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FranTorres

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Everything posted by FranTorres

  1. Hi there it's been a long time lol. I'd like to know where to edit how much work can the engineers put each hour of their manpower hours... so I can produce things faster Also any other method to increase production would be great! other than editing the buildings to allow 1000 engineers lol Cheers thanks in advance!
  2. I've just had my first couple of hours playing Wasteland 2 Director's Cut and it was a huge huge improvement over the base game, I thought that this kind of engine would look amazing on Xenonauts 2.
  3. Is it me or the game marks an andron officer as a leader to capture even though there are NO other lifeforms in the map? well there were 3 harridans but those were simple troopers by the color blue of their uniforms. Anyways yeah it's quite impossible to baton down an andron, just had one surrounded and beaten Rodney King style and that guy won't go down... maybe that notification about the "there's a leader in this ground mission" is a bug?
  4. We all used them to secure our asses from backstabbing chrysalids ^^ I'd love to see a mine type like in X-COM APOC, would make more sense than a proximity grenade... a simple handheld mine.
  5. Hi there I did just cheat a bit (yeah no I cheated a lot) to get enough funds to plant bases in order to cover the world. So far I've been sticking with the "golden rule" of 3 bases is best and here is my picture, I also added a 200 extra range per level of radar coverage just in case you were wondering why the ranges were a bit bigger. So then, where do you guys build your bases, how many, why did you chose those locations? here are mine. I chose to protect most of North America since their funding is better, then I went to protect most of Asia/Europe and Oceania... kinda forgot about the kiwis though lol.
  6. If you create that I will use it like I used those shields in XCOM APOC, I'll equip 1 on my hand and 3 on the backpack and will have the effect of 4 shields.
  7. This has happened to me a lot actually, sometimes when I close up that pop-up screen it shows that I can manufacture a new item. I think it's just the xenopedia not being complete yet.
  8. Is this one save compatible with the hotfix 5 or do I need to restart?
  9. Yep, regeneration should be a trait given to very few aliens. How much health does a Caesan have? I feel like they're tougher than my average xenonaut, they should rely on tech to evade damage not on any natural or inherent abilities/resistances. They were supposed to be the equivalent of UFO EU sectoids, nice handling of tech, nice aim and cone of view but below average health. So far I've encountered the same problem that other users have stated, the ballistic assault rifles lack a bit (just a bit) more of range IMO as well. I can't keep up with the drones and the constant suppression fire if I can't at least return fire effectively... it feels like it needs some nerfing. So far no problems with the alien specialists but I don't know if this may be too much micromanagement, I kind of like it but it may make the mod harder especially if you miss to capture them early in game and they get too many options in armor or weapons... kinda like when playing XCOM Apoc if you missed the first alien ufo (scout) it would be nearly impossible to capture one later so the whole tech tree would be stunted. Do I need to wait until the Corvettes to get the basic air armament? so far I've been either unlucky or lacking attention since my fighters still have the basic payload. And can't seem to get anything new to research since most UFO I down are literally burning and full of holes. Keep it up mate! will try and get terror missions or alien bases to keep testing on diff saves
  10. I'll give it a few hours this evening because I really wanted to test the gas grenade on this version but I am getting low amounts of Alien Alloys, I'm just unlucky, the few UFO's I send to the ground are heavily damaged. I wanna test the gas in both interiors and exteriors because I use to open the UFO doors with the shield guy and gas the interior and let them "marinate" in sedatives. Then again shock as you said were extremely useful when I remember using them against Sebilians in the vanilla. And will look for the injector. By the way, how many diff alien unit types are? I mean the new ones like the medic, the arms sergeant, the pilot etc...
  11. Nah the pace of the mod feels nice, the hard part is getting the aliens alive without gas because batoning them down is a serious risky strategy in this mod now, I just hope I don't have to capture a praetorian alive or I swear I'll make stun gas rockets and equip one on each of my soldiers lol. What I meant with the gas grenades is... why would they require alien metallurgy? can't we humans, as species, manage to make them without alien alloys? at least the very basic ones.
  12. Still early but I have two separate games saved with different cfg files. On one I have supersoldiers and lots of money and I just keep doing all crazy stuff to find possible glitches and the other one is a normal save with normal soldiers, I get reasonable amounts of casualties and damage now... much better balanced, so I'm still at the "laser stage". Drones and Praetorians xenomorphs shouldn't be able to regenerate, they do have too many advantages, resistances+high health+high TU's and decent damage on top of regeneration. Did you make the gas grenade craft code? why does it need 1 alien alloy? Only reason I can find is because of balance, because I for one used to carry at least 2 of them on each guy and gas the interior of the UFO.
  13. I've experienced that they have a "terror unit" pattern, they first go and kil all civs and armed civs then they target the xenonauts, I'm starting to believe their purpose is to lower your mission score by killing the neutral units. My advice? flamethrowers and rocket launchers, I can't get to save most of the civs because they're extremely fast and of top of that they do regenerate and have resistances. But I love how they troll me.
  14. Nice, got to play a bit with the hotfix 5 and caesans aren't as dangerous as before, that heavy plasma barrage was deadly. I lucked out and I was able to corner a xenomorph with 3 of my baton guys, all of them wearing jackal armors, they took a lot of damage but I baton'd down a xenomorph (I feel like the Predator lol) and I laughed when I saw the tech description "not very dangerous not a threat". 10/10 Anyone else being able to confirm the decrease in TU's when shooting at aliens? I mean I got the next gen shotgun, in the description it reads clear it's made to confront reapers and/or xenomorphs and they still absorb quite an amount of damage before going down, I'm talking resistance not health points. Great work with the caesans, now they pose a threat but a better balanced threat... I'm now gonna keep hunting sebilians to check this a bit further. keep it up mate great job!
  15. I meant if given the exact same conditions lol in the rare scenario where you wanted to kill an elephant and you had the chance to put the muzzle of the 12 gauge next to its skull. Thing is that as of now we have to concentrate a LOT of firepower to take down any single aliens. So far I have been only able to take one caesan non-combatant alive, after having to suppress him every turn with flashbangs till one of my "baton guys" got close enough to show the guy some love. Could you make the batons less bulky? is it just me or they should be 1x3 instead of 2x3 in the inventory grid? Also, xenomorphs are the best trolling alien units ever, with their humongous amounts of TU's they calculate your unit's combined cone of view or field of view, hit you once or twice and then run and hide in the spot that none of your xenonauts can reach. Dude they're smarter than me... it's starting to hurt my feelings hahaha.
  16. Yeah I meant energy as in a measurable strength either in joules or in newtons, no matter how tough you are unless you're wearing some heavy duty protection no living organism should pass a certain threshold when it comes to resistance. I mean, you can pretty much deliver a fatal blow or a killing blow with a shotgun to an elephant if you're close enough (if he doesn't stomp you to death lol) but for some reason xenomorphs, caesans and sebillians are like "Oh so you spent 3 turns calculating how to get close to me to put the cannon in my mouth and pull the trigger of that shotgun 1 tile away? well I have bad news for you either". And lol yeah I'm just using rockets and flamethrowers and C4, I'm losing lots of alien tech due to everything being blown up but it seems to be the only way to keep a decent ratio of enemy casualties vs xenonaut's ones. And yeah... they resist a grenade, a frag grenade thrown at their feet ;_;
  17. C4 is the key here, rocket launchers and flamethrowers... so far I've found the next gen of ballistic weapons almost useless, they lack range and firepower, and the shotguns are supposed to be extra effective against xenomorphs since they fire "burn shells?" well... they keep resisting even at close range. I know it's a sci-fi game but come on, we gotta respect the laws of physics here, the amount of energy delivered at close range (1 tile away) should be enough to shatter a "basic" alien or deal extreme damage to any living organism... I'm just firing rockets and sniping, it has proven the most effective way to deal with enemies... that and fire, always kill it with fire lol.
  18. I think he meant the general pace of the game, invasion won't escalate as quickly, and nope... not a single problem here so far not even a CTD. But ehm is it me or the alien heavy plasma is the ultimate weapon? they deal 50 damage per shot, extremely accurate at even the longest of distances... I lost 4 of my xenonauts to a single Caesan kneeling behind a barrel shooting with that like... 30 tiles away?
  19. Downloading who's doing the artwork? is that the new intro/splash screen? looks amazing dude, how come everyone can do stuff like that and I'm only good at giving my position away so I get my helmet popped by a Harridan?
  20. Is that really a good idea? I've done this "cheating" thing and added lots of money and uber soldiers and high capacity buildings with like 300 scientists and stuff just to check and test the depth of this mod. Aren't there too many weapons? diversity is good but it feels like... I don't know the whole point in putting so much effort in R&D and the manufacturing process is that you can count with a really reliable weapon for your troops, I'm loving the stun guns since some distance was really needed sometimes to capture some of the tougher guys and the baton takes too much space... but... why don't just simply put things in a military way? make ballistic weapons reach tier 2 or call them Mark II ballistic tech and increase their damage output? wouldn't it be better to have them be REPLACED instead of creating a whole new tech-tree? I have so many options and the aliens in a single mission are so varied that I have to have 1 of each weapon for each kind of enemy, an EMP gun for androns, the Advanced ballistic ones for the melee type, the lance type for the harridans and/or caesan. The moment you lose the xenonaut with the EMP gun and you face the androns inside the UFO you have to drop the other guns and retrieve the gun from your comrades dead body or risk getting all your shots resisted. It does really feel like Fallout tactics, but this game engine and style is not the same, I remember playing FO Tactics and you're right this mod suits that kind of gameplay... 6 specialized guys with different weapons to accomplish an objective. But this is more like a "large scale" military style game. I ended up mostly ignoring the new weapons (a real shame they look amazing) just because I felt I needed to put a proper order in my line of fire when facing aliens, I'd rather have all my troops equipped with the latest laser tech than risking the whole operation based on different weapon damages and resistances... The idea is amazing but it feels more like a D&D approach and I'm not quite sure it fits this kind of game... So to sum up: Loving the alien variety on tactical but not the way they resist or are somehow immune to some types of damage. I certainly enjoy having to check for the xenomorphs just in case even while I'm being sniped by harridans, but I've been 1 tile away from a "tier 1" xenomorph, shot it 3 times on burst with AP weapons aaaand he resisted most of it. The A.I. IMO is the best thing here, they're deadly efficient and know how to troll you and hide and hunt you. 10/10 There should be some kind of revision when it comes to micromanagement, now that I've seen the vast inventory and research tree I'm positive some techs should have a common tree or some pieces of equipment should get replaced instead of brought into the inventory as another item to choose. Sorry for this enormous wall of text lol, keep it up this mod definitely works up but like everything in early stages it needs some refining but so far is looking good, thanks for investing all this time so we can get new toys to kill aliens can't wait for 0.98
  21. Keep it up mate this is a nice mod, that one issue you've mentioned... yeah it's true, I thought aliens were made tougher to capture on purpose but I just tried using gas grenades on a Caesan and I threw maybe like 6? some were resisted, some dealt stun damage, thing is I ran out of grenades aaaaand I ended up having to kill it Other than that it's ok to take your time, there's no pressure here we're actually enjoying some fine creativity here so again keep it up mate
  22. Maybe if you upload a separate branch that's exclusively beta or for the purpose of testing/hunting bugs, we could download it and well if I get some time hunt for some bugs, so far this version is quite reliable and stable or maybe I'm just being lucky. You know we could just start the config with lots of money, buff up the soldiers min and max stats and edit the buildings so they're amazing aaaand hunt for bugs. It could work...
  23. I just un-rar'd it, applied the patches, moved to the mod folder and activated it in the launcher. Not a single problem, as far as I have seen it's really stable... they will kill you, a lot... but it's stable.
  24. Nice work, I mean it does really makes a difference. Trust me. One question though, I remember when playing Hellgate (I'm just trying out every mod) the easiest way to defend my base was most of the time to use flamethrowers to create a path that enemy A.I. wouldn't cross, even if they were big praetorian aliens and they had huge resistances to it. They would open the doors, see the flames and started to trace back a new path which gave me time to land a few reaction shots on them. Is there a way or would it be possible to make them aware of this? I mean if they benefit from a huge percentage to fire resistance, would it be doable that they risked crossing that tile that's currently on fire? (is this the right place to ask these things? I can move to the right one.) anyways thanks.
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