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  1. Today
  2. It's taking 7-zip a long time to extract the .7z version of this mod on my PC. I wasn't sure if the problem was on my end or if this is normal. Is there a way to download a .zip version of the file so I can try that?
  3. Yesterday
  4. That's cool Kouki, I understand. I'm eagerly anticipating seeing Androns in the near future!
  5. I like that. Consider make Sebilian heal when bite. Then suppress Sebilians AI "shoot civilians on spot", rather use unarmed civilians as healing device. They could also eat fallen humans to get full HP immediately and boost TU for 2 rouns while glowing their eyes. Consider alternate Servitor drone, the Defender. different texture shade is enough for graphic,Instead of healing friendly, servitor shoots down opponent throwabless (grenades, smoke nades,flash-bangs, ...) with 100% chance as special type reaction fire. Special reaction fire always happens Whenever grenade is incoming and servitor has TU he shoot it down. He has also chance 80% shot down Hvy projectile or MARS rocket.
  6. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them. Secton eyes now glow when Psionic Triangulation is active. Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them. Fixed some display issues users could experience if using multiple monitors while mirroring one or them to different screen. Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
  7. Hello. I love playing Xenonauts and have not checked out the Early Access for Xenonauts 2 yet. I was looking through the Hooded Horse wiki and saw no mention of a burst pistol, submachine gun or carbine. Will those exist in the complete game?
  8. Last week
  9. Hello! Some time ago I enjoyed the mod a lot. Today I was trying to install it on new PC (windows 10). Installer says everything went successfully. But the launcher and the game itself is unchanged, everything is vanilla-like. I did itstall XCE and launched and exited game properly, have no other mods installed, disabled anti-virus. Windows 10, steam version. Any ideas what may be the reason and the solution? Looking forward for your response guys, realy want to play this waesome game and wonderful mod.
  10. or update a wiki. The Official wiki is hopless. https://hoodedhorse.com/wiki/Xenonauts_2/Xenonauts_2_Official_Wiki I dont understand why hoodedhorse is taking money for nothing.
  11. Hi loving the mod, just playing on NG level, just a quick question: Should I allow a terror ship to land in phase 1? Is there any operator/specialist I can only get in a landed urban terror mission, rather than from the UFO raid? Will I be able to capture all the same stuff? If I don't have to do the urban terror mission to get all specialists, I'd rather just shoot them all down and get all the terror ship resources I can, right? I'm guessing in later phases it'll be much harder to shoot down extreme ships and I'll be forced to do urban terror anyway?
  12. Somebody should post a complete tech tree.
  13. This idea would solve the ridiculous situation when most of your soldiers are generals. It looks like an army of banana republic. 10 generals, 3 colonels and one soldier. Re-thinking a system of promoting into a classic pyramid (one officer has at least three subordinants )would solve a lot of issues.
  14. We've now released our Milestone 3.6.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.3.0. Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter. Balance Changes & Gameplay Updates: Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2. Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI). Wraith autopsy research project no longer incorrectly awards $100k on completion. Fixed soldiers being unable to crouch if another soldier was already moving. Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions. Bugfixes: Fixed the entire screen permanently going black when a unit fires a weapon in the tactical combat for some players. This bug was linked to the "camera shake" setting, and some users had disabled that setting as a workaround - if so, you should now be able to re-enable it. Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen. Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination). Fixed an AI hang that could occur during the enemy turn in the tactical combat. Fixed the exterior walls of the office on the Cleaner Data Raid missions displaying black on some systems. Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base. Fixed the heal animation not displaying properly. Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing. Fixed the aircraft transfer duration repeating a second time after completion, taking twice as long as intended. Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead. Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour. Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial aircraft deployment phase. Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon). Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves. Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker. Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers). Fixed a Boreal log pile that had a graphical glitch with one of the logs.
  15. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed large amounts of text not appearing correctly in Chinese languages. Fixed a large number of text lines being vertically misaligned in non-English languages. Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa). Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items. Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier. Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting.
  16. Well given that there needs to be room, so a soldier can improve their stats, and so this is tied into the rank promotion system, and as I have seen you can have a number of soldiers with the same rank, that is not very Military, the whole purpose of the rank structure is that their is only one leader in a section at any one time, but this is not what is happening in this game. There might have to be a re-think in this system, that re-flecks the real world, but that is probably not something that is going to happen soon! What I would like to see, is soldiers progress though the ranks, and not be directly connected to the personal individual stats, so your stats would improve over time, but the rank structure be based on other attributes. Just a thought!!
  17. The stats are low for gameplay reasons; it's important to have space to grow. If you start with skilled soldiers then it removes a large amount of progression from the game, and would make it less fun. However, the stats of starting soldiers will be something that can be modded when we get the mod tools done, so if you'd prefer to play the game a different way you will be able to do so.
  18. I'd like to see these stats beeing customizable and I therefor suggest the following: 1) Customizable Stats Randomizer: - include two sliders and or number entry fields under customizable options, for: (A) the avarage starting number, say like "55" for example (a number between 30 and 100) and (R) the randomizer, i.e. a function that rolls a number between zero and the number "(R)", say like "11" for example, which then is also randomly either added to or subtracted from (A). example: (A) +/- (R) => stat 55 +/- random11 => [a number between 44 and 66] 55 - 4 => 51 TU 2) More Authentic Default Stats: - adjust the default stats for each difficulty, In order to make them Xenonauts more "authentic". examples: Author's choice (what I would opt for) (diff 1) 66(A), 6(R) => 60 <> 72 (diff 2) 63(A), 9(R) => 54 <> 72 (diff 3) 60(A), 6(R) => 54 <> 66 (diff 4) 55(A), 11(R) => 44 <> 66 or (if you really want to cap it at "65") (diff 1) 60(A), 5(R) => 55 <> 65 (diff 2) 58(A), 7(R) => 51 <> 65 (diff 3) 56(A), 9(R) => 47 <> 65 (diff 4) 54(A), 11(R) => 43 <> 65 or (if "66" is also fine - for nicer numbers) (diff 1) 61(A), 5(R) => 56 <> 66 (diff 2) 59(A), 7(R) => 52 <> 66 (diff 3) 57(A), 9(R) => 48 <> 66 (diff 4) 55(A), 11(R) => 44 <> 66 3) A Re-Roll Function: Whenever I started a new campaign, I did "create a save after troops sorting, recruiting and basic first steps, then exit to menu and restart all over" many times, before I finally commited to one of those saves, just to have an (for me) "acceptable" starting roster, which I did sometimes commit a whole day for doing so. - I therefore also like to suggest to include a re-roll function in form of a button that is only availlable for the very first in-game hour (or so), which will allow to reroll the starting roster, without having to restart a new campaign as described aboth.
  19. Most Defense Forces, has a minimum level of fitness, and that is just to a basic soldier, if you want to enter the more Elite Forces, you must obtains a higher level, so as to complete the hash demands, that that training requires, so sending troopers with states that would make it hard for them to even get out of bed, seams a little silly, so WHY...!!
  20. I know it's probably a bit late, but could it be possible to sidestep the Unity asset packaging by adding a bunch of "empty" assets to the game's shipping version, which are then selectively replaced and associated with given modded content? For example: assets1.pak now includes "empty1" through "empty255". The mod manager "hijacks" the asset loading pipeline by injecting the actual modded assets in place of the empties at runtime, associating them with the correct files (.json i assume?) for the new weapons/items. I'm a total compsci beginner, and i know this "solution" is probably MEGA scuffed, but i'd love to get the ball rolling on my own modding project.
  21. Thanks for the bug report, yeah the bug does happen whenever you double-click on a soldier in the Armory, and then double-click on another one. We'll get it fixed. As for starting soldiers getting lower stats then before (after the patch which lowered the max starting stats for soldiers), I suggest making a feedback thread on Xenonauts-2 General Discussion - Goldhawk Interactive so Chris can see it
  22. Thanks for the reply! We're still unsure as to what's causing the issue as zooming in seems to work alright when we tested in on a drawing tablet. Although to be honest this one might take a while to get fixed as it is a bit lower in the priority of the stuff that we need to work on the game
  23. As an alternative to the "automatic battle", it does not look bad. It resembles the mechanics of the game "Heroes of Magic and Sword". There are immortal heroes in this game who participate in the battle, but cannot be killed in battle. And there are troops who are suffering losses. Only immortal heroes can raise the level of development and accumulate experience.
  24. Description: Stat changes incurred as a result of adding and removing planned gear for unassigned soldiers is not immediately shown. What Happened: I was assigning the highest TU soldiers to dropship while removing gear to eliminate any weight penalty. The stat changes were not reflected immediately. Further information: Selecting another soldier and then reselecting original soldier will update stats to correct values.
  25. Yes I know, and that should not be, the program can to set to a range of parameters, that would and should give better states than what you have received, as they should be around 65 to 75, as to be able to go through the physical demands, that entree into these Special Forces demand. It is probably and over sight on their behalf, an can an should be rectified...!!
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