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brummbar7

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  1. Ya that's exactly what it seemed like. It just really surprised me as the rest of the game seems very well thought out and polished by comparison.
  2. I just joined at that time, browsed around a bit once in a blue moon. Never did any game testing. Didn't get the game till December '14. I'm aware the game is supposed to be 'nailed down' at this point. But I was pretty surprised a forum search didn't turn up any other topics on this. Compared to the rest of the game, base defense is very unpolished. Apparently hardly anybody played it? Or it was unusual to have more than 16 guys total in one's base? I was kind of hoping maybe I missed something about the soldier equipping and someone would tell me what I missed. Some of this stuff, including the extremely critical soldier equipping, would be improved by simply changing some text to explain the situation better, which couldn't take more than a couple minutes to do, so it surprises me it's still in the state it's in.
  3. Ya, I just finally had a base defense mission today. I've had great success with batteries, with even the paltry 2 at my main base destroying like 4 ships over the months that I let get to the base because I wanted to finally try a base defense! Finally a transport made it through. I was however very disappointed on a many levels with the base defense mission. 1. The defense batteries did NOT reduce the alien numbers in the carrier at all, even though the 1 hit from a plasma battery reduced the ship to 41%. I ended up with 19 aliens killed which seemed suspicious since the most aliens I'd encountered up till then was 24 I think, in the base with the commander. Didn't seem like there could have been much reduction for 60% health loss of ship. I reloaded and did it over till the batteries scored 0 hits at all. Same 19 aliens at 100% ship health as at 41%. 2. What is up with the soldier equipping right before base defense? I had my Shrike crew in base, and assumed they at least would be the defenders, right? Wrongo. Of the 10 shrike team and 16 other team members in the base, I didn't get to choose who fought. Apparently the computer picks what, top 16 highest ranking team members? You need to TELL people that during the mission briefing. Luckily I wasn't on ironman or I would've lose half my senior team members. That first time over half the people that showed up didn't even have armor because I thought only the shrike crew was going to fight, and apparently about 4 of them were too low-ranked or somehow didn't get selected. Most had M16s, and 3 had shields and no guns! I would have lost if the 3 alien entry points didn't happen to randomly spawn in the same 3 adjacent rooms in one corner, which allowed my heavy plasma predator gunner to mop up decently. Why on earth do you not give the player a hint as to what's about to happen? "Your top 16 ranked xenonauts [or however it chooses] will fight this battle and you don't get to choose, equip appropriately". Is that so hard? To let the player know which soldiers are going to get to fight? Because it's not obvious. 3. Wouldn't it be logical for the player to get cameras on the base, like after the first 20 turns of a terror mission? I realize you don't want to make it too easy, but it's pretty illogical that somehow I have eyes everywhere in peoples houses and offices after 20 turns, but not in my own friggin base? At least give some flavor text "the aliens have haxed your cameras, you'll have to do it the old-fashioned way!" 4. Despite all these things that *should* have been mentioned and weren't, one thing that *was* mentioned - too much damage to the base will result in structures being unusable - doesn't even happen near as I can tell. One of my quantum labs got absolutely mauled, but I couldn't see any difference. Does like, every single piece of scenery have to be reduced to rubble? To judge from other posts I've seen this is a well known non-event. But it was disappointing and you may as well remove the warning text if it's not true. 5. I can't close my own doors in my own base? Really? REALLY? At this rate I'd rather fight the aliens in their own ships and bases. I can deal with most of that, but the soldier selection thing is unforgiveable. It makes no sense and flies in the face of everything the player has encountered up to that point. I'm still not sure if it selects them by rank order, or some other weird priority. Is this really how base defense is going to remain?
  4. Ok, I got this file to reproduce the error a few times. Use Markova to shoot the Andron a couple times, make sure you hit at least once so it faces you, and then run onto that pad. If you only shoot once she'll beat the andron's reaction. But you can run back up and down until he fires, as long as he fires when you're trying to leave, not arriving. 2nd edit: also, it wasn't the alien that was teleporting. Markova trys to teleport, but the Andron reaction fires at her while she's on the pad BUT before she actually teleports. She then remains on the pad, and the game is locked up. Mission 1.sav Mission 1.sav
  5. Ya, mistyped that. 16gb. Drages, ya, I assumed that was the problem. But I don't run any mods. SO I was thinking there might have been something forgotten or changed in the general 1.5 update. Wanted to give somebody a heads up.
  6. Windows 7 ultimate, x64, 16 ram. Just had xenonauts freeze when I had a xenonaut teleport to upper level of battleship, walk one step off pad, fire at alien, hit but not kill so that alien turns around and faces me, then I move the one step back to pad, xenonaut steps on pad, alien reaction fires (and misses) *before* xenonaut teleports to lower level. At that point the xenonaut remained on the upper level pad but I could no longer select them, or any other xenonauts, could not go to the game menu, or do anything really. Had to kill it in task manager.
  7. So post-1.5, I stunned a harridan, and happened to take shelter over his body. Next turn tried to go to inventory to switch back to rifle and game crashed. Did the same thing several times when I tested it out. This only happens when I'm over the alien's corpse. I move one square away I can go into inventory fine, and even while over alien I can switch grenades. He had, I think a battle rifle maybe? I'm not so good at tell them apart from their in-the-field graphic. I attached a save file. The soldier is Conk. Here's the windows event report, if it means anything: Faulting application name: xenonauts.exe, version: 0.0.0.0, time stamp: 0x54bcfdd4 Faulting module name: xenonauts.exe, version: 0.0.0.0, time stamp: 0x54bcfdd4 Exception code: 0xc0000005 Fault offset: 0x00249e70 Faulting process id: 0x10fc Faulting application start time: 0x01d0398ed7e55245 Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\xenonauts.exe Faulting module path: C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\xenonauts.exe Report Id: 2915a9a8-a582-11e4-9379-e840f2e272b7 I've got 16mb ram, windows 7 ultimate 64 bit. Quic.sav Quic.sav
  8. Ya, soldier loadout is too dependent on strength, and the soldiers I bring dependent on mission. I tend to bring at least 4 newbs on easier crashsites, and they're often lower strength, some can't hardly carry more than extra ammo. Terror missions and base assaults can be more loaded out with veterans, who can carry a large kit. I definitely agree there should have been a 'strip finite gear from unassigned' button. I have no idea how that did not make it into the base game. On non-iron veteran every alien base assault was destroyed by base lasers. That probably has to do with the fact I have 3-4 base lasers in every base. The upshot being I have gotten 0 use of my backup base-defense squads so far and so far don't need unassigned people kitted out. Which is good since they would have been WOEFULLY underequipped. This is my first game though, so maybe late game base assaults are more dangerous?
  9. <p><p>Welcome to the forums !</p></p>

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