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  1. Yesterday
  2. The Andron raw number count does in no way reflect the pain of their terror missions. I just did a phase 4 terror craft mission (shot down, so some units should have "died" in the crash), and the after action report said 163 killed (the final one cut the mission short as the Robodog Ghost spawned, which is a know bug). - 8 Terror Elite, each of which had to be taken down 5 times. - 2 Robosadists, both of which had to be taken down 4 times (including the "corpse" destruction). - 4 Andron bosses morphing into Robodog Ghosts, which had to be taken down 3 times each (including the dog). - A bazillion Roboreapers, most of which had to be taken down 3 times (some where terror troops originally). A small number did not start with a force field. - 1 "Normal" Andron boss that only had to have its forcefield destroyed and then the unit itself. - The remainder were normal Androns, Robodogs of various kinds, and 9 or 11 Drones. Can you imagine any way in which you could even haul the amount of ammo required to take them down (I made a very heavy use of an exploit to even have a chance to make it, on top of save scumming to be able to take them out at the rate they surged forward)? Edit: Not only terror missions. As I'm no longer desperate for resources, I bomb downed Andron craft because of the pain to slog through all the terror units and the Roboreapers (plus optional sadist).
  3. From a development viewpoint there are a few things i disliked. The main critique is the time that the terror site took. It was too long. Now i dont mind the difficulty, but 4 hours plus is too long of a mission. Such things are acceptable in Phase 4, but not for a Phase 2 terror site. The lenght usually corresponds with the number of (ranged) units. I ran out of equipment, even when loading everybody full. Now that is a critical point, as it kinda shows that even if you load yourself up to the last inventory square you will end up short by a little bit. This also corresponds to the number of enemies you have to take down. Too many harridans. We had more energy resistant enemies on the field than energy weak ones. Too little sebillians for a sebillian terror site Too many terror units and weapons. They should be special Reaper count was ok Lets look at the data. Numbers are maximum units that can spawn in a terror site per phase. Sebillian: 23 - 35 - 36 - 38 Caesan: 32 - 44 - 47 - 58 Androns: 25 - 33 - 33 - 37 The first number is the master number, its where all calculations start from. Now by looking at the numbers we can already see a few things to change. Sebillian Phase 1 to 2 has almost an 50% increase in units. Androns are a bit high in count for Phase 1. The Ceasan count is ok, since a lot of numbers are in low level Xenomorphs. By taking the above critique into account i have made the following number changes: Sebillian: 23 - 28 - 32 - 36 Caesan: 32 - 40 - 48 - 58 Androns: 23 - 31 - 34 - 38 The overall changes were: Smoothing out transition between phases Big decrease in terror unit count Substituted by their main race normal soldiers Decreased secondary race count ( Harridans, Wraiths ) Androns was the only race i decided to lower the master number Removed some inconsistencies in the lore department I will revise the unit loadout for Crashsites and Base Attacks as well, and then upload a new version for everybody to enjoy as well.
  4. Ruthless Reuban

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    1) Not sure about that, I'll test it soon 2) Anytime you have enough airpower, radar coverage and bases. So far (nearing end of phase 2) I have shot down every UFO except two Landing ships on phase 2 (too strong escorts on both). So yes, even first terror ship can be shot down with littlle luck (no total surprise attack) and strong airforce (you'll need around 14 hits with Alenium torpedoes, so at least 5 Foxtrots are needed just for that). IIRC there is 10% chance that terror ship has much better than just "fighter-class escorts". Not impossible to shoot those down also, just much harder. Capturing terror ship intact (without shoting it down) is not intented to be possible. It's possible because of a bug. 3) As PALU said, aborting mission is a failure. However there seems not to be penalty for pulling out terror ufo crash mission. Pulling out normal terror mission means around 300K$ penalty for funding. 4) Main problem is not Androns but the fact you cannot know if there are Androns, Sebillians or Caesans. So for first terror mission loadout should be something like that: - 4*Shield, with around 4 Chemical and as many as can carry Alenium grenades, Laser pistol, perhaps Alenium rocket or two if enough space - 2 Laser minigun, 2 batteries, few Alenium rockets (drop excess to craft) - 1 Laser precision/Rocket launcher, Alenium rockets (drop excess to craft) - 1 Rocket launcer, Alenium rockets as much as can carry (drop excess to craft) Chemical grenades slaughter Caesans, Laser weapons (and chemicals) Sebillians, Laser precision and Alenium rockets/grenades Androns. Needless to say, Smoke grenades are your best friend. That way October terror battle is possible even if there are Androns.
  5. @dipmonk Mini-mines work too, but you need more of them (which means even more Bombers to deploy them). The only difference between the different kinds of mines is the explosive yield, unless I mis-remember things. I've brought down almost all UFO's encountered (although some into the drink, but that at least provides relations = money), giving up on only a few of them (I count raiding landed craft as bringing them down), and much of the time I've been short on at least some current level component while I've scrambled to update my fleet to be/stay competitive. It didn't help that I've tried to provide my troops with armor and weapons at the same time, so production facilities have run non stop until very late [sometimes stopping due to a lack of money, but with a little foresight it's possible to switch to resource production, such as picking apart enemy soldier armor and weapons, which doesn't consume much money (but does consume a fair bit of time when you've got large piles of them]). I'm probably sporting more soldier teams than what's optimal, which results in a drain on resources and production facilities to equip them, especially since you can teleport them around in a shorter time than it takes aircraft to fly the distance, but on the other hand shipping weapons around cost money too (and re-equipping the soldiers is a pain, as the gear availability isn't uniform, nor is the soldier strengths, so predefined uniforms are of little use except possibly as a starting point: I find constantly correcting the missile loadout on my troops as they're sent out to be a drag).
  6. Dr. Ethan

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    @Svinedrengen @Charon Other than some slight discolorations i see almost no difference, what assets are you talking about?
  7. I ... would have liked to see that .
  8. @PALU Dude... amazing reply. So helpful, so detailed - thank you, man. I'm doing an 99% honestman runthrough so the savescumming isn't an option (I say 99% cuz I allow myself one reload per ground mission if shit goes horribly sideways. Like when I learned that roborexes explode... with 7 of my 10 soldiers within the blast radius). Sounds like I need to be grinding cruiser/carrier missions for the parts to build my airfleet numbers waaay up (sounds like you have 6x9=54, I have 40, and some are older and practically useless), especially more Drakes, and I need to get some better mine tech (I'm still on mini-mines, I feel like I'm tossing pebbles at these UFOs). Thanks again!
  9. Oh that's how it works... I actually have GOGGalaxy, but I never use it... I prefer standalone installers. OK firing it up now; takes a long time to update but after that it is showing me the beta 3.1. Going to install now. :) Thanks for the help!
  10. In a base defending mission, a scientist wanted to prove his swordsmanship, so he charged toward a lizardman with a scalpel in hand. Then BOOM and ketchup...
  11. Build V3.1 Can still reproduce. Here is are updated savefiles before_laser_research.json (can be loaded to reproduce as above) Quicksave.json (file with only one laser battery in it) Screens look now a little different (there is actually number 1 displayed next to the laser battery now and it gets zero after dragging it out) - strange thing is I can still reproduce it only one time after loading from desktop - will not reproduce if I try to do it a second time without quit to desktop in between. Maybe you are not attempting to fix it because according to the research dummies the plan is laser weapons should auto-recharge slowly instead of reloading like a normal gun. But it may still point to some deeper issue in the way saving and loading works and pop up again if there is a new ammo type unlocked by research put into the game...
  12. It is somehow happening in V3.1 again. The appearance is the same (civilian and aliens appear to "teleport" to the final location after stepping on first grey tile). Here are some screenshots: I think sometimes is is working as it should - so maybe it was just fixd for the case where NPC is not visible because it is outside of the viewing cone and noth where it is behind obstacle. Or Maybe the reason is actually the same as why sometimes I can see the alien head indicator when I shouldn't (the other thread).
  13. Can be seen in Screenshot. It does not make any sense to have a cancel Button in these messages as they inform that something happened (rather than asking do you really was to do that?). Maybe the second button was supposed to be "go to atlas base"?
  14. Build V3.1 Had this happen a few times n Build V3.1 now and always sent an F11 bug report after that (as you told to do in some thread) - hope that there may at some point be something in Data that. The reason I am posting this here again is that there appearantly was some change in code that added something to this behaviour. Now it is not longer just a graphical glitch but it affects the game logic, too. Basically the upright body is no longer seen as dead now. At one instance, I had 2 of my Xenonauts killed during mission, one had the upright glitch. On debrief Screen, only one was dead, but still the items were stripped in armory. (Mentioned in other thread about Strat Ops, but it turns out that it is the standing upright and not Strat op that caused it). Then during an UFO mission by chance the last sebillian got the issue (Screenshot 1). I did count the bodies to be sure, it was indeed sebillian Nr 6 of 6. Note: The body on the floor is actually a second sebillian that was killed the turn before, it is no duplicate body. However the Ground Mission would not end after the last kill. What I did next is move in all Xenonauts, one of them to same position as the upright sebillian. (Screenshot 2). Then I ended my turn, what then happened in quick succession (was not prepared to take a screenshot) was that 1. sebillian regenerated all the HP 2. Ground mission was completed. On debrief Screen the sebillian was not dead or captured (Screenshot 3). So it is strange it ended the ground mission - maybe there is actually some glitch in the capture and hold winning condition that allows to win immediately if I have 6 Xenonauts vs. 1 alien in the UFO for one turn, rather than at least one Xenonaut in UFO and no alien for 5 turns? Either way, I think this change in behaviour points in the direction that it was probably something in the game logic all the time rather than in the animator and some code change brought that to the surface just now. Screenshot 1: Screenshot 2: Screenshot 3:
  15. wulf 21

    [V 3.0 Alien base crash]

    It is in Documents\My Games\Xenonauts 2. The real path to documents depends on the operating system (its C:\Users\<your windows user>\Documents in windows 10), but there should be a shortcut in start menu or desktop. There you find your savefiles and logs. And yes, the part with the not opening door was fixed. The crash appearantly not - or it is an entirely different crash that only had the chance to appear after the devs fixed the first one...
  16. This is just confusing in GOG. I already asked GOG support about it and then wrote them they should put a clear hint about it on the website. Appearantly they didn't. What you need to do is: Install GOG Galaxy, log in with GOG credentials and then install the game from the library Tab. There is no manual installer available during closed beta phase appearantly.
  17. Dren608

    [V 3.0 Alien base crash]

    Plus one to Alien base crash. some time in the alien hidden movement it fails. I had tossed a couple of grenades at two desperate aliens - was able to open all the doors this time. I am getting dense I couldn't find log file or saved game file from right before the bas mission What directory do they default to? (I haven't changed the default settings)
  18. Ruggerman

    [V 3.0 Alien base crash]

    This crash would seem to be common, as I have also fallen foul of it's Roth!!
  19. Last week
  20. wulf 21

    [V 3.0 Alien base crash]

    Happened to me, too. I opened up a door to an alien in my turn and destroyed its shield. The specific alien then fired some shots at me on alien turn and the game crashed probably when the next alien should do its move. Attached: output.zip
  21. lazylegionspark

    [V 3.0 Alien base crash]

    I have had the base crash today when I was playing as well. Game crashed right after I clicked end turn.
  22. Good News! Managed to reproduce it perfectly. The key idea was: If Im convinced that movement is not interrupted by alien sight, why not leave aliens out of it completely? No frame perfect inputs involved either, can do the click as slowly as I want. I only do not know where the randomness comes from if Shift+Click alien rather than Shift+Ctrl+click is used. One prerequisite is probably that the soldier needs to be able to fire at the target before moving, which is not always the case, maybe there are some others I am not aware of. These are the reproduction steps that make the game crash every time: Start a new game, place initial base fast forward until there appears a ground mission and start it - there will typically be no aliens in sight (if there are, you can start over, but it will still work most of the time) select any soldier prepare a movement command (just one step out of heli is enough) with one left click (screenshot 1) hold Ctrl+Shift on a forward tile that is already in sight (Screenshot 2) click left - soldier does the move (screenshot 3) let go Ctrl+Shift hold Ctrl left click Attached: output.zip The other crash error message with grenades can be reproduced the same way, slightly modified steps: Start a new game, place initial base fast forward until there appears a ground mission and start it - there will typically be no aliens in sight (if there are, you can start over, but it will still work most of the time) select any soldier left click grenade slot press and let go Ctrl, so you still have the grenade selected but are out of the forced throw mode prepare a movement command (just one step out of heli is enough) with one left click hold Ctrl+Shift on a forward tile that is already in sight click left - soldier does the move let go Ctrl+Shift hold Ctrl left Click Attached: output_nade.zip Screenshot 1: Screenshot 2: Screenshot 3:
  23. @PALU Your report reads like a survivors one. ><
  24. Have a new occurence here, this time normal shot with shotgun. Made sure I really just single clicked and that I pressed shift before clicking and let go the Shift button after clicking, while the soldier was moving already. The click itself was completely on the alien and fast (mouse up before the soldier started moving). This time, no turning away or towards the target was involved at all, just straight movement one tile forward to be able to shoot over a desk and then straight ahead shooting. And no TU reserve was activated. So we can pretty much exclude the possibiities that the movement gets interrupted by spotting another alien or the TU reserve. I should also note that when it happens, I see no visual interruption of the actions of the soldier at all. The Shift+click will issue the movement order that the soldier does finish without interruption and then the click on the alien starts the aiming anomation then crash on firing. One thing I noticed however is that when crash is about to happen the camera centers on the soldier right at the start of the movement, which normally does not happen. I think that the camera center on soldier normally happens on interrupt. Therefore I think what happens is that I can somehow issue the movement and shoot command at the same time (maybe even on the same frame), then both try to play back at the same time and the movement would then interrupt the shooting, so only the movement gets really done. Attached: output.zip Edit: well actually the center of camera on Xenonaut does not always happen, I think it only happens if the game determines the Xenonaut is not in view (It does go to xenonaut and track the shot if its far away). So rather the queued-up shot at the start of the movment seems to be the cause of the camera centering, and not the interrupt. In this occurence again, no visual interruption of the soldiers actions. He just moved to the end of the path on shift + Click. What is interesting here is that this time I manually needed to turn towards the alien with right-click before the soldier could shoot (was facing away at the end of the movement) - seems the queued-up shot does "survive" even that. I left fraps running in background this time, just to check the framerate and I had drops to 20 fps. So maybe low framerate somehow increases the probability of it happening (will try to play on lower resolution to test that). Maybe what is actually happening in my case is that I finish the complete mouse click (button down and up) before the soldier does even start the movement animation, which leaves room to interprete the click a second time as firing command. Another remark: Seems the for the crash to happen, the soldier must have a "firing solution" to the alien already at the start of the movement (hit probability any value > 0%) or it wont queue up the shot. Attached: output_2.zip Edit2: No, actually, FPS seems not to be related to it. Just tried it with lower resolution + fastest graphics settings. Game was smoother (no drop below 30 fps) but crash did still happen (this time machine gun again). But even in this case: Just one click during the shift+click. output_3.zip
  25. Hello Cris I wonder if you guys could make an easily editable in-game text, so that the community can provide translations in many languages.
  26. At least the Lotus and Archelon depend on technology acquired by researching specific terror wrecks (and the Archelon requires material as well). There are many technologies (weapons as well as aircraft) that require you to bring down a particular craft, so it shouldn't come as a surprise. The Contrail was uncovered quite late for me (I think it was a bit into phase 4), at which time the previous interceptor craft really wasn't up to the task. I take down craft escorted by alien interceptor craft by first taking out the escorts with a full wing of repurposed alien interceptor craft (of as late a type as I can muster) and then I send in bomber craft to wear the main craft down (for the cases where the escorts are major craft I use bombers throughout). The human interceptor craft are used exclusively to deal with wings of 3 alien interceptor craft, and I'm still not sure it wouldn't have been better to use repurposed alien craft for that task as well. It can be noted that I find escorts of the very last alien interceptor craft to be very hard to deal with: I haven't been able to take down any of them without losing at least one of my craft. The second last one was a lot easier to deal with, and Hunters should be up to the task [I'm using Short Circuits as their weapons, and used Focus Blast (if I remember the weapon development order correctly) prior to that]). I've never used Firebirds, Merlin, or Night Owl. I unlocked the Lotus early, but the resources to build it were scarce (only terror craft provided the Extreme critical component until phase 4), so my bombers were generally Drakes. It's possible to bring down all the major craft using Drakes, but you need an awful lot of them. About the only good thing about Drakes is that they can be rearmed in a sufficiently short time to make two sorties if attacking from a nearby base, but as many late craft have unavoidable attacks that wear away at craft you may or may not have them in a sufficient shape to actually be able to take off again (or survive the second sortie, for that matter). By the time I unlocked the other bombers I started getting the resources to build Lotus craft. Unfortunately, changing the loadout of craft takes too long to be useful, so you have to equip you craft according to what you think will be the most useful against what may come up in the next wave. This has resulted in me using mines exclusively, as that's the only weapon that can be used against all major craft, while missile usage is suicidal against many of them. Using proper deployment of mines it's possible to wear down all major craft and survive the encounter (although one craft require an annoying special tactic of exiting via a corner of the map or get shot down by an extremely long range missile: it took much frustration to figure out why retreating craft were killed after leaving most of the time and even longer to find a way to avoid it). Each major craft has its own properties, so you need to use different tactics when deploying mines against them. For one I had to make several (ideally 4, I think) close U shaped flybys (exiting the engagement and then return again) to deploy the mines so they'd hit, enabling dropping of mines only in a narrow stretch of the path. In other cases you'd get the craft to chase the bomber while its dropping mines, etc. Since I'm using mines exclusively, it's extremely important to have the latest mine technology. You also need to have a sufficient number of bombers to actually be able to deploy the mines (as well as being in range of the target). If I remember correctly it takes 13 Stealth Mine deployments to bring down a Mothership, so you can do it with 13 Drakes (they'd be in a very poor shape when leaving the engagement, but they'll be repaired by the next wave), or 7 sorties of a craft that's capable of deploying 2 mines at a time, or 5 Archelons (which probably won't happen). Note that bombers without countermeasures are next to useless late in the game, as there are few craft that don't sport missiles. I've got 6 "regular" bases that sport a full wing of interceptor craft (currently Contrail), a full wing of repurposed alien interceptors (currently Alien Interceptors with a small number of Heavy Alien Interceptors), and 3 bombers (Lotus, with some bases having an Archelon), plus a drop ship. In addition to that, I have 3 support bases that have a varying number of somewhat outdated Drake bombers that I don't plan to replace except with Lotus craft that occasionally are replaced by an Archelon on a "real" base. I'm sure there are other ways to deal with enemies, but I've found a way that works for me, and given that resources are scarce, I haven't been in a position to engage in experiments. In my thinking, the important thing for a bomber is the number of mines it can deploy while still being equipped with countermeasures. Sure, faster, nimbler, or more resilient is nice, but getting hit by major craft major weapons tends to be lethal regardless of resilience (there's one craft in particular that's fast enough that it's a bit of a struggle to get away from it once you've deployed the mines. but it's still possible even with a Drake). Edit: It should be made very clear that success for me is very dependent upon save scumming. There are probably people out there who can repeatedly follow a working pattern without making mistakes, but I'm not one of those. Also, it takes a fair number of attempts to figure out how to deal with a new craft (or recall how to deal with a known one at times). I'm playing at the NG level, but without the air game nerfing mod. I'm also not above letting the game auto resolve fights that should be won and save scum when that fails (but there are certain fights that the auto resolve claims have a 0% chance that aren't that hard to win with proper tactics, and, conversely, cases where auto resolve gives you 100% chance when it isn't possible to deal the required amount of damage manually).
  27. Congratulations, you just brought a knife to a plasma fight
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