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SandytheSlinger

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Posts posted by SandytheSlinger

  1. Hi Chris,

    I've just had a terrible time contending with the winged things that come with Androns. They seem to have hiding places on the outside of the Carrier that can only be seen when at their level. Ground based troops can't see them, but once spotted by a soldier with Sentinel armor, they can be shot by ground-based troops.

    Also, trying to fly my Sentinels to land on the outside is very difficult. It was hard for me to see whether I was landing on the Carrier or on the ground.

    And then there was this: while flying around the Carrier, I think I went through a wall and ended up here. Dropbox link attached.

    Sum and substance, I think there are LOS problems, and tile problems with the Carrier as presented in Stable Candidate 4.

    This is the plainest of plain vanilla configurations. Right off Steam with no add-ons.

    Sandy

    https://www.dropbox.com/s/c9rquel21zdc35a/How%20did%20I%20get%20here.sav?dl=0

  2. Hi Chris,

    I have restarted. No Save Games, and I have had CTD's on first use of Medikits, and Stun Batons, but I can't get the situation to repeat.

    I'm still working to get a saved game that will CTD reliably (if that makes any sense)

    Sandy

    Chris,

    I think I have it.

    Using the attached Save game, select the sniper, have her drop her gun, grab the Stun Baton, and whack the last Sebbie in the middle of the ship. It seems to be important that she drop her gun and grab the baton in order to get the CTD.

    https://www.dropbox.com/s/auma37cy1807nk9/use%20baton.sav

    I do hope this works for you.

    Sandy

  3. Can anyone else confirm the medikit heal CTD?

    We were hoping it wouldn't break saves, but looks like it has. Ah well...that's probably going to happen quite a bit over the coming eight weeks given how many fixes we'll be doing.

    Hi Chris,

    I have restarted. No Save Games, and I have had CTD's on first use of Medikits, and Stun Batons, but I can't get the situation to repeat.

    I'm still working to get a saved game that will CTD reliably (if that makes any sense)

    Sandy

  4. Gentlemen,

    In my opinion, the introduction of Psi powers has dramatically changed the balance and playability of Xenonauts.

    For the record, I'm playing Normal on V21 Stable. I have just started May.

    My objections to Psi are twofold, First, there is no defense against it. Of course, in the OG you could train your soldiers to have some resistance to Psi, and even determine who were susceptable and who weren't; however, as near as I can tell, no amount of Bravery or Morale will keep a squad member from becoming an Enemy, which brings me to my second point.

    I take no joy in watching my squad randomly shoot itself to pieces over and over again. The present implementation of Psi has taken a tactic based game and turned it into a random crapshoot. Which squad member will turn into an alien and which other squad member will kill him? I have watched my squad be chewed up twice by Psi bearing aliens. That leaves me with a bunch of noobs that can't move and can't shot straight, and against May-class Aliens. I'd rather watch tiger sharks eat penguins.

    BTW, if you insist on turning one of my squad into an enemy, please shade him or her red as you do when the "Alien In View" icon is clicked or swiped.

    AND if I never see "PlayerX is filled with Dread" again, it will be way too soon. If you want to sap a third of my TU's just freakin' do it.

    I understand that in the Valkerie era with sixteen squad members, the countervailing force must be equivalent size, so the calculations to place them must be extreme. Still, the time it takes for the Alien Turn is reminiscent of the times in V19. Please speed it up. Watching banners of Dread is a waste of time.

    In closing, I suggest you give me the chance to train my troops against Psi. Failing that, backing it off to LOS and a 20-ish tiles might work.

    Just to reiterate, the Psi implementation I have seen has taken a wonderful turn based, tactic-centric game and turned it into a random mishmash that eventually devolves into "Why do I care?" I know you can restore the balance. I await your next evolution, but I'll be Xeno-less in the interim.

    Sandy

  5. Yo Beltorn,

    I do not have Alloy Hardening. I think that gets you Improved Battle Shields, and I don't have those.

    Thanks for the tips. Your suggestions bring another phase of plotting to the game: when to ditch Condors and build Foxtrots. I'll try to catch the bastards on the ground.

    I have done a number of alien bases. I'm surprised that I didn't get an Alien Reactor with one of them.

    I appreciate the analysis.

    Slinger

  6. UFO's: Up to One Large with two small escorts. But I can't come close to taking them down.

    I believe I have shot down Landingships, and defeated them, but they are only Medium class as I remember.

    I have three bases. Each base has a Foxtrot with two Condors. One base has an extra Corsair.

    All this is on Normal.

    I sneaked ahead and did see Massive ships, but I suspect I'll need a lot more tech to take them down.

    Sandy

  7. Hi,

    I've been trying to solve the Alien Bases in V21, so I've experimented with a number of loadouts. Taking 8 soldiers with two of them carrying bazookas (alenium loads) was one of those loadouts. After the first bazooka shot, that particular bazooka can't be reloaded even though the soldier has >70 TU's. The other soldier can shoot his bazooka and reload it as you would expect until his ammo is expended.

    Please hurry with the next Balancing of V21. I'm getting hammered.

    Thanks,

    Slinger

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