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V19 Experimental Build 6 hotfix 2


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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.

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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.

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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.

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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 :)

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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.

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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.

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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.

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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.

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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?

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