Jump to content

Theoderich

Members
  • Posts

    30
  • Joined

  • Last visited

Everything posted by Theoderich

  1. Not that hot on a crash site ( a landed UFO is another matter..it might still shoot you ). But I am just fine with fog of war, it makes sense gamewise. Just bugs me for the logic of things Sorry, I wasn't clear enough. I meant that auto-resolve (at least in my experience) does not generate results like: Your interceptors managed to down an escort fighter, or both, and escape only slightly damaged due to evasive manouvers. Even if they get shot down it would be a partial success, because it leaves the main target vulnerable. Ah too bad. Didn't know of that limitation. An Apollo taking the same number as others would not make sense Glad to give it, although I can't say much beyond the early game so far. And damm: I have the game running, but spend more time in the forum then actually playing.. there was a reason not to register here
  2. Assuming Darki99 to be German speaking due to their greeting, here a German answer to their question about preventing steam updates: Die aktuellste Version von Steam einfach mit dem letzen hotfix des mods überschreiben und alles läuft prima momentan. Alternativ( für die Zukunft) einfach den gesamten Xenonauts-Ordner kopieren, irgendwo auf der Festplatte parken und den für die Mod verwenden. Steam spielt Updates nur in den ursprünglichen Installationsordner. Allerdings zählt steam auch nur dort die gepielten Stunden. Automatische Updates auszuschalten ( rechte Maustaste auf das Spiel, Eigenschaften, dort Updates-tab) verhindert nicht dass Steam das Update herunterlädt wenn du das Spiel starten willst und es nicht aktuell ist. Kann man aber erschummeln, indem man vor dem Start des Spiels Steam in den Offlinemodus versetzt ( Menüleiste\Steam\ go offline, oder was da auch bei einer deutschen Installation steht)
  3. Von der Begrüßung schließe ich auf den deutschsprachigen Raum. Nutze einfach kurz mich als Übersetzer. google hat so seine Grenzen in der Hinsicht
  4. 1) I Have seen both Caesans and Sebillians using upper floors. In the vanilla game Harridans of course use roofs, I suppose that hasn't changed. 2)@Rifles: Sorry, didn't notice that you already mentioned reliability, and I totally agree with you about it not mattering that much in the games setting. It can be a good mechanism like in Jagged Alliance 2, but there you DO trek through forests and swamps between battles. 2.1) But your comment reminded me of something else: You fly in, usually after shooting down the UFO with your own air force. Shouldn't you have the hole map revealed from the start? Just the static map. After all you did fly over it at least once with your dropship, and most likely your fighters recorded the crash. Maybe even the eggs out in the open*, since they cant move between the flyby and disembarking? 3) @Tooltip: Too bad, but I understand it. Would it be much work to build a kind of shooting range to test weapons out in a safe environment as a workaround for missing stats? Maybe a permanently available mission generated close to your first base you can send your troops to to test new toys, get a feel for them? Not giving any reward, possibly even costing money for repairs when you just had to test out that new rocket launchers impact on buildings ... 4) Air combat: I usually auto resolve when at 100 percent and manually fly else. Since autoreslove doesn't know partially success. I like the Su-T10, but the Apollo... I haven't found much use for it yet. It obviously is great for recon missions, extending radar coverage. But it is hardly able to actually engage the enemy, and reinforcements are slow to come in with Condors and Cheburashkas. Foxtrotts would get there in a more timely manner, but by the time I got those ( just about now in my current game) I already got a 3rd base up, giving me rather decent coverage without Apollos. I will keep two for finding troublesome UFOs outside base radar range from time to time, but definetley no more. Long story short: Apollos are a great idea, they make great sense lorewise, but they fill a very small niche and with all the workshops to keep me financially afloat I prefer to use precious hangar space for more combat worthy craft. The actual battles are fun to play, and more diverse then the vanilla ones, especially with mixed craft squads. I would like to be able to switch missiles on my crafts though. I am aware, that this complicates balancing, but I would love to experiment with loadouts and adjusting them to the target. Making the cannons fixed makes sense, they are an integral part of the crafts design. But missiles can be chosen according to the missions needs on real aircraft. * Those under roofs would of course still be waiting for careless soldiers to run though a door.
  5. Depends on your definition of outperforming. The AR-15 based weapons of the time Xenonauts is set in were, in contrast to AKs ( be it 47 or 74), not famed for their reliability and ease of repair:) Anyway, why I actually registered on the forums is to thank you for this great mod I am not too far into my game yet ( landing ships just started to appear), but i really like the new, sometimes unfair to the player, combat. Especially since I first killed my first big viper, not sure of the designation, only that it was not the poison spewing Omega variant which I encountered but wasn't able to kill. Good thing I packed a Sulphur, and lots of grenades on the other soldiers The only point of critique I got is the lack of information to the player, but if I read things correctly that can't change in the near future. I don't refer to the xenopedia since you already talked about working on that. But the lack of information on weapons in the equipment screen is bugging me. Like the M16/AK47 stats thing just discussed. As far as I understood it , the tooltip is just text, instead of a dynamic link to the actual weapon stats?
×
×
  • Create New...