Jump to content

Ichthyic

Members
  • Posts

    81
  • Joined

  • Last visited

Posts posted by Ichthyic

  1. not the point at all.  if you don't have a place to post how your new features work, nobody will gain interest in this game.

    have you NOT SEEN how interest is dying on Steam and Gog?

    I actually read the forums, watch the videos and read the comments...

    if you ignore everybody but your beta testers, this game will fail.  That i can guarantee, and this is coming from someone who was in game development themselves back in the 90s.  Hell, it's probably already too late.  3 years of private beta?  yeah, that just reeks of failure.  :( 

    I spent many hours playing the original, testing betas for it and this, and I'm telling you, this game is about to disappear from people's consciousness.

    so little effort could be made just to keep communicating the ideas and features that are being worked on, snipets of this that and the other... keep people interested.

    but there simply is none of it.  anywhere.

    do you understand this?  If not, just ignore.




     

  2. whatever is decided, I have to say... even a child is very very unlikely to literally toss a grenade at their own feet.

    yet here... it's actually quite common.

    get rid of that by giving grenades a minimum landing range.  meaning, you can't target your own feet, but there is also no way a grenade you toss can land on your own feet.

    it's just stupid otherwise.

    makes me want to mod everything that can launch a grenade to have double the accuracy it actually does, which is not something I want to do.

     

  3. I almost forgot...

    I have scanned youtube of people playing this beta and the comments, and the singular, most often repeated comment is:

    "Please replace the sound effect used for selection.  That high pitched clicking noise is extremely irritating."

    so... yeah, there's that.

     

  4. How does this work?  is it automatic?  what exactly does it do now?

    I have not revisited the beta build for a long time, and see there are new things and features now... but nowhere is there any description of how they work.

    it's quite frustrating.

     

  5. On 2/29/2020 at 1:17 AM, Alienkiller said:

    Yes, Roxxed I aggree. But what you don´t know is, that some of the Systems we have testet in Beta 1 to Beta 7 or Beta 8 have done a lot of trouble. For example the Base had to be rotated back from the cool looking ATLAS-Base (and I love the new Design and missing it fully) from Kickstarter-Promise were tested from us Betas.

    In every small and big Patch the shown Kickstarter-Base (ATLAS-BASE) get upgrades, changes, bugfixes and so on. Nothing helped to solve the Problems. In that case the Community were asked and over 50 % decided to get an Base-Overwork. With that Overwork we get back the stable older Base-System (Base-Building and Base-Management) with new Graphics and the possibility to transfer Personal (like Scientists from the Lab to the Sickbay atm.). The fully possibilitys of that transfers we Beta-Testers could test in the former ATLAS-Base. Following upgrades to the old Base Managenment-System from X1 we could test in the prior ATLAS-BASE:

    1. You can transfer your Personal: 

    - Scientists from Lab to Sickbay and Back. Transfer Scientist to the Sickbay reduces the Healing-Time from Soldiers.

    - Technicans from Workshop to Generators as well as Radar and Back. Transfer Technicans to Generators give more Power and to Radar a better Radar-Functionality.

    - A training System for your Soldiers.

    2. This transfer System we have for the upgraded old Base-Management-System too in Beta 9 and 10. Since Beta 11 you can´t see it. My thinking about that is, that there get more changes for that cool Implementation. Like more Possibilitys for the Technicans and Scientists. And the full missing Training System for Soldiers. Maybe we will get this in Beta 12 or 13 for a full Test.

    The Base-Management from the cool ATLAS-Base we saw in the first Betas were not the Problem. There were other Issues like Base-Attacks, Base-Defense Missions and such. Some Base-Management-System-Parts get transferd to the upgraded older and stable Base-Management-System (see Point 1). Maybe [only maybe] we will get such a cool announced Base-System on Kickstarter or an big rework on the now working Base system in an future DLC.

     

    The same Problem like the ATLAS-Base was with the Airfight-System, which should a completely new System like the ATLAS-Base. The Idea to make a Mix from the good old X-Com-Airfight-System or something familiar with some new Ideas were not bad. This system get upgraded, changed, bugfixed and so on like the ATLAS-Base. But the Airfight-System was to easy (because the Feeling from good old X-Com don´t came up) and the easy Micromanagement (like fast attack, long range Attack or such) were not there. You couldn´t say from where the Fighter / Fighters should attack, you hadn´t the possibility to attack the UFO-Backside and so on.

    In that Case the Devs decided to go Back to the older Airfight-System, without asking the Community. The totaly upgraded older fighter System is a cool feature and you can play it with the Mouse now. Maybe we will get an big overwork in an future DLC too.

     

    Last but not least the Geoscape and Base-Management. There we get the biggest rework from Development on, because the Devs have noticed the Problematic in X1 there.

    1. Overtaken Things from X1:

    - Build secondary Bases over the World. Normaly you don´t need more then 4 if you build them up correctly.

    - Scan for UFO´s and Intercept them with your Fighter-Aircrafts.

    - Send your Troopship / Troopships from the Main Base to UFO-Crashsites and Terror Missions

    2. New Things implemented for X2:

    - You have special Missions now, which you have to do in Time [atm only as Placeholder] on the Geoscape

    - You have now the new things [Orbital Bombardement, Signal Uplinks and 1 thing more] to get more Micromanagement for the Geoscape (atm Test-Phase).

    - You get in the Base-Management for Soldiers, Vehicles and Fighters the new Modular-Armor-System. With more of that comming!

    - You get in the Base-Management a new Research & Development-System [like Upgrades for existing Weapons and Airforce-Explosives like Rockets]. More is comming there too!

    - And much more I have forgotten in that new complete Development for Xenonauts 2. Missing Features will get in the next Betas and if all Main-Things (like the Modular-Systems, Special Missions and new Implementations on Geoscape etc.) workes correct and stable then we will get more Improvements of that in the Early Access-Versions.

     

    The Main-Improvement the Game get already is the Ground-Fight with a rotational Camera, a complete overwork of the Aliens, UFO´s, Soldiers, Transportvehicles and all other Subjects on the Maps. Esp. the Modular-System (wich will integrated to the AI-Helpers too), the new Improvments for the Fireworks (C-4) etc. and the new MARS-Support-Vehicle (and better Variants) are very cool.

    The Grenade-Launcher is a must have Weapon, which works good if it´s used correctly. And he is like the other Weapon-Tiers upgradeable (see XCom2).  


    This is all great information.  Is there someplace, ANYPLACE, either in the game or on these forums, where there is easy access to a summary and usage of all the features associated with Xeno 2?  because if there is, I sure as hell can't find it.

    I actually bookmarked this post, because it was the only thing that gave me a clue that you could move scientists and engineers around, and I still have no idea how to move them back except to remove ALL scientists or engineers entirely, then add them back, which by default puts them back into research/manufacturing.  So for example... how DOES one go about moving a scientist from the medical bay back to a lab?  PLEASE PLEASE PLEASE, I am begging you... put the information in a sticky somewhere as to how these features work!!!

     

  6. in addition to having longer sight ranges than your troopers, a good use of them is to soak up reaction fire from entrenched aliens. just move your tank towards the aliens, and let them use their reaction fire on it.

    then you can safely rush them with your troopers.

    especially useful on the last mission.  I tend to like the gunner tanks instead of the rockets, as the gunners have more ammo, and they can still destroy walls and such, and don't annihilate alien loot.  Rail gun tanks are amazing.



     

  7. use stun gas.  if it doesn't stun them as they try to run through it, it will cause them to pause and use extra AP, very much slowing their approach.

    or they will try to go around it, giving you way more opportunities for reflex fire.

    very very useful.  especially forcing them to take longer paths.  will save your butt doing late game base runs or battleships that have reapers.

    essentially, use it like a minefield, anticipate which direction they will come at you from, and toss it in the predicted path.

    bonus:  also works as "smoke" to block LOS on your troopers, if there are more than reapers you are dealing with.  slight negative, in that it also will make it slightly harder to score reflex shots through it for your guys as well.

     

  8. sorry to necro this thread, but it still shows up as relevant in google so...

    Having just done 50 rounds of killing reapers at the end...

    1.  It is endless.  each turn 4-6 reapers will spawn as a group and move up the main corridor.
    2.  your ammo ALSO respawns.  wish I had known this going in.  you need to have two weapons.  swap back and forth as each runs low on ammo.  every 3 (?) turns, the one in your backpack will refill with ammo.  sweet huh?  basically, if you plan right, you can kill reapers endlessly.
    3.  a tank is useful for increased spotting distance, if nothing else.  set your guys up in the room before the Head Praetor, but facing back the way you came.  you don't need to worry about dodging bullets, so set yourself up with the best lines of fire back down through the corridor.  don't park yourself closer than the first cover boxes.  snipers REALLY shine here, especially if they have decent reflexes.  shotguns are useful too, as the reapers will sometimes manage to make it past your big guns.
    4. reapers understand EXACTLY what your line of sight is, and will work to keep themselves just out of it if they can, by ducking behind corners, etc, so they have the shortest run possible to your nearest trooper, without anyone having a clear LOS on them.
    5. a couple of troopers with rockets to swap in is helpful.  during your turn, run a unit with sentinel armor up the corridor a ways, and use it as a spotter to see if there are any reapers clustered in a spot.  sometimes you can nail 5 at once.
    6.  if you are waiting for ammo to refresh, use your grenades.  again, use a spotter up front, and if you see a cluster, toss a grenade in there.
    7.  if you are in dire straights ammo wise for several units, tossing a stun gas grenade in the corridor entrance will really slow down the reapers.  be warned though, it is "smoke"  so will make your own units more likely to miss their reflex shots.
    8.  I stopped at 300 reapers dead.  took me about 2 hours.  it's really only fun for the first 20 mins or so.  I think a good goal is to try and get up to the first "batch number" which is 106.  that should be all the aliens you killed before the reapers, and about 12-15 rounds of reapers after that.  your score actually depends on how close you get to killing all of a "batch", so say you killed 280... well the next "batch" ends at 317, so you would still only get rated as "good".  OTOH, if you got 106/106, you would get the excellent score, even though you actually killed far fewer reapers.  shorter:  don't worry if it says you only did "good".
    9.  if your are playing the XCE version, reapers will kill tanks in one or two hits, so keep that in mind.


     

  9. using  XCE 034.3 with latest mod updates.

    the mod package includes the mod:

    Furies, Terror, and Dreadnoughts Oh My

    with this mod enabled I was unable to ever research the Fury aircraft, even with all the prerequisites listed in the researches.xml file for that mod, and even having researched singularity generators.

    it is supposed to make the Fury researchable after having finished marauder, anitgrav generator, alien reactor, and the corsair.  but in fact, the fury never becomes researchable.

    I have no other mods enabled other than the ones that came with the "official" modpack associated with XCE.  It is loaded last in the order.

    if I try to deactivate the mod, no savegame made with it enabled will load; you get a CTD.

    something is wrong with this mod, and even having checked the xml, I can't figure out exactly what it is.





     

  10. I've had good luck with this so far, but cannot for the life of me figure out how to breach roof tiles on the battleship.

    I'm even using the xenopedia assault map as a guide, but most of the time, the destroyable roof tiles do not highlight, and even if I place a charge in the area marked by the assault maps, I get no tiles destroyed.

    since they don't highlight properly, does someone have a screenshot of *exactly* where to place a charge for battleship roof entry?

    oh, also, i can see the highlight tile for the next deck down (again, roof access but next level down) but again, the charge does not breach the roof.

     

  11. I'm using this on top of the latest version of XCE (0.34.3), and made the modifications to the gameconfig.xml file as you suggested for compatibility (though it's just about reactor damage).

    what I am seeing is that everything appears to be working right, but I get a LOT of animation stuttering on maps using this.  whenever anything moves, it stutters.  even civilians stutter while they are crouching in fear.

    any idea why?  no doubt it is this mod, as I never saw this behavior before I installed it.

    edit:

    false alarm.  turns out it WAS just the specific map causing problems, I just happened to get it twice in a row.

    other maps are not showing this stuttering behavior, with or without your mod.


    edit2:

    actually, it's a combination of map type, and the number of troopers you bring wearing sentinel armor.   the complicated LOS on some maps gets really intensive to calculate when you have 10 guys all running around with 360 vision.

    If I keep the number of sentinel armors on a map to around 4 or 5, the problem is noticeably less.   had nothing to do with this mod at all, just to be clear.


     

  12. On 2/23/2017 at 11:02 PM, Pave said:

    I don't see any workaround at this link, and like many others, I am stuck with the "black roof" effect on a mission with a cruiser wreck.

    perhaps it was supposed to be a different link?

  13. ...like I said.

    oh, also?  the stupidly powerful alien weapons now make things like shields useless, because they get taken out in a single hit.

    *sigh*  I guess I will have to go through and find the dumb mod edits, and tweak them back to something sane again.

     

  14. I've been playing xenonauts for about seven(?) years now, was thinking it was time for a change, and so tried the latest xce build.

    uh... NONCOMS can hit you for 75-85 points of damage.

    any alien with a plasma rifle can, and will often, hit you for 75-85 damage per projectile, on a burst.

    accuracy is sky high, they seem to be able to shoot across the entire map with great accuracy, and even through half cover as if it isn't there.

    I'm sorry, but this is insanely ridiculous,  basically, you have to forgo trying to set up ambushes, because inevitably at least one of your team WILL die if the alien shooting has at least a plasma rifle.

    too much reloading after I find out where the aliens are.  it's the only way; I have to find them, reload, then go back with multiple units to take them out.

    the direction this is taking is too much towards aliens being stupidly overpowered, and that was just on veteran! 

    not fun any more.

    :(

     

  15. 1. The medal you get for killing 10 aliens shows +2 bravery instead of +1 on the description, though it still grants the proper +1 bravery. The description when you hit 20 and 30 is correct.

    2. Crux Solaris: Awarded for successful capture of a live alien command unit. This is no longer working. None of my guys who have beaten alien leaders (when capturing for the first time) senseless with stun batons have gotten this medal. Also does not work with stun grenades (tested). Edit: Seems it only works with leaders found on large craft and up for some reason. It did not work on leaders found in bases, or officers/leaders found on medium craft.

    this is version 1.59 vanilla.

  16. I've found a useful strategy for the 3-base method is to make your first base balanced, with 2 research labs and 2 workshops, which need populating ASAP, and 5 hangers, which gives you *just* enough air power (often need to double-up with condor attacks). my second base has 6 hangers and 3 research labs (populate 1 of them in october, another in november, and another in January) and no workshops at all. the 3rd base has again 6 hangars, but now has 4 workshops instead of research labs. populate those workshops 2 in december, and 2 in january, and your production will skyrocket. make your interceptors at the workshop base, and your weapons/armor at your first base. rotate out older interceptors back to your manufacturing base, then retire them as you run out of room.

    also, start your base building so that it finishes the 1st day of the next month, then you don't pay upkeep on the base. same with any structures you don't need immediately; start building them so they finish after the end of the month.

    Corsairs are much much better than foxtrots, wrt firepower, so with a bit of effort, you can start to assemble your fleet of corsairs in December, and replace most of your airforce by mid January or so; don't build more than one foxtrot per base. I use them mostly as fast decoys while using condors to actually attack. once you get corsairs though, one corsair easily outdoes both a condor and a foxtrot together.

    lastly, don't forget you can send out interceptors on "patrol" to areas not covered by your radar. look for messages on the global map about alien attacks, and if not out of range, try sending an interceptor or two out to the area to scout for aliens. Great way to prevent bombing runs before you have good radar coverage.

×
×
  • Create New...