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molitar

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Posts posted by molitar

  1. I had to uninstall these great looking maps because it made the game impossible for me to even complete a single mission.. It upped the hardness level as fallen trees made it so I could not hit the enemy standing on the other side!

    Making the game look better is one thing but even small shrubs provided cover and I found I could no longer kill any aliens before they killed me. With out the ability to rotate the camera way too damn many trees.. alien shoots than moves and out of sight. Or alien standing on the other side of shrub or fallen tree I can see it clearly but I can't hit it as it is 100% blocked!

    Loved the tiles but hated how it became like fighting in the dark with all the LOS issues.

    Certain tiles need to be fixed for coverage before I could use it because every single tile pretty much blocked me from shooting. Game already is to hard for me.. I did well in X-Com but this game is much more difficult already than add so much more items to block view or cause you to take 4 turns to get around a few trees and a rock and it just became tedious.

  2. Ok no way in any way shape or form should a fallen tree be a 100% block for cover! I have to remove these stupid tiles I added because there was no way to defeat the enemy. The tiles looked great but all provided cover even when standing!

    I am standing on the other side of a fallen tree.. the alien is standing on the other side.. yet I can not shoot him at all and my party gets wiped out because all he does is waits to I move around to reflex shoot me. Either I abandon the mission or stand there all day waiting for the alien to move when he was sure as heck wasn't going to move.

    I found one thing when it comes to tiles stick with vanilla because even small shrubs and trees are counted as blocking line of sight or for attacking that it became impossible to kill anything!

  3. I am pretty new to Xenonauts and have played X-Com.

    I like some of the ideas I been reading but let me give my take on what type of stuff I would like to see.

    1. Overwatch - facing a direction at end of turn with a cone radius (X-Com did this right with facing at end of turn as a free action I kept finding myself trying to face the correct way in Xenonauts as it just felt wrong otherwise)

    2. Longer range view during the day

    3. Doors - add moves like if your on overwatch and door opens shoot immediately (might just hit that alien and cause him to fall with that grenade in his hand causing it to go off or kill the alien before he can do anything else of course same strategy goes for the aliens also but it's more realistic)

    4 Overwatch with other weapons like overwatch that door and if it opens thrown grenade into it.

    5. Grenades - waiting to an entire turn is over before going off is a bit much rather see it go off maybe halfway through opponents turn (combat is not just 3 seconds of fire in a single turn)

    6. Grenades thrown an interrupt happens given you opportunity to attempt to dive for cover (Like an emergency lose next turn dive for cover giving bonus of like half damage only taken)

    To me grenades really are not well handled right now. In reality if you are about to fire at someone and they throw a grenade you would abort your shooting and dive for cover.

    Second problem with grenades is they have a perfect 9 square damage radius which I do not feel is right as there should be a little damage maybe only 2/3rds damge or so just outside of the perfect damage radius. So maybe more like a cross section is full grenade damage and the other corner squares is 2/3rds damage this would make it more like damage in an actual radius and make you think of just what square to throw it at for most effective damage.

    Now so far I like TU's but feel there is some major limitations that we are not taking into account. TU's should be max TU's at a normal load. Have more weight less TU's but same goes for carry light and you get bonus TU's. As someone who is only carrying very light weight should be able to move further, faster, and quicker than someone carrying a load. This would put in the reason why you may not want to fill up your back pack do you want more TU's for more shooting and other actions or more packing power.

    Another thing I think would be neat to see with TU's is being able to use some of that reserve from previous turn that you did not use it. You did a short sprint and rested sooner leaving you with TU's left. As you already have your gun up and pointing if you do not move you have bonus action points for shooting. So maybe you will have enough bonus actions to get 3 shots off in that round instead of only 1 or 2.

    From how TU's work it almost is like a measurement of speed and stamina. So it would make more sense that if you do not use up all your actions in a single turn and are camping you should be able to get another shot off if not moving again.

    I have only done about 3 crash sites so far so I do not know how many max attacks you can get but I think it should play in more with TU's. Really TU's really does feel like Strength and Stamina measurement and if not fully used should give a small benefit.. If you relinquish all movement in the next turn you get an extra shot or 2. If you decide to move you maybe get a a small percent of the TU's you had left added to your current TU's.

  4. Thanks for the advice. Well putting it that way I think assault may work if I throw a rifle also on him/her so he/she can fire every round until needing the heavy artillery. From playing X-Com got a bit too fixed in classes and not roles and how I can mix weapons with them.

    So assault should have high strength, reflexes, and TU since it takes so many TU's to even fire MG.

  5. Well I am new to Xenonauts and damn I am looking forward to this mod. The women look like woman and the men look like men. Not flat as a board no muscle at all wimps. Sorry the originals they look like they have no muscles at all and are perfectly flat and people are just not built that way if they are any shape at all because muscles have tone.

  6. Well glad it's not the norm. So do you think it's the way it was installed? Problem is I am using the Steam XCE and it has the normal assets folder than it has /mods/xce with asset categories. I dd find out from the Oppressive CE UI that I needed to delete the /mods/internal folder so the colors worked properly as it created all new files in that folder. So not sure if not deleting them originally could of caused the issue or not.

  7. As a reminder to everyone remember these are not classes. They are roles, or equipment loadouts. Any solider can be given a different role and all roles can be adjusted as you see fit. I, for example, give everyone a shotgun because I find those useful when storming ufos.

    Thanks for the tip. So basically build up rifleman and give them a shotgun for close range..

    Well we all know the only thing HW need really is bravery and high strength.

    What stats do you recommend for the other roles as most important?

  8. The Oppressive UI is having issues. I expect it's probably the location I am trying to overwrite or something. As I understand there is some differences in Steam XCE vs normal XCE. When I tried both Steam XCE and Oppressive parts of Oppressive works and others do not. Also I had tried not sure if it was a bug or not the Dynamic UFO's and I was getting reapers before I should who pretty much 1 hit killed almost the entire team on there first turn.

    Questions like am I suppose to copy these into the root asset folder or the asset/mods/xce folder? Is one big question I have.

  9. That shouldn't be possible. The smallest UFO you can get a Reaper on is a Corvette (which is when they start appearing in vanilla as well). So either there's an odd bug that's making them appear on Scouts (although this would more likely to be the result of a mod I think) or else it was a Corvette you were facing in which case its reasonable to expect them to be difficult if you down one ahead of the usual vanilla UFO progression. (The beginning of October is only a few weeks away from then Corvettes can start appearing in vanilla in any case.)

    Not that I'm trying to persuade you to keep on with the mod, mind. You're quite welcome to do what you want! But I'm not convinced what you've described is a problem (unless it's a bug) and I wouldn't want other people to be put off the mod because of it.

    Maybe it was a bug... Here is the thread showing what mod's I had installed. So do you think one of them messed with yours causing this bug to crop up? Also I think there was probably 3 of them or so as it was dark and I saw one from one direction than 2 dead.. than another appeared I think from another direction and like 3 dead. Didn't have time to flee or anything. Should there be that many on a single ship? I know at least and think I saw maybe a third.

  10. Steam Beta from what I understand is X:CE 0.30HF1

    MOD INSTALLER

    Aegis Armor

    Armored Assault 1.1

    Fire in the Hole 3.0

    Lore+CE_0.26

    minibar-soldierrole

    NewLasers_v0_2

    Manual Install (copy over under asset)

    unpacked_tiles (with option skip already existing files)

    RMP - Artic Collection

    Skitsos improved containers

    Skitsos Sleek AI turn mod

    Skitsos Ultimate Megamix Map Pack 2000 v1.21

    Skitsos improved tile art

    Jsleezy portraits

    Jsleezy Armor

    Skitsos Alternative Rank Insignia

    Skitsos improved containers

    Drop folder in MOD Folder

    SleekPlasmaCarbine-V2

    SleekPlasmaRifle-V2

    Want to install

    Oppressive UI CE 0.27

    Xtended_Distribution_0.7

    What I am not sure is if I should be doing the manual install ones directly under assets or should I be installing them under the /mod/xce? I have read it different in a few different threads so that maybe where my problem is coming in at.

  11. BTW this is for CE 0.30 from Steam

    OK! First is there a mod that maybe makes heavy weapon actually usable? The 42 TU's or whatever it is means that my heavy weapon guy is never in range of enemies to EVER fire at. I gave up on HW as he can either run close enough to get shot and killed before his next turn so he can fire. Second shot guns are useless also at least in the beginning because the range is horrible. Isn't there any other alternatives?

    The only thing I have found useful at this time is rifleman, shield bearers (as scouts), and snipers. I have found no use for other classes as rockets destroy everything so unless I do a terror mission later in the game I avoid rockets.

    Scout what purpose are they for? Seems shield bearers do the same thing.

    Maybe I am doing something wrong I play on easy and I still lose a man or two by third mission. Especially with that the mod that is definitely not for bad players like me.. the Dynamic UFO Spawn! Running in reapers by beginning of second month them things had multiple attacks and one hit killed almost my entire crew on there first turn.

    So what are good soldier roles to use and what should be researched earliest for best survivability? Currently I immediately build another laboratory, hangar, living quarters, and 2 radar arrays. This way I can hire more scientist and engineers immediately to build 2 Foxtrots. The next thing I research than is the alloy's as that got you armor right away in X-Com but I am not sure with Xenonauts.

  12. Well thanks for the advice. But some mods I am not sure how to get properly working in Steam:XCE version fully. I did get most of the oppressed UI working but some features like the bars are still green.

    I found some useful ones and one to avoid that I deleted immediately.. Dynamic UFO Spawn (ugg) my first small craft downed in 2nd month had reapers on it and one hit killed me.. they had so many TU's it was a joke.

  13. Hi I appreciate the beginners guide but the terminology does not match. Took me a while to realize that LMG is actually Heavy Machine Gun as there is no weapon that says Light Machine Gun.

    I imagine HE is something that comes later in the game so bad for a beginners guide so I took that meaning right now fragment grenades. The difference in terminology really made it confusing some. Otherwise I found it useful thanks.

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