a23s4a Posted February 14, 2018 Share Posted February 14, 2018 1) The Warder Armor has several advantages compared with the AlphaWolf but it raises TU cost for any action. With this armor my sniper cannot do a precise shot. He has not enough TUs. Is it correct? I thought an armor with flying capabilities is at first good for a sniper... 2) At Phase 4 there are white (silver?) terror robodogs. They don't seem to be vulnerable to any damage. I failed to hit them with the Antimatter Rifle MK3 and with the Electron Rifle. What's the best remedy against them? EMP Rockets? AP cannons on tanks? 3) While attacking the Mothership UFO its remaining health is barely visible. Could it be moved slighly higher (above the UFO silhouette)? Quote Link to comment Share on other sites More sharing options...
Charon Posted February 14, 2018 Author Share Posted February 14, 2018 @a23s4a 1, Yes 2, You just need more shredding damage, miniguns and carbines/shotguns do good, at melee range. 3, I need some visual conformation. Quote Link to comment Share on other sites More sharing options...
Mordobb Posted February 15, 2018 Share Posted February 15, 2018 I don t know if this can be changed but i find the snipers miss tend to be too erratic. A sniper that have 95% of chances of hitting shouldn t have his aim wandering more than the target square the alien is in, or at least keep themselves in the LOF. Many times the shot wanders "awfully" (1, 2 or maybe 3squares) and hit my soldiers even if far from the alien. Another thing i find disturbing its that in some situation a close (adjacent square) cover will hinder the sniper/shooter aim, and in accordance to description this shoudn t happen. (its not the Prone VS standing cover issue either) I am a bit puzzled by the explosions dinamic, like damage trough wall. Explosions give damage trough walls while the walls/doors (especially UFO doors) stay GFX speaking, what looks like intact, but you can t shoot trought them. I don t know if its possible to correct this, but the wall should be at least crumbled/holled before damage pass trough it. When you interrogate the Sebillian Medic, the undone description/stub state that he gives you informations about races and chemical/stun information about those races, but it generate no new informations and no new reshearch possibilities. Shouldn t the stub be modified? Or the informations should be textual only in the description. Talking about stun, the flashbang grenade is underwhelming potent and is useless as is, IMHO it need a tweak. It should have a greater potential to supress aliens since these have better sight and hear than ours (or so it seems) they should be more vulnerable, not less. 1 Quote Link to comment Share on other sites More sharing options...
Siriusnator Posted February 16, 2018 Share Posted February 16, 2018 X Division work with "Xenonauts Camillo Realism Mod" or any other mod that improves accuracy? I want to improve the aim in the X Division overhaul or something like that, if possible. Sorry if i make this question on the wrong place or anything like that. Quote Link to comment Share on other sites More sharing options...
Mordobb Posted February 16, 2018 Share Posted February 16, 2018 Improving the new soldiers aiming stat would be reasonable they shoot even worse than me.... It is obvious you hampered the aim for some gaming reason, but its quite overdone. 90% comes between 30 and 50, this mean 90% are under jhon doe skills, which is ridiculous since soldiers shooting is one or the required main skill and bad shooters are thrown out or military corps!!! So shooting should come at bare minimum 50 skills, which is already below average joe skills to remain in corps. Quote Link to comment Share on other sites More sharing options...
Marandor1 Posted February 16, 2018 Share Posted February 16, 2018 (edited) You should not forget, that you get bonus accuracy from armor and weapon (aiming/firemode). The starting values may look low, but practically they are working totally fine. In my playthrough I started using 100% rookies even in phase 3. Accuracy has never been a problem with the right equipment, accuracy even rises very fast. The main problematic attribute for rookies is strength - to carry and use good armor, weapons, grenades, etc. And this was improved in one of last patches. Edited February 16, 2018 by Marandor1 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted February 18, 2018 Author Share Posted February 18, 2018 Quote Link to comment Share on other sites More sharing options...
Pandi Posted February 18, 2018 Share Posted February 18, 2018 7 minutes ago, Charon said: Can you spot the facehugger? It takes 3 seconds for me. 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted February 18, 2018 Author Share Posted February 18, 2018 4 minutes ago, Pandi said: It takes 3 seconds for me. Well done, lets see how you will be able to tell them apart when there isnt a white text asking you to look for one #XCE0.35 . Quote Link to comment Share on other sites More sharing options...
Pandi Posted February 18, 2018 Share Posted February 18, 2018 If there is no small alien hint icons right at screen it will be really interesting. Сan't wait for it. Btw i'm back recently and will try to do what you asked for. 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted February 18, 2018 Author Share Posted February 18, 2018 7 minutes ago, Pandi said: If there is no small alien hint icons right at screen it will be really interesting. Сan't wait for it. There isnt: Infiltrator and Ghost ability - the Infiltrator ability gets split into 2 different abilities. The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now 8 minutes ago, Pandi said: Btw i'm back recently and will try to do what you asked for. I asked for something ? Quote Link to comment Share on other sites More sharing options...
Pandi Posted February 18, 2018 Share Posted February 18, 2018 (edited) 14 minutes ago, Charon said: There isnt: Infiltrator and Ghost ability - the Infiltrator ability gets split into 2 different abilities. The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now Wow, it looks like a more complex feature than I thought, probably the Solver greatly helped with this. 14 minutes ago, Charon said: I asked for something ? You probably will find it out soon or... remember. Edited February 18, 2018 by Pandi Quote Link to comment Share on other sites More sharing options...
Charon Posted February 18, 2018 Author Share Posted February 18, 2018 Just now, Pandi said: Wow, it looks like a more complex feature than I thought, probably the solver greatly helped with this. He did. He did everything from A to Z . So all props to him. Everything and more will be in the upcoming XCE version 0.35 . @Solver Quote Link to comment Share on other sites More sharing options...
Pandi Posted February 18, 2018 Share Posted February 18, 2018 12 minutes ago, Charon said: He did. He did everything from A to Z . So all props to him. Everything and more will be in the upcoming XCE version 0.35 . @Solver If things turns out this way, it reminded me idea of adding some kind of stealth armor with weak combat capabilities, which aliens can spot only with close range than their normal vision range. It is posible now? 1 Quote Link to comment Share on other sites More sharing options...
Pandi Posted February 19, 2018 Share Posted February 19, 2018 (edited) Just some ideas: aliens have different 'visions' for exampe normal, infrared(sibils) and pheromone(xenos). Xenos had 10 normal 20 ired and 40 pheromone vision conbined. Stealth-A armor cuts 70% alien normal vision 50% of ired vision and 20% of pheromonic. So Xenos can detect this armor with normal at 3 range/10 ired/32 pheromonic - so it will be 32 as highest. With tactical point of view stealth-a armor not best choise for xenos missions, but it may be much greater for adrons. :random thoughts: Edited February 19, 2018 by Pandi 1 Quote Link to comment Share on other sites More sharing options...
Mattes98 Posted February 20, 2018 Share Posted February 20, 2018 Hello, I'm having a rather annoying issue with Save corruption that crashes the game. It appears to happen at complete random, but it will always crash the game as soon as you try to load up any kind of Savefile. This happens regardless wether you are at the geoscape or in a mission, it will also crash as soon as attempt to restart the game and click the load save button. It is simply resolved by removing the corrupted saves from the Save Location or deleting them entirely. I have attached a few of the corrupted saves, although I attached only three of them, I had at least 20 cases of save corruption throughout various campaigns, yet I believe I have not even proceeded past Phase 1, the largest UFO yet seen (apart from Terror Ships) being Corvettes. I have both completely wiped xenonauts multiple times as well as remodded and repatched the game to no avail. I am unsure wether it could be related to my system or if this issue is unrelated. Sincerely, Mattes 205.0.sav 213.1_1.sav 205.01.sav Quote Link to comment Share on other sites More sharing options...
Charon Posted February 20, 2018 Author Share Posted February 20, 2018 @Mattes98 what about ditching the saves ? Quote Link to comment Share on other sites More sharing options...
Mattes98 Posted February 20, 2018 Share Posted February 20, 2018 I am unsure what you mean by "ditching" the saves. Deleting them resolves the crashing, but its unfortunately not a permanent solution, neither does starting a new campaign. Quote Link to comment Share on other sites More sharing options...
Charon Posted February 20, 2018 Author Share Posted February 20, 2018 17 minutes ago, Mattes98 said: I am unsure what you mean by "ditching" the saves. Deleting them resolves the crashing, but its unfortunately not a permanent solution, neither does starting a new campaign. I need your OS, your platform and your modloader. 1 Quote Link to comment Share on other sites More sharing options...
Mattes98 Posted February 20, 2018 Share Posted February 20, 2018 I believe these should do, if there's anything else just let me know. Quote Link to comment Share on other sites More sharing options...
Charon Posted February 20, 2018 Author Share Posted February 20, 2018 @Mattes98 whats your antivirus software ? Quote Link to comment Share on other sites More sharing options...
Mattes98 Posted February 20, 2018 Share Posted February 20, 2018 I use Avast, but just as recommended I disabled it while installing the mod. Quote Link to comment Share on other sites More sharing options...
Charon Posted February 20, 2018 Author Share Posted February 20, 2018 Just now, Mattes98 said: I use Avast, but just as recommended I disabled it while installing the mod. Can you look into the chronic if there is anything Xenonauts related ? Alternatively send me the folder where you start the game from. Quote Link to comment Share on other sites More sharing options...
Mattes98 Posted February 20, 2018 Share Posted February 20, 2018 I honestly cant find a chronic in avast, at least not right now. Send the folder as in send the general directory or upload the entire thing? Quote Link to comment Share on other sites More sharing options...
Charon Posted February 20, 2018 Author Share Posted February 20, 2018 2 minutes ago, Mattes98 said: Send the folder as in send the general directory or upload the entire thing? just a pic. Quote Link to comment Share on other sites More sharing options...
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