Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. ApolloZani

    UOO-1 Fan Report

    Interviews: Engineer Subject is a 210cm (6'10", measured in exosuit) harridan, isolated in an airtight, faraday caged, high-pressured sulphur hexafluoride atmosphere. Dr. Eze leading, communicating through microphone and video. Excerpt begins 35h01m into recording. Dr. Eze: "Its sentences require some kind of identity checksum." Dr. Miller: "Which is easy enough to fake, we just don't know what a superior sounds like." Dr. Patel: "That's more progress than yesterday. How's our vocabulary coming along?" Dr. Eze: "Slowly." The recovered subject only understands one language and, unfortunately, it's the most used alien language we've had the least success translating. While it's more than willing to answer any question we think to ask it, the most common response amounts to, "look it up." Since we neither have access to the alien's databases nor most of the knowledge a harrdian is implanted with when cloned, much of this report comes by way of indirect reasoning. When it first woke up it began cutting its way through the alloy platting of its containment. Only one command was needed for it to repair its own escape attempt, it then deduced the purpose of its room and began sealing itself further. Friction welding the doors shut, flattening rivets, and marking microfractures for further work before we located the proper command to stop. Testing in this regard was put on hold until a sufficient vocabulary was built, done primarily by asking the subject to identify various objects both alien and human in origin. When testing resumed, we discovered it can fix anything. Engineering was consulted early on and they offered several of their own tools, machines, an engine, aeronautics engineer Mr. Musk's belt, and a microwave from the staff lounge. Given time and materials, the subject not only restores any given device's function but begin making improvements. From reinforcing alloys with ceramite to molding a far more ergonomic belt buckle than any on the (failing) markets today. As unwise as it is to make use of technologies built by a captive alien we have trouble communicating with, some of the changes are benign and simple enough that several personnel have recreated test footage themselves. Without authorization. This no doubt presents an invaluable resource, if one that requires constant vigilance. We are entirely outclassed here and mapping enough adjectives and verbs to direct its abilities may not even get desired results. It has one idea in mind per device and has difficulty adapting designs. Although Research has learned of no less than sixteen ways to build a plasma weapon out of household materials, we are no closer to understanding the principals of its operation than when the first pistol was brought in. It does not explain itself. It simply is.
  3. Today
  4. ApolloZani

    UOO-1 Fan Report

    Interviews: Officer Subject is a 136cm (4'5") caesan, isolated in an airtight, psionically shielded room with invasion standard N2/O2 mix. Dr. Patel leading, communicating through microphone, alloy glass, and PSIAC-6. Excerpt begins 0h36m into recording. Subject: "Impressive progress for fragments, the others took far longer." Dr. Patel: "What others?" Subject: "You've met their sequenced children. This question serves no purpose." Dr. Patel: "You've said that before, can you tell us what purpose questions should serve?" Subject: "Ones which will lead to your rule of us." Cooperation began with seemingly forthcoming, if cryptic, information with resistance to any form of useful elaboration. Military and technology oriented questions were stonewalled both through verbal-visual communications and text based PSIAC transcriptions. Attempts to coerce through positive reinforcement occasionally achieved minor elucidations, but only when met with unique stimulus. The removal of limbs and other similar techniques only produced the desired effects once, after which the subject adapted and no longer showed signs of fear, pain, or disgust. New developments were required. Psionics are fundamentally one way, they cannot be used to read minds any more than a recorded speech can have a live conversation, but there are ways around this limitation. Though psionic influence is believed to be short-term we have no way of being certain about that (hence why field teams are often kept in the dark regarding sensitive plans) and so Research did not risk themselves or anyone on-base with direct contact. Members of the general population where selected for their psionic intuition. Conference with the subject was hardly pleasant on both sides. After several poorly conceived escape attempts from controlled members and resultant behavior that could only be described as maddness in the subject it, worryingly, proved an eager participant. Offering advice and direction that we first took as subversive to the exercise yet provided the most fruitful results. It wanted us to succeed and as of this morning, we have. Several keystones have already emerged and so this report is simply a preliminary, beginning with the most important: Caesans are best described as officers and are not the true leaders of the invasion. The subject in containment is more than six hundred years old and has been involved in numerous invasions of other civilizations, some more advanced than ours, others much less so. Its species was chosen as ideal commanders capable of enforcing their individual will across countless species. Elimination of an officer in the field will likely result in panic of their subordinates as well as frenzied actions of their less trained castes (reapers in particular.) While not privy to the individual mechanisms or technologies of this war, it believes in a greater design in which we are culled and breed for our psionic potential to take our place as the generals and admirals of their leader's next invasion. We obviously cannot allow this to happen. Not only will it represent billions of lost lives but the autonomy of our entire species. Special note: Conference has requested becoming a permanent division of our organization. They would require their own facility if you accept their petition. Research believes their agents would be far better assistants than our soldiers to Liaison, speed up these kinds of analyses, and may one day be our best choice for psionic operatives assuming PSIAC becomes field viable. Their only condition is that the cesean officer remain on-site as their teacher, a risky prospect yet not much more so than allowing returned soldiers access to entire base.
  5. Yesterday
  6. Alienkiller

    Suggestion - Secret alien operations

    Such a Mission-Type is in the last Betas implemented for a 3-Men / Women-Team on the Geoscape in an easy ground-form as an placeholder. Your Idea to give it more Potential is very good and I agree, that X2 need more of that.
  7. Greeting from Ukraine. Sorry for the mistakes in the text. I think that secret alien operations in different cities around the world will bring diversity to the daily affairs of a xenonauts. The idea is to create a new kind of alien that can hide among humans and conduct various experiments on them. There are a certain number of intelligent aliens of this type (let's call them generals), each of which operates in one of the cities with a certain number of their clones. Their activities interfere with our development, reduce funding and eventually begin to create hybrids. We need to hire spies, keep in touch with different regions of the world to conduct spy missions there and protect cities from propaganda. Perhaps with the capture of several generals, we will discover the details of invasion or new technologies (such as the genetic modification of our soldiers, as in Xcom Enemy Within). Such alien activity may be related to the destruction of cities by an alien station. Every month, generals move from one city to another, and a city that has been actively experimented on is being destroyed in order to: cover their tracks; distract humanity from the cities where the generals are now and the cities where this month's experiments are being conducted; and cause panic in a country whose city has been destroyed. If spies in a certain city (there may be several of our people in each city) notice the presence of aliens (this may be the city where the general was or is), you can send them a small assault team, which with the spies will carry out an unexpected operation to clean up the enemy (Xcom: Chimera Squad). If you are spying in a city where the aliens have already entered the active phase (such a city is chosen randomly from where the generals is now), then you send there your usual squad, and each spy in the city slightly reduced the panic in the region . After that, all the people will be evacuated from this city (the city will be destroyed later, but with less panic) and you can get new information about hybrids that will also start to appear over time . After such battles you will know the generals' route (if you leave at least one clone or hybrid alive). Also, if you are conduct a ground battle near the city with a general, wait trouble. If you have interrogated the enemy and he said that the General is in the same city where you have just carried out a covert sweep (not a city in the active phase of the experiments, the General is moving again if the city will become so), then you can try to capture or kill the general. There's a lot he (or his body) can tell you. What do you think about it?
  8. Last week
  9. intercepted ufo over central america is crashing my game all the time i managed to shoot down the same type of ufo before crashedairgame.sav
  10. GameOverMan96

    Xenonauts 2: Aircraft & Air Combat

    Personally I love the air combat. While I understand the criticism it receives for being reflex based in a turn based tactical defence sim, I enjoy the change of pace it provides you from the slow, tense ground missions and it really does a good job of imparting a feeling of pressure that let's you lose yourself in these dogfights. At least the auto-resolve system allows players to bypass it entirely, even if it doesn't provide any real satisfaction comparatively. I picked this game up years ago and flirted with it here and there before falling in love with it in late 2018. I was really surprised to see the problems people had with the air combat, and I was disappointed to hear it wouldn't be returning for X2. Obviously now it's being looked at (great idea for the turn based system there Chris to be fair. Sounds a lot like FTL.), excited to see what you decide at any rate my man.
  11. Earlier
  12. Many thanks and best of luck to you on your campaign!
  13. TrashMan

    UOO-1 Fan Report

    Fusion grenades sound utterly silly. You can't throw it far enough to get outside of the nuking radius.
  14. TrashMan

    UOO-1 Fan Report

    Not an argument. It's not a binary 0 or 1. It's a scale. And you can choose where you are on that scale. There's a big difference between science-fiction and fantasy, in that one tries to keep things believable/within certain bound. Not necessarily real, but also not outright breaking every scientific law 100 times over. I mean, if "it's fantasy" is justification, then ANYTHING can be justified. Literally everything. Humans could fart lighting. 2+2 = fish. You can become thin by eating more. Aliens could be literal space wizzard complete with pointy hats and beards and magic chanting. Even in something like 40K (which is hillariously a thousand times more grounded than Marvel or DC), there's clear limitations. Space marines cross large distances by leaping bounds, because moving your legs faster in heavy armor just doesn't (and wouldn't) cut it. Super-heavy armor (Terminator) feels sluggish, not because it's slow (a space marine can run in it faster than a human can run), but because momentum due to it's sheer size and weight makes changing direction/turning rather difficult. A Repulsor (hover) tank crushes thing it flies over like it had tracks, because it's kept afloat by repulsing itself of the ground, not magically hovering. But even when you write aliens doing incredible things, you can write them in a way that breaks less physical laws for the exact same effect. For example, the alien ship jumps out (hyperspace/subspace/wormhole instead of super-duper acceleration). Tough, to be fair, insane acceleration could be possible if you could generate a field that uniformely applies the acceleration to everything. Maybe.
  15. EurekaSeven

    Xenonauts-2 July Update!

    I've said that I'm not a fan of this combat robot stuff, but if the devs want to make some more variations to make this more than a robot soldier with better armour and bigger guns, i would suggest more options like so. If they totally unfocus on that it's fine, i don't focus on those robots anyway then, or maybe the modders can be inspired on this. And for other new stuffs you mentioned, if Chris don't talk about them in this update, i don't see a single point for us to discuss such features here, we don't even sure that the devs are working on these new features rather than more important things like refitting the systems or debugging, it's useless to talk about features that Chris mentioned previously that it would be hard to implement, if the devs didn't wrote about them this month. Just when the Aug Update comes out and we would see if we can discuss such features you mentioned.
  16. Alienkiller

    Xenonauts-2 July Update!

    Let´s test us Betas the next update, there we will see what´s possible and not. And remember the Budget we spended and the Devs already brought in is limited. They bring in what they can as promised like Night-Missions, Special Operations, small Xenonaut Outposts. And some Parts of the Game have to be redesigend for Stability, Playability and such. Some of that 2 or 3 Times (like the Ground Maps, the Airfights, UFO´s etc.) and promised things are comming in and get playable. Don´t expect that such unnessecary things will come in again, which already get tested and canceld like the baublery for the MARS / ARES here.
  17. stewpidbear

    Xenonauts-2 July Update!

    Or going back a step..............
  18. EurekaSeven

    Xenonauts-2 July Update!

    From what I've read the current main issue of 4-leg chasis into military service is the maintainence instead of noise that people often refer, that legs are fragile, complex in structure and more expensive comparing to traditional wheels or tracks. Which currently is a problem that can never be overcome with modern technology. If the lore says 4-leg can have benefits, then it would be good to have one but with higher maintainence cost. Good update although i'm not a fan of combat robots. But i do hope they would have more variant of armaments (or modded onto), like mortars mentioned above, flamethrowers, swarm missiles, or even loitering munitions. I would hope to see what it can do in game. Just, having more indirect fire or supportive options. Big guy swinging a grenade launcher running around is surely not enough to be the only artillery choice.
  19. Alienkiller

    Xenonauts-2 July Update!

    John Kee the MARS get tested as mostly everything you said. To make it more special and rare the Devs overworked it for the final MARS / ARES a last time. The MARS get as Main-Weapons / Main-Parts following in the last Betas incl. Beta 13: - Main Weapons: Rockets, Gun, Mashine Gun in several Variants [Normal, Laser, Avonium-Explosive etc.] - Main Parts instead Weapons: Shield (after Research) and Stun Batton / Stun Weapons - Secondary Weapons: Sub-Mashine Gun (MP) - Secondary Parts: Rangefinder or Smoke Generator Im happy that we have the MARS like it is now, which is Upgradeable from a light Ground-Vehicle to a light flying Vehicle. To minimise the all thing-Vehicle the Devs will eliminate some of that things (Stun Weapons defenetly). What more we see after Beta 14 is out. The Armor-Part get to light (Scout-Variant) and heavy (Fighting-Variant) which can be changed / upgraded any time at the Base-equipment-Screen to get Armor-Points before the Shots of enemy / friendly Weapons get to the Health Points. If it´s going to it´s Life-End you can switch to the ARES-Conception with has more Stability, HP´s, Movement and such then an up to date MARS. 2 things are clear for that Vehicle since the Development startet: 1. We won´t get a Ground-Transport-Vehicle like you think John Kee. The MARS / ARES are light scout- and attack-Support-Vehicles for your Soldiers. 2. Only 1 can be with your Soldiers in the Transport. The Pilots needs full concentration on the MARS / ARES so no other baublery will get in. Yes we will get upgrades for the MARS / ARES, but only such which are usefull.
  20. John Knee

    Xenonauts-2 July Update!

    One of the things I would also have loved to have seen but never suggested as it would never have been included were the introduction of drones. On the basis that they are small, quick, nimble and delicate in real life, a) enemies would have a shot accuracy penalty (small target = harder to hit) b) would have long movement distance per TU (quick) c) Have a dodge ability (nimble) d) Have really low health and would be at risk to being one shot by any weapon with any half decent level of power. They would need to be controlled by a solder with a remote control and any movement and actions taken by the drone would be taken from the solder’s TU pool. On the basis of real life, the drone will as per standard be fitted with a small camera so that the controller can fly it when out of sight plus a small flashlight that can be turned on and off – so when used to scout forward, the light on will give better visibility at night but will also give its position away. As per real life drones, the drone will have a generous but limited range from the controller (when being controlled – if the drone is flown to a point then the controller wanders off, it’ll just hover there until the controller is in range). Of course, you’d be able to research the controller box so that it is has a better range. It’ll start with just the camera and flashlight so the drone will nothing better than a scout. But with research it could develop: 1) Weapon holder which you can place 3 weapon types: Small machine gun – not very powerful and fires in quick bursts so that the recoil does not send the drone flying backwards. Useful against lightly armoured / HP aliens or any injured aliens needing finishing off. Small sawn-off shotgun – limited 2-3 barrel variant with rounds pre-installed. Powerful but very short ranged. Cattle Prod – for those times when you simply want to stun something and knock them unconscious. Limited battery life and the player has to select the power of the zap – Level one for low level aliens, level two for higher level aliens and level three and four to zap any enemy robotics or to try and kill an alien rather than simply stun. May also require hand held cattle prod to be developed first. (the different zap levels are the equivalent of a solder shooting single shot or automatic) When running out of ammo / charge, it will need to either fly to the controller or a special spot in the ship where new ammo can be added. 2) Inventory Bay which can hold up to 4 items that a soldier can normally carry such as ammo, grenades, med kits etc. 3) Bomb Bay which can carry up to two grenades (any sort carried by solders) which can be dropped individually or together. Remember to have enough TUs left in which to fly out of the blast range! The Bomb Bay can only be researched once the Inventory Bay has been built. 4) Laser Designator which would be researchable once a hand held laser designator was researched for the solder as part of the Mortar MARS idea. 5) Night sight Camera – so for night missions your drone can scout without needing to turn on the flashlight and give itself away 6) IR Camera – its ability to detect heat means it can sense aliens who might be behind a wall or fence. It should be enough that it can sense only without being able to easily identify what sort of alien it is. Possibly only researchable after Night Sight Camera has been built. 7) MOAB Device – or Mother of all Bombs, this is strapped to the drone and turns the drone into a flying bomb with a big bang. Inspired by the old Blaster Bomb from the original X-Com, it’ll find it’s own waypoints and detonate once it hits its target. Downside is that the drown is destroyed so should only be considered on extreme missions. Only researchable once more powerful grenades / explosives have been researched. The above was part of an idea of a tinkerers workshop (or rather a separate tech tree once a workshop was built) where you could research things like radio controlled cars with cameras / flashflight as a scout device or maybe with a carry case where the controller could pull the pin on a grenade, put it in the case and then drive the car next to an alien – naturally the car would be destroyed. Unlike the drone which can fly over walls etc, the car would only be able to drive over solid ground.
  21. Xenonauts launcher, save location tells where save games are located. Without save game I thing you are missing some of following: - Flamer cannon - Flamer heavy - Sebillian guard
  22. Yes i think the problem is the kinetic weapons maybe. Anyway this time i retry a campaign but in the ng 2 ironman time for activate my brains and play slowly Ps: i like your youtube series dagar
  23. Do you use explosives much? You also need many of the kinetic weapons of the aliens to advance to Mk2 afaik. Maybe you blow most of the dropped stuff up... Plus, some of the heavier weapons can be hard to find, e.g. cannons.
  24. Oh thank you but i'm confused i never try to upload a save before i try but i don't find the save
  25. Could you upload savegame somewhere I can download it? Another question: no problem.
  26. Hello i have a question. In a other campaign i have a bug or a problem (or is just bad luck). I'm in the middle of november and i'm blocked with the division weapons, i'm still with the mk1. But i have captured and interrogated all the sebillain of the pase 1 (except the assaut and bomber operator), i have research the sebillan data hack 1 and 2, but the research adance divison wepons don't appears... Phase 2 is coming and i'm sad, do you guy have an reply thank you very much Ps other question : is a problem to construct a " Quantum cryptology center " in a base with workshop??
  27. John Knee

    Xenonauts-2 July Update!

    To quote from the March update (https://www.goldhawkinteractive.com/forums/index.php?/topic/21010-xenonauts-2-march-update/): When I backed the kickstarter, I used to glance at the forums quite regularly but since I don't have extensive experience of playing X1 then I never really commented and left it to more experienced campaigners to speak. I'm exaggerating a bit but at the start the tone suggested as if Xenonauts 2 would be like Xenonaut 1 but with a huge DLC installed with extra shiny buttons that would offer greater strategy and features. I think a proportion of the player base feel as if the final game will end up being Xenonauts 1 but with a few mods installed that tweaks the game and installs a few "nice to have" features.
  28. Additionally it's worth to remember that half of "red" damage is applied to stun damage (not visible but it's there). Of course that means applying only red damage will kill opponent. Myself I never used stun baton on phase 2, instead shock weapons/first phase stun rockets/alien weapons in addition to applying red damage first. Preferably with shotguns as shotgun will also apply stun damage. You can pretty much stun opponents with shotgun, not totally as it will kill unless pure stun damage is applied. But still, shotgun red+blue damage first (or just red damage) and then pure stun after it works fine. Just using pure stun is painful unless you have same phase equipment.
  29. John Knee

    Xenonauts-2 July Update!

    There is a difference between a human and robot fired mortar - with a robot version you tell the computer how far away you want to shoot and the direction and it will accurately calculate the angles and fire. In the case of infantry fired mortars, there is a bit of guesswork and at long range, the difference in distance between an angle of 45% and 45.1% can easily throw the range off by meters. The size of the mortar is limited for humans based upon carrying ability. A mortar on a chassis can be a lot larger and can carry heavier and more powerful shells. And mounted mortars generally shoot longer range. Summary: A MARS Mortar would be more powerful and accurate than an infantry carried variation "which is not good". Where the human has an advantage is once the limited number of shells have been fired, the solder can whip out an assault rifle and continue to fight. A mortar on an MARS becomes useless and thus the MARS becomes unable to fight. A human can enter grounded UFOs and buildings which a MARS may struggle to do - even if the side of the building is sufficiently blasted that it could drive in, the mortar would simply shoot the roof above it and damage itself. I do agree with you that we will never get a mortar for the MARS. It is a shame as it would be something that would give huge tactical advantages and would be inherently super powerful on certain semi-open maps where there are a number of spread out buildings that aliens could be hiding behind. And it would be majorly nerfed on other maps where it is either completely open (better off taking a sniper) or heavily dense in buildings (where aliens are hiding in rather than in the open where the shell would fall on their heads). Depending on the location, the player has to decide if it is better to take the MARS with a Mortar, the MARS with a different weapon, or to take a sniper or assault solder instead.
  30. Alienkiller

    Xenonauts-2 July Update!

    Such Elements like the Orbital Bombardement is a must have. I remember on UFO Extraterestials (2007) where the Aliens get an very big UFO / Station to Earth Orbit and subdude the Humans. The Aliens did it fully and any resistance get swamped out in the finisch Part. But they had a Problem, which get told in the Named Game and have to visit the Colony Planet from the Humans called Esperanza. An other Example is the new XCOM-Row and in an similar form like Xenonauts 2 the old X-Com-Row. Without that Elements such an Game is not good and get borring (see Xenonauts 1). The good thing on Xenonauts 2 is too, that the Devs finish begunn projects from her rivals. Like the MARS-Vehicle, the Airforce or the Soldiers with more Equipment-Posibilitys / Refit Posibilitys. And the more Possibilitys which we get in Xenonauts 2 (like Panic-Reduction with Technology-Sharing, smaller Outposts, special Missions and much more), which we don´t have in the Predecessor and rival Games. On the other Hand I agree in some Points which Emely F and others said that Xenonauts 2 get more and more an Copy from Xenonauts 1. Some of the Rework-Points are debt to the Stability / Playability to the Game, but the others aren´t unlock to me. Let´s see what the new Version brings to us.
  1. Load more activity
×