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VaeliusNoctu

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  1. I see ok...but i like your ufopedia and see them expanded is nice too...cant wait to read the stuff.
  2. Nice...do you Plan maybe add more Races to the Game? I would love it to see the Snakemans Floater or, Aetherer ingame from UFO e.g source: http://ufopedia.csignal.org/ufopedia/aliens.php
  3. I play actually the CE 31HF nice Mod. I wished i have the skills make such a MOD if yes i would invest time in it.
  4. I made one more playthrought after the new Patch (Veteran difficulty). Here my feedback: -The PSI Abilitys are Balanced now it seems my High Breath Characters Resists often enough. But some PSI for Xenonauts would be nice even only PSI Defense abilitys. Aliens can still use PSI from inside UFOs without LOS. -KI now uses Buildings and Roofs etc...very good!!!!! I wait so long for. Now the game needs some Maps with Focus on more Buildings and Explore them to hunt aliens down inside. I love more Woods, Farms etc..but a Mix would be nice. -Terror Missions still hard but better Balanced Gratulation! The Terror Missions needs some fresh Maps. Some Buildings with 6 or more Stages. And Bigger Maps. Different Maps: Terror missions in Military Outposts, Research Centres, High Schools, Facilitys etc some Levels with Focus inside a Building. -Grenades Kills my Troops with Sentinel Armour and max HP WOW. Normal? -Base Missions was though but fair now. I would like to see more different Templates for Bases. I like that i can shot the Locked doors and make alternative routes through the base. -The Teleport Aliens Acts often stupid. Teleports in my Team and i can easy Kill them in my Turn from a save Spot -Again i love your Xenopedia and the Story!!! -KI its better now but dont "cheats" anymore -By far better Economy!!! I do some failures in Economy Strategy and cant Build a third Base. That lasts the complete Gameplay i realy must look for cash to survive -good Job! The Game feels now rounded and complete i love the result. My suggestion would be add some Ambience Sounds: Birds, Wulf and Wind for Woods, harsh wind and or Storm for Arctic, Cars and randomly Screems in citys, Deersounds at Farms^^.
  5. Got it, i must start a new game then the Pictures appears. WOW very nice Feature every Mission Explained with cool Pictures and every Alien Class have its own Text and Picture.
  6. Hello, yes i have the Version 0.31 HF1. I have Selected the Lore+ 1.0(+X:CE Fixes) and its activated. Do this Mod change the Xenopedia Entrys and add this Pictures from you? The ones where i see the List of all Tier Aliens with Ranks and descriptions? Or this Mod changes only the look of the Aliens on Missions?
  7. Hello, i installed the Community Patch and have a question. Where ingame i can found the Pictures i see in the Spoilers? This Alien Classes? I found only the Standard Pics in the Xenopedia.
  8. How Long now to the Final Patch? So we no longer get Patches that break savegames? mfg VN
  9. I have some Questions: -Chris say no further Features, means that you dont plan to add PSI Skills for Xenonauts like in the old UFO and the X-Com Ufo from Firaxis? Thats lame. This was a nice Feature bevor so muuuuch jears and you cant implement it in a game, now, dozens of jears later? lol -Whats with the Special Bases (not the normal bases, was a new Feature in UFO Terror from the Deep) Ok thats not realy important. I have forgot the reason of this bases. Was some hard to find Artifactical Special bases, very rare. -Do you Plan add other languages as Standard? -Is the Final Mission now complete (more then a Victory Screen) in the Old Ufo after killing the "Boss" you get around 10 Pictures with Text (you Speak with the Alien Mind that offers you something, he tells you that he was the creator of the old Pyramids etc...yeah lame^^ but i like it^^and Bam you kill the Alien Mind...) btw the Final Mission is a bit booring, only few Huge rooms filled with Aliens? After all the work to come so far i hoped for something Special. -Hopefully no further savegame breaks?!? I thought its Standard after a realese Build that Patchs dont breaks a savegame (or missunderstud i something?) -What is with different Alien Classes? In the old UFO you can capture: Doctors, engineers, scientists, and technicians I hope I have not forgotten. From doctors we have a by random: get Autopsy or information about a survivor Alien, also info about the food, medicine, the aliens (which was mostly "technology" which served only the atmosphere and no purpose fulfilled) There was a handful of technologies an insight into the culture of the aliens and their way of life was. Alien Entertainment, food, etc. .. From engineers you got info about the UFOs From technicians about the inner workings of UFOs (drive etc) and by the robots of the aliens Scientists, which I have unfortunately forgotten, were probably technologies. Most of those were just the information simply enriches only the Ufopedia to nice stories, but sometimes something useful. That's what I sometimes miss most, it just was fun to dive deeper into the culture of the aliens. After all the criticism. Class work, I like your game. I have not had occasion the "new" terrorist missions to test (which for me was always the stumbling stone) but otherwise your game the best UFO successor by far. No unnecessary exaggerated 3d graphics, no lame stripped down version (at least almost ^ ^) and I LOVE the Ufopedia. The story is cool, powerful alien leader prevail over the entire galaxies. It still lacks a bit of oomph, then it would be perfect. I hope that will come. A UFO without more background (eg culture Technology more Story Elements and nice Pictures for the Ufopedia for more deep Ambience) and PSI soldiers, different alien classes etc. .. would just be missing something. Nevertheless Good work and congratulations on the realese. SEMPER FI!
  10. @Chris I get: atachment.php file after download the savegame and btw where i must copy savegames for xenonauts?
  11. Nice Patch, only Thing i hope its not a Problem was the reduced rifle range. Brilliant i found this changes: (you realy playd the game and get the Point) - All UFOs of Landing Ship size and above have had their crews reduced and their AI scripts mixed up a bit - Caesans no longer bring more than two psionic units to a battle (Battleships previously contained up to six) - Cruiser and Battleship Terror Sites have reduced numbers of aliens, and less aggressive aliens Thx too that you FIX this annoing Bug that late game 90% of all Aliens have AOE Weapons. I was not so far in the game like bevor, but atm its well balanced, the Aliens use different weapons. I cant wait Play the new Terror sites, hopefully i like them now.^^
  12. I have in Crashsites a Bug, allways a PSI ability from a Preator hits (not the projectil) the Game crashes. I can load my savegame and the game continiues after the Preatior misses with his PSI ability. I dont Test this with the other PSI Races, but if that happens too there i write it here.
  13. @Chris Do you Plan to make PSI avaible for our Soldiers? Like in the Old Ufo: http://ufopaedia.org/index.php?title=Psi-Amp. Would be very Interesting. I remember that i must in some of my playthroughts remove above 4 Soldiers from my Team and build new Team Members up to not get overwhelmed from the Alien PSI. My target was allways 2 Super PSI Soldiers and the others with a good defense.
  14. I reload my Geoscape savegame and in a new Landing Mission (UFO) the Game crashes in the Alien Turn.
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