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fall19

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Everything posted by fall19

  1. I am very concerned about this game, its not even xenonauts 1.5 its just the first one in 3d. None bought the first one for the graphics and the second one looks like a game from 2004 so thats not going to be a selling point. So i have to ask. whats the point of this game ? same soldiers same buildings same aliens, weapons, research, geoscope, air combat, mission types everything is the same. Here is what they could to differently. how about a game set in the 80 after a nuclear apocalypse. the aliens land their ships in the hotspots(randomly generated) and you have to fight them off.One thing that always bugged me about xcom is how convention military is pretty much absent but in a nuclear apocalypse this makes sense. Instead of underground bases make towns, buildings are actual buildings, you get funding from the civilians in your cities(that you have to rescue). add mutating soldiers,psionics and rad resistant power armour. Yea i know its too late now but im seriously not going to buy xenonauts 3d , its pointless
  2. news from who ?You are the one that started the thing . Just give it up. Its not gonna happen, the only way this is going to happen is if you learn and do them yourself or you pay someone else to do it
  3. you need to capture a medic i think for the gas grenades , but tbh the stun baton is way better , a few swings will knock preaty much anything out 3 guys with batons will even knock out a large xenomorph
  4. would it be easy to make a larger andron ? and have him be extra strong ?
  5. is it possible to add "tanks" for aliens , rational , they see you using them so they design one themselves
  6. LORDPrometheus now that you mention it i also had that problem , but it was because it didnt have room in the dropship placing the soldiers so that the vehicle has room before you put the vehicle in dropship will fix this
  7. i installed the base version and then downloaded the patch from here
  8. kind of offtopic but does the ai understand the risk of friendly fire , or more importantly to not throw a grenade right on top of his own head ?
  9. I for one have given up on trying talk about GC balance , its clear me and Drages see balance very differently and we enjoy different types of gameplay in xenonauts and it is his mod after all so there is no point in me trying to push my point of view unto him , i will change the gc to better suit my taste We did end our last discussion on a sour note and i didn't mean any disrespect i'm just very opinionated and sometimes i get carried away when i feel like someone doesn't understand what i mean ( your responses made me feel like i was being misunderstood), if i offended you i apologise I will however throw some ideas number of aliens on crash sites - except small scouts ( no clown cars pls) i feel like you could put more aliens unto ships , not sure how the game handles large amounts of aliens but it would be preaty cool to have less powerfull aliens but more , the idea would be to have cannon fodder aliens combined with some strong ones, and having them stay closer together Its kind of a shame that terror missions are so rare , would be nice if like half of the missions were terror and half were crash sites/landings Regarding the aircombat i feel like the condor stays relevent for to much of the game mostly because of the dodging mechanic that the other aircrafts seam to be missing, maybe i missed it but is there like a upgraded version of the condor ?
  10. guess il show you , its easier here you can see that the hull is intact, confirmed by the fact that i have no vision inside the ship but i can jump over that fence right into the ship , i have tried walking into it and it works its not just some wierd pathing bug its a preaty neat trick , the aliens wont know what hit em
  11. there seams to be a bug with ledges where you can "jump" in the ship thought the breaching area even when the ship hull is intact
  12. can you however change the damage so its 75%-125% instead ?
  13. guess i just wont use the medbay until the wound time can be easly modded , thanks for the info .
  14. thats to bad , how does the medbay work, can i change it so its less effective ?
  15. i've been trying to increase the time it takes for wounds to heal so i have to use more soldiers can anyone point me in the right direction ? searching the forums and googling has revealed nothing
  16. take some hints from the devs of the game and standardize some things , range for example , in vanilla you knew that a rifle , no matter the tech level had 20 range and they all had the same hit chance in all firing modes, this was not made in order to be boring , this was done for balancing, you cant balance weapons when they have so many diferent aspects , sure you could have some diferances , like this type of rifle has more range ( but the other standards still stay) or this rifle has better aim, again the other standards stay and the vanila game had so few weapons , you are trying the impossible you cant balance the guns without making standards now lets talk about alien balancing, again the same problem , lets take the caesan as a example, in vanila they range from 50 to 60 ap , in your mod they go from 60 to 110 , and the same is true for the other stats , the only thing that goes up a lot is the target resistance in vanila , again you cant hope to balance without making some sort of standard for the aliens , they already get tougher they get better guns, you dont have to improve them so much in every aspect all of these standards were put in place so the player can learn to become better , he could come up with strategies that will work no matter the gun he had , he could come up with plans to assault a ufo because he understood how much a caesan could move and kept his soldiers back and that his shield could take a weapon burst, you cant plan for 100 ap , he could go anywhere do anything so that means there is no plan , just savescuming regarding alien explosives , this game kind of falls apart when the aliens have so many AOE attacks because they know were you are and can throw grenades at angles impossible for a player , the fact is the AI of this game was not made so the aliens have the ability to throw grenades every turn I know it looks like im bashing this mod , but i really like the new content , the new alien types are preaty cool , the new weapons and gear are very cool , i like the new research (still needs to become simpler to tell what you need in order to research new things, maybe add some hints in xenopedia as to what this research could unlock , or add a picture of what the research will help unlock . The only problems i have are with balance one thing that i would like to become harder is wound time , a near dead soldier should not come back to the front lines so soon , i dont know if its possible but increasing the time to heal a soldier will make it so you have more active soldiers and not just the A team and some backups
  17. but if you have to load and load until the alien gets that lucky miss dont you see how this makes all your planning worthless even a bad plan will work if you load enough ? and using everything ? you cant be expected to have everything available , you cant just throw smokes whenever you see a alien , you wont be able to shoot them aswell , throwing flashbangs wont kill them and when you go in close to kill them you will more then likely get shot by someone else in the process (again if you dont savescum there is no way for you to know if someone else is there ) grenades mean you cant get close to other soldiers , low range of weapons mean that in order for you to kill a alien you have to get close to other soldiers , you want to get close in order to shoot them , but when you do get close the aliens will start firing because of the high reflex , killing a soldier even with a upgraded shield , so what do you do ? you reload , again and again , until you find a solution that works , but this is not planning , this is not strategy , most of the times the thing that works doesnt make any sense its just that the alien reflex didnt trigger from that angle or from that specific soldier or maybe your soldier just got lucky and dodges 6 50% shots in a row , again this this not strategy this is just exploiting the game should be HARD but it should reward planning not mindless savescuming , again anyone can load and load until that 1% happens people say vanila was easy and maybe it was a tad bit easy on lower difficulty , but insane ironman ? no fucking way was that easy
  18. honestly if you have to savescum there is something teribly wrong with the balance , this type of game is ment to be played ironman , anyone can win if they reload enough , there is no tactic in it , just more time and this brings me to my balance issue atm aliens just run at you and throw grenades , there is no amount of planning from your part that can stop this , they will hapily throw grenades at 1 soldier , in vanilla game shields were used as mobile cover, in this mod they are used as grenades magnets , you will put them in front to deplete the alien grenades and if they survive you send them back to the ship because they are screwed, but they will more then likely be dead, There is 0 countermeasure to this , no amount of planning from your part can stop this without loading the turn multiple times and exploiting the AI, I would suggest making a new class of aliens , give them a new color and make them the ONLY ones that have grenades , this way if you spot them you atleast know whats coming also since the aliens know were you are and they know from what tiles they can see you on what tiles none has vision of them etc etc i would sugest lowering the TU of all aliens so they cant just run 100 meters shoot you multiple times and then run away , again because there is no countermeasure to this(without savescuming) , you cant plan for a alien running half way across the map and killing your soldier and another issue , reflex , i check the alien stats and the reflexes is INSANLY high , they will just shoot you when you do preaty much anything, shields wont keep a soldier if you are trying to get close to a alien, they will just melt right through it and kill him , and when you pass a corner they will open fire right away and kill him , again you CANT plan for this unless you savescum , since the aliens will just hide in a corner(the ai knows if it can get to a soldier and kill him and if he cant thats what he will do ,camp) and there is no way to get vision of him from afar (i deleted everything and made a clean install and i have seen new alien types , still no engineer , on corvets only technicians)
  19. well i did like 15 more missions , and still didnt find any engies pilots or anything ,so i guess my game is bugged or something , couse i am def not killing them, could tundra tileset couse this problem ? the only things im using is the tundra tileset , Skitso's Ultimate Megamix Map Pack,Alien Base Booster Pack man deleting xenonauts takes 5 minutes , god dam 200k files D:
  20. is there any way to give myself the prisoners i need ? they dont apear when i enable item giving in gameconfig
  21. im still not getting any of the aliens i need , i even captured a leader and wraiths , but my research is still stuck , could XCE be changing the ufo contents ? because there is def something wrong
  22. sigh im still not getting anything else besides blue, red shirts ... do the aliens actualy need to do bombing runs and stuff like that in order to get units and ufos ?
  23. http://s000.tinyupload.com/index.php?file_id=48845594102526810123 here is the save file , i did another landship , another andron landship QnQ
  24. i captured every type of alien i found , there is no new type for months , all i get is adrons
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