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Alienkiller

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Everything posted by Alienkiller

  1. In all Versions I tried out, V.22.0 to V.22.3 everything worked fine. And in my Test to load the Game for V.22.4 after Upgrading it. Like Exuvo said already the Logs are needed. Without them the Devs can´t work and find your Problem to get in the Main-Menue.
  2. We Betatesters have some Ideas in this Part too and Discussed them. For the small Outposts Garissions they are usefull and evtl. for small (specialised Workshop / Research) Xenonaut-Bases, which are directly in that Outposts / Bases and Defend them. But that we will see an portable Concept first in the next new Beta-Versions. For all other Missions you have your Main-Troopers in the Main-Base and later evtl. an medium Secundary-Base with an Troop-Transport. What you don´t know is, that we have an Stresslevel-System, which get an Refit after long active Testing. In the next Beta-Version it will be active again, there you get enough Rotation. Belive an Beta-Tester, that´s more then enough Rotation for your Soldiers like it is now.
  3. Original it was planed to make the Main-Base like in new X-COM, but that get canceled. Maybe it will come like in UFO-ET-Series, where you have an similar Base-Buildup-Screen, but for Cost-Reduction the other Bases get limited (f. e. Research only, Production only or like originally Planed Fighter-Bases only [like in UFO-1-ET Original / Gold]). An Mix from all 3 would be cool. We will see what comes. Many original Ideas we could test already In the previous Betas and the Ideas get in with Rework / Refit earlier and later. An smaller, but similar way UFO 2 ET goes too, where you can build up Fighter-Upgrades in the Secundary-Bases. The difference to Xenonauts, Phoenix-Point and new X-COM is, that you aren’t limited atm (only Money).
  4. Hmmm.... Strange. In the Cleaner HQ I never had that Problem. But you are right, in some other Missions that Problems show up sometimes. Then you had to Quit and Load an prevouis Save, then it worked correctly.
  5. Thanks Chris. Yes that´s cool new Stuff with the Cleanders and the Money-Break until they get finished off. Hope more of that is comming in.
  6. I suggest you play UFO 1 and 2 Extraterestials and the good old X-COM too. Then you will see that such Costs are not unrealistic per Month. You have 1 Main Base where the Main-Work get done and several small ones. How you build the smaller ones is up to you. As an good old X-Com-Player (the first Games and Pioneer for all successors like UFO-ET- and Xeononaut-Series) I know that such Prices are not unusual for an Special Military Organisition. You get the Best of the Best from Beginning on. Not Standarized or fully Normal Things every Civilian get. And you will get more Budget / Special Things later on. The Game is still WIP, in Rework, Upgrade and Refit with already testet Parts, evtl. an small Fine-Ballancing here will come too. Not much but a little.
  7. CaptainsPrice, yeah I found 2 Bugs too. The announced Fighter-Bug with Armor-Increase after UFO-Battles. Dosen´t matter you have Gun and Sidewinders / Torpedo or only Torpedos or Sidwinders. And dosen´t matter what Armor-Type you have (Steel or Alloys). And with V.22.3 / V.22.4 the Reload-Bug for the Stun-Guns.
  8. Yes in Xenonauts 1 I give you right, there is every Mission Monotunos. In Xenonauts 2 not, esp. after the Reworks / Refits and Upgrades from Tested Features are there [Agents, etc.]. Comming with V.23-Version. Evtl. more with an later DLC after the Base-Game is finished and get played from the Community.
  9. Ruggerman, we have Vests and specials integrated and playable ready, which should make with all other in Rework / Refit etc. testet and implemented Features as well as important Missing (Storyline etc.) ones made stable asap. Secondary / Tertiary Features we should bring in later with an DLC as Surprisse and Bonus for the Community.
  10. I can´t say anything to that, because I never come up to better Grenades in V. 21 and V.22. But I agree with Chris, in all the prevoius Versions before the HEVY-Grenades get much more powerfull with the Upgrades.
  11. The UNI-Mod for UFO 1 ET have an cool Middleway found for that Problem. I played a lot of Missions in UFO ET with it. The Armor have (what we can see in the Picture in an other Threat) several Defense-Things (against Poison, EMP, Kinetik, Energey etc.). The Armor get Damaged then and will lose (as realistic) Defense-Protection. At some Point (say 3 or 4 Attacks if you get lucky) the Soldier get HP-Damage, because the Protection goes rapadly down. Such an System is planed to integrate in the UFO 1 ET-Platinum-Refit and for UFO 2 ET DLC. I don´t know what an System Xenonauts have atm. in that Part, but it´s better then in the Prevouis Betas (V. 01 to V.19 or 20), where the Armor get destroyed completly and the Soldier get dying on the first or second Hit.
  12. Thanks, Kommandos. It´s Russian and yes, that is what I mean. new Implemented: Head-Part for an Helmet (f. e. Anti-PSI) [Head] Shield-Holster for an Electronical-Shield (Energieshield for Soldiers) [Torso] Pistol-Holster for different Pistols (Stun, normal, Engery etc.) [under the Shield-Holster] additional Shoulder-Pockets for whatever (Grenades, Ammo etc.) Not Changed: Hands, Belt, Backpack and the small Shoulder-Pockets (2x2)
  13. Sadly we don´t have a Picture from UFO 1 ET UNI-Mod with that Soldier-Equipment-Screen. But I will make one today, if I don´t forgett it. There you see what I and Ruggerman mean. Kommandos, if you can bring the Steam-Community to wait 2 or 3 more Years patient with Arguments, Facts etc., we can bring the Soldier-Equipment-Change and other long-time Changes in. And from my Experiance there you won´t have Success. That you can belive me. It´s better to finish the Main-Game WIP with already testet and Reworked / Refited Features, fully R & D and Major-to Implement Things out. After the Main-Game is running, we can think over an DLC with such Secondarys / Terteries. Or an Mod (like in UFO 1 ET UNI-Mod) upgrades the Soldier-Equipment Screen.
  14. Ruggerman, maybe the Soldier-Equip-Screen can be reworked from the Devs or Modded like in the Uni-Mod for UFO 1 ET Standard / Gold-Edition. But atm we have to look that the Game get ready with every tested and in Rework / Refit-Part done asap. The Remaining Secondary / Terteriary Things like that can be done with an DLC / Mod.
  15. Yes in Jagged Alliance you can move them on the Ground or in Crounch-Mode. Not far, but you can move them. I played it too very very long. In the JA 2 Refit the same is given too in Realtime-Playstile. One Series of that Gerne tried it too, called UFO-After-Series. There you could use it too incl. Crounch-Moving, because you haven´t heavy Weapons [like LMGs] and it was Realtime-Playstile too in the Missions. There you could move then too on the Ground. In the full old-X-Com-Series, new XCOM-Series, the UFO-ET-Series, Xenonauts-Series, Phoenix Point and all Fan-Made-Projects of that Gerne you won´t see an Option for laying on the Ground or moving in Crounch. That´s have to do with the Playstile and everything that hangs on. Evtl. that can be integrated with an DLC for Xenonauts 2 or through an Modder later on with the Crounch-Moving and Lay down / Lay-Down-Moving. Atm. this is an Secondary- / Tertiary-Element about to bring the Game to the playable Status with the already testet Features for the Geoscape, R & D, Missions, Interrrogations etc. That´s why we do our Job and make the Game so much Bugfree playable as fast as we could [Devs and Founders / Testers] to present the Community [and the Community on Steam is not very patient] an playable Game.
  16. It´s not a Sit-Down, it´s Kneeing, which is a big Difference. 30% to 50% lesser Attack-Plain an Soldier give the Aliens / Traitors instead of normal Standing. And you can upgrade the % with Cover. The Problem with complete lay down in such Games is that you lose 1/3 of the APs for Stand-Up. Means an LMG, Grenade-Launcher or Sniper-Rifle isn´t useable anymore with full efficiency.
  17. Exactly Komandos, very good explained. We can test this in the existing Version atm.
  18. Maybe the Lay-Down-Thing comes, but I personally don´t count on it. In UFO ET-Series old and new XCOM-Series, Xenonaut 1 as well as all playable Fan-Projects in the UFO-Game-Gerne such an Feature isn´t there. The Knee-Down is atm the highest we can await.
  19. If someone wanna have Squads, he / she can Mod them later. I and 90 % of the others like the original Feeling from old X-Com / Xenonauts 1 / UFO-ET-Series. That means you decide which Soldier is going to a Mission and who not. The Squad-System have an second Problem too. You can´t give the Soldiers / Vehicles manually an Point in the Transport, where they have to Stand [like Heavy in the Middle and an Sniper / Grenadier behind them as well as 2 Rifle-Soldiers on the both Entry-Sides in the Main-Entry / Main-Exit] etc. That´s one of the Main-Points why the Xenonauts-Series and UFO-ET-Series don´t go this way. The Squad-Problem you can see in the new XCOM-Series, where you don´t have the Chance to switch the Order in the Transport. What the Stress- and Panic-System belongs, we will see what Rework / Refit have done in the next Version [V.23].
  20. Thanks Komandos, that´s what I mean. The Carrying weight is the Point. Everything else is a Bonus like I explained in the UNI-Mod Example for UFO 1 ET.
  21. If you read the Autopsy-Research-Text you will know why, esp. in the Head-Part. In the first Half of the Game you have be very carefull with your Soldiers and Support-Vehicles etc. Then after you have R & D to enemy Standard (which takes long) in Special-Parts it get much easyer.
  22. Chris, yes we can do it, when it comes in the new Version again. I only wanna go sure what sort of Crash Emily have.
  23. Nice Dev-Update. The Game is going on the right Direction now and many Features comes in again after Ballancing and Rework as well as many Prototype-Tests. I love the Way it´s going too and hope that we can get more of that with R & D-Gapfillers in the next Version.
  24. You mean that the fight is won and the Successful-Picture don’t show up? Had this too with 1 or 2 Destroyers and 1 Abductor. After I loaded the Savegame everything worked normal. All other UFOs-Fights working normal (Abductor, Scout, Fighters) from Beginning on. Strange Thing, on some PCs / Laptops the manual or automatic Fights work fully normal to 90 or 95%, while others have every time a CTD.
  25. Xenonauts 2 plays in many ways differently like X1. The first one is the cooler Design and Upgradeablilty to X1. The second one is that you get lesser UFOs to fight, therfore the Fight gets harder with the new Features (get Testet and still WIP for stability). The third one is that you get much lesser Material and have to choose wisely for Production as well as Upgrades. The fourth one is more Action on the Geoscape. The fifth one is that it combines old X-COM and similar / new XCOM with the best Features and fully new Ones in one Game. The sixt one is that other medium and smaller already testet Features come in again (like the better Air-Fight, Stress etc.), which are in Rework-Process for Stability / Finetuning. That´s the Main Difference to X1 as well as old and new Rivals. That belongs to the Bases too. More Bases means more Costs. In X1 it was with the Massive Material you get from UFOs etc. more manageable. In X2 you have to look at your Foundings more carefully. Either upgrading the Survivability from your Soldiers, MARS-Vehicle / Vehicles and Fighter-Crafts incl. Upgrading your Bases or more Bases and no Upgrades / Survivability. There the Devs don´t make a Compromise to make the Game much more Interessting and make it more the original X-COM, where you had the same Decission. I personaly think that will be Hardcoded. Not to forgett that Xenonauts 2 can be a Milestone in that and a direcetly Rival is with the UFO-ET-Row there, where UFO 2 ET is in Uprgrade / DLC-Process and UFO 1 ET-Gold-Version in Refit-Process to Platinum-Edition.
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