Is DRM even something you are considering? Or do you view it as more free advertising? 3. Is there a wiki up and if not,do you plan on making one in the near future? 4. Will missions feature armed civilians/militia/police at any point in time? And if so, would these be hostile to both sides (depending on relation with the nation)? 5. About how many varieties of aliens are you shooting for? 6. Will you be adding additional varieties of human/earth weapons to the final version? (like say, AK-47s and FALs for other assault rifle choices, or new categories of weapon like grenade launchers and sub-machine guns) 7. How many types of vehicles can we expect? I found the Hunter to be of limited use, will things like helicopters/MBTs be deployable at some point? Finally: 8. What kind of press exposure has this game received so far and how much would you like to receive? Also one more suggestion I randomly thought of: Why don't you put Balaclavas and combat gloves on your soldier sprites so the whole "Everyone is a white guy" thing isn't very noticeable? Bonus is that they now look like faceless spec ops guys which is what you would expect to see.
×
×
  • Create New...