Mytheos Posted August 8, 2013 Share Posted August 8, 2013 Base doors should not be "locked", we wouldn't do that for the simple reason you could get totally stuck for lack of explosives; must be a bug of some sort. Interesting bug in that it gives me some ideas though...Also, about the "random" C4 explosion, I think I know what might have happened there: if you click on C4 and set the timer, but then cancel the throw, the timer actually keeps counting down... this is a bug, but it's also pretty hilarious. I dont think that was it, I had not interacted with the C4 at all during that mission and neither set or canceled any timers. Quote Link to comment Share on other sites More sharing options...
Chris Posted August 8, 2013 Share Posted August 8, 2013 Were they shot with anything? C4 can explode if destroyed by weapon fire, I think? Quote Link to comment Share on other sites More sharing options...
Ishantil Posted August 8, 2013 Share Posted August 8, 2013 C4 is difficult to set off without a detonator. It can be shot with high velocity weaponry and not go off. Which is one of the reasons it's so easy to use, because handling it is very safe. Quote Link to comment Share on other sites More sharing options...
Mytheos Posted August 8, 2013 Share Posted August 8, 2013 Were they shot with anything? C4 can explode if destroyed by weapon fire, I think? I had one go off by throwing a flashbang at it during an Alien base run today Quote Link to comment Share on other sites More sharing options...
StellarRat Posted August 8, 2013 Share Posted August 8, 2013 (edited) I had one go off by throwing a flashbang at it during an Alien base run todayWas the soldier in question Pvt. Thothkins? If so, I can think of a couple reasons why that happened. Edited August 8, 2013 by StellarRat Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted August 8, 2013 Share Posted August 8, 2013 Yeah, C4 shouldn't be able to be set off by anything but it's own detonator. You can even light it on fire and it'll just sit there, no boom. Quote Link to comment Share on other sites More sharing options...
cody522 Posted August 8, 2013 Share Posted August 8, 2013 So my first alien squadron is buggy. If I win the fight, the game crashes, both on autoresolve and manual mode. If I lose, it's fine. It's an alien scout with 2 fighters. I will have to see if other alien squadrons crash on me too. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted August 9, 2013 Share Posted August 9, 2013 So my first alien squadron is buggy. If I win the fight, the game crashes, both on autoresolve and manual mode. If I lose, it's fine. It's an alien scout with 2 fighters.I will have to see if other alien squadrons crash on me too. Mermel was kind enough to point out to me that if you destroy the fighters and then flee, leaving the scout alone, you can then safely re-engage the now lonely scout and shoot it down. This is a problem with all escorts, as far as I know. An alternative workaround is to turn off the escorts yourself. Browse to your Xenonauts directory and go into the "assets" folder. Open the .xml files with an "AM" in them, either with a text editor or Excel. Find any entries with an "e:" in them and alter their corresponding values to a ridiculously high number. This won't remove any existing escort encounters on the geoscape, merely stop any new ones popping up. Quote Link to comment Share on other sites More sharing options...
Aaron Posted August 9, 2013 Author Share Posted August 9, 2013 That's interesting - so escorts are still spawning? I reduced the chance of that happening to 0 in this hotfix... probably means that value is being ignored, I will have to ask Giovanni to check. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted August 9, 2013 Share Posted August 9, 2013 Yeah. I've checked my AM files, and they do indeed have escort chance at 0, but I still get escorts cropping up. Quote Link to comment Share on other sites More sharing options...
Aaron Posted August 9, 2013 Author Share Posted August 9, 2013 Ah, Ok - I've manually fixed those by removing all references to escorts whatsoever and deployed the updated files to Steam. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted August 9, 2013 Share Posted August 9, 2013 Hotfix 2.1? Quote Link to comment Share on other sites More sharing options...
Waladil Posted August 9, 2013 Share Posted August 9, 2013 Hotfix of Hotfix 2 of Experimental Build 6. I think your version numbering system needs a hotfix Quote Link to comment Share on other sites More sharing options...
Apollo Posted August 10, 2013 Share Posted August 10, 2013 Yeah, C4 shouldn't be able to be set off by anything but it's own detonator. You can even light it on fire and it'll just sit there, no boom. That is not true. Any electrical charge can set it off, thus laser weapons or magnetically charged plasma could certainly cause it to explode. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted August 10, 2013 Share Posted August 10, 2013 Yeah, that is true. Maybe energy damage should set it off then. Ballistics shouldn't, though, nor should incendiary. Quote Link to comment Share on other sites More sharing options...
Chilly Posted August 10, 2013 Share Posted August 10, 2013 Yeah, that is true. Maybe energy damage should set it off then. Ballistics shouldn't, though, nor should incendiary. the question is: does this has to be 100% realistic? if alien fire will set off c4, will anyone still use it? I wouldn't.. great game btw Quote Link to comment Share on other sites More sharing options...
Apollo Posted August 10, 2013 Share Posted August 10, 2013 Any chance of a hotfix for alien bases? currently they can see through walls at all times and will fire weapons every round even though then have no sight of you, makes sniper plasmas extra deadly because they shoot from across the map pierce 10 wall and smoke one of my dudes. My tank has not been having fun against them. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted August 10, 2013 Share Posted August 10, 2013 the question is: does this has to be 100% realistic? if alien fire will set off c4, will anyone still use it? I wouldn't..great game btw My thinking is that C4 should never explode due to damage when planted on the ground. It should be able to be destroyed (like, the detonator gets damaged), but that shouldn't make it explode. It'd be inconvenient, but not super lethal. Quote Link to comment Share on other sites More sharing options...
Xenomorph Posted August 11, 2013 Share Posted August 11, 2013 Any chance of a hotfix for alien bases? currently they can see through walls at all times and will fire weapons every round even though then have no sight of you, makes sniper plasmas extra deadly because they shoot from across the map pierce 10 wall and smoke one of my dudes. My tank has not been having fun against them. This has been happening since forever, we'll get it fixed someday. Use it to your advantage and guess spot aliens on adjacent rooms before you go in. Quote Link to comment Share on other sites More sharing options...
naktos Posted August 11, 2013 Share Posted August 11, 2013 Hi all, I am getting save crashes and the file become corrupted when they crash. It seem they don't happen when you first start the game but like 4 hr in they start. Quote Link to comment Share on other sites More sharing options...
Sherelian Posted August 11, 2013 Share Posted August 11, 2013 How can I switch the loaded weapons on new build aircrafts? I have two Mig-32 which where build after I researched the new explosives and they dont equiped the new torpedos. Quote Link to comment Share on other sites More sharing options...
thothkins Posted August 11, 2013 Share Posted August 11, 2013 Go to aircraft tab, where you'll see one of your interceptors. Select the correct foxtrot form the aircraft you have available, so it appears in the main part of the screen. Simply left click the name of the missile, and a pulldown will appear giving you the missile options available for that craft. Quote Link to comment Share on other sites More sharing options...
Sherelian Posted August 11, 2013 Share Posted August 11, 2013 ah, thx. I clicked always on the icon, never on the letters. Quote Link to comment Share on other sites More sharing options...
Sherelian Posted August 11, 2013 Share Posted August 11, 2013 Recently I got the second time a most annyoing thing: In an alienbase I was in a corridor, which I filled up with smoke-grenades and stungrenades too. Suddenly one of the smokegrenades trigged an great explosion, which killed at least 2 xenonauts and injured the whole squad. As it was an alienbase, it was my elite-squad and I lost due to a strange kind of friendly fire. Does somebody know, why such an explosion occured? Quote Link to comment Share on other sites More sharing options...
Chris Posted August 12, 2013 Share Posted August 12, 2013 Yes, it's basically because the explosive tile spectres were mis-set so they exploded after taking any damage at all (including taking 0 damage). They'll be fine in the next hotfix. Quote Link to comment Share on other sites More sharing options...
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