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Alienkiller

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Everything posted by Alienkiller

  1. There I agree with You Unkim. Esp. with the big Refits / Reworks and Upgrades which the Game get during it´s Development-Stages the last Years, where the Beta-Testers from the first Day get desperate here & there sometimes.
  2. There is an Credits-List with a lot of Backers. But not all Backer-Names there are the Soldier-Names. So you have to make the try & error principle. I made myself an written Handlist, what Soldiers of the high Backers work and work not and then go through with the lower Backers. Otherwise you won´t find out what Backer-Soldier work and not work from the Credits-List. If you have 1 Week or 2 Weeks time with minimum 6 to 7 Hours dayly, you will handle that.
  3. Skitso, Chris said already several times, this Problem will be done in the Early Access-Phase after the Gaps get filled in the next weeks.
  4. You get Hand-Grenade-Upgrades and a lot of extra Stuff for your Soldiers. The only Grenade-Advancement I think is for the Grenade-Launcher and an Rifle-Upgrade with Grenade-Launcher.
  5. Not everything is in the Game yet. Many Games I play get in Early Access-Phase (like U-Boat, Terra Invicta) big Improvements, which you didn´t expected. The same will be here. I played the Game in the last Beta-Version fully through. It was very interessting with the advanced R & Ds, Upgrades and what have done there already. I give you right, that some cool Parts after the Cleaners (sadly not all 3 Cells are there in the Milestone, which is an Reason I don´t test it) are not integrated. The cool testet Parts will come again with some new ones during the Early Access Phase. But like said several Times, first the Gaps from R & D and similar to about 70% of the Game have to be closed, which the Devs and some Main-Beta-Testers already mentioned.
  6. I think Skitso have to make an 70% Play through (up to Day 180+). Therefore you are in the Starting-Game-Part, which is balanced quite well already. The first 50 to 70 Days are not impactful anymore. First if the more advanced stages are played (from Day 71 to 180+) or a fully Playthrough is done, the Gamers are in the Knowing. Some Researches and other Parts of the Game need some more work and aren’t 100% done yet, there I agree.
  7. And again our lovly chinese Bot with 3 full Sites and the last Parts of the normal one.
  8. Have you played long at a stretch? If yes, an very easy Step helps to play fully normal again. Completly going out of the Game (therefore Save) to Steam or Desctop an Restart. Then it works fully normal again. When you playing to long at a stretch, then this small and easy to fix Problem shows up.
  9. Hmmm.... hard to say, belongs how hard the hit was. Sometimes (like for your Soldiers) you can survive such an hit and get healed. If it had 33 HP left and you make 34, then the Alien have a %-Chance to Survive. That could happen here. But if it was an hard hit (like it have 33 HP left and you make 40 Damage), then it´s dead.
  10. Yeah Komandos about several Difficultys Chris have announced (the Graphic-Engine have to assist such an Refit in all Maps, the Geoscape and so on and if it works the Geoscape have to be complete Refited as well as all Ground Maps). And then it have to be tested internaly and with the Main-Beta-Testers to look that it works correctly. Summa Summarum minimum 2 Years (like you could see in the Development to the yet working Status of all Groundmaps and the Geoscape).
  11. Komanods, that would need an big Refit of the Geoscape to all already testet Contents / Features (which will come back during the remaining Betas and the upcomming Early Access) with minimum 1 or 2 Years for an complete Refit. If such Ideas were come in the last 3 Years, we could have integrated and test it. But so shortly before Early Access, no way.
  12. Komandos, with the Suggestion you have we need 2 Settings: 1. The existing Panic Level 2. The Orbital-Oxygen-Indicator (like the hardcoded Nebula in Phoenix-Point / Terraforming in the old UFO-After-Series) But yeah, that´s an interresting Idea and will give the Game more fire. All Reactions from the Aliens will get React-Reactions (in that Case Gas-Masks, until the cloesed Suits come and Aircraft-Upgrades will Undercut that). For the normal Humanity, which don´t have such an Re-Reaction the Panic Raises Step by Step, until you get an Solution for that too (small Outposts with an Re-Reaction to buy humanity more time like in Phoenix-Point).
  13. From what I have in Mind is, that the manually Airfight should get some cool Content / Features in it´s Rework-Upgrade to make it interresting. The Groundfight get cool Content / Features too. If some Content / Features aren´t doable, then the Graphics-Engine (in that Case Unity) show the Limitation.
  14. Hi all, an Chinese-Bot is using again 19 full Sites here and the last of the the normal one. Please delete it again completely. Thanks, for the big Delete. Sadly that Bot goes on. Shit learning AI which get integrated everywhere (big Searchsides, Text-Programms etc.) anymore.
  15. Emily, the Alenium and Alloys Numbers for the Sotrage the Devs have explained in an bigger Version-Upgrade of the last 3 (V.25 to V.27). That works perfect, I did an fully Gameplay and was happy that it´s so. I promisse, you need that Stuff earlyer or later. The CTD sounds strange. I could play fully through on the Geoscape in my Gameplay. Some CTDs (like Alien-Base-Misson and the others which get fixed to Hotfix 5) get solved already. The only CTD I know is the one with the Heavy Fusion Weapons. Let´s hope that the Devs find out, what the fastest Geoscape-Problem is.
  16. Yeah, I have this Bug too. To play the Endgame with the Heavy Fusions-Upgrade is much easyer, that´s true.
  17. That´s not an Bug if you change the Weapon in that Weapon List. When it´s open it´s fully clear that you can´t read the Info-Numbers. You see the stats if you go over the Weapon, which is in the Weapon-Point / Gun-Point and wait 2 or 3 seconds like learned in the Tutorial. Don´t make an Click with the Mouse button, then you see the Information-Numbers under the Text.
  18. Is fixed with the today Hotfix-Version with some other reported Problems and cool new Implementations in the Research-Outcome-Part to fill the Gaps.
  19. Let’s hope that the Devs have filled the remaining Gaps (Research, Interrogations & Co.) to that Time as well as that we (Main-Beta-Testers) get this 60% to 70% best tested to get for the Public an stable & bugfixed Start- and Mid-Game. What the other done Parts since V.24 to V.27 belongs, did the Game a big Step forward. And more of that as well as interesting cool already tested Features / Contents will come back.
  20. Smoke Grenades work exactly like you described. It makes your Squad / the Enemy harder to hit. And it have an other Effect too. You get Stunded with Time (Inhalation of Smoke). That works for the lighter to catch Aliens perfect, after you reduced their Health. Against Baricades this Grenades help too as well as the Shock Grenades.Belongs in what Situation you come. The other Grenades you mean are Breach Grenades. That’s Grenades to destroy Cover / Armor. Very good to destroy enemy Cover-Points in Houses / open Aeras and medium / big enemy Armor (like Robots, Drones and similar). The last big Explosive you have is C4. With that you can make more entries if Nesecarry.
  21. You will have in every Game of that Gerne a Time-Limitation. 2 (720 Days) or 2,5 (850 Days), evtl. 3 Years (1.080 Days) is the Option you can get. That’s the maximum Time you will get in such Games with a big Research & Development-Tree as well as very good Storyline. Or you play Games like the Sims / Diablo / Managers like Motorsport Manager / F1 Manager where you have unlimited Time. The second is doable later on with Mods after the Game is fully stable with the Endgame-Parts. But there will be the hard coded Limiters for the maximum Time / maximum Bases / Story and similar which haven’t to be touched.
  22. You choose your Options of light, medium, heavy or extreme Gameplay directly in the Beginning. Therefore the new Custom-Choosebox get in in the Difficulty-Seting since Beta 26 / 27. There you can choosse your Starting Money, monthly % income and much more. More then 18 to 20 Soldiers aren´t needed for the full Campaign. An similar Soldierpool I and others have too for the complete UFO-ET-Series.
  23. You don’t need to raise Soldiers in Xenonauts 2 in to high Numbers (Keyword: Limited Resources and high Personal Costs). The much better Solution is to have more R & D Personal, which can create (especially the Engineers in secondary Bases daily income) as well as faster global Research-Speed. Like Komandos several times explained from the Devs and important Main-Beta-Testers you can have to many underdogs of Soldiers (Quantity with bad Equipment / Weapons) and loosing the Game or you have specialized Soldiers (Quality with best Equipment / Weapons) incl. MARS-Vehicle-Support (with big Upgrades in Weapons / Armor and later on a big surprises for them). Doesn’t matter what Difficulty you play the 12 beginning Soldiers with 1 (Skyhawk), later 2 (Dragonfly) MARS-Support-Vehicle are for the Beginning and most of the Mid-Game enough. With the next Transport you get, you can transport 16 Soldiers and / or 14 Soldiers and 2 MARS-Support-Vehicle / ARES-Support-Vehicle. To hold your Soldiers alive are 5 easy Points important: 1. use Cover (Walls, Doors, Trees etc.) 2. use different Armor (Shield, Plates, big Armor / Armor-Suits) 3. make an Mix of Soldiers with different Weapons (Long-Range, Medium Range, Short Range) 4. use the MARS-Support-Vehicles / ARES-Support-Vehicles (the first will be very long your Support-Vehicle with a lot of Upgrades) 5. use the limited Resources you have wisely (your Airforce and Base-Upgrades need them too) The best Thing is, that you can make the Crash-Sites / Terror Sites / Enemy Bases / Special Mission directly again with the same Transport, which have Lift off from your last Mission. That’s an big Advantage to Xenonauts 1, old and new X-COM-Series, Phoenix Point and the direct Predecessor the UFO Extraterrestrials-Series.
  24. Maxm222, you see it when it´s finished. And it isn´t finished until I can test much more with the next Hotfix / Update. The next 150 Days+ are important, after I can get on. Atm. I´m at day 150 / 160 or so and can´t get on with the remaining Misson until the awited next small Bugfix-Upgrade is there. CaptainSPrice, such unimportant fun Posts don´t help and unnessecarry. I make such an big Test Report (my 2nd) to give an complete Feedback what an Ocassion- / Standard-Gamer later on will have and what need to be adjusted before Early Access & more important full Game-Release . That uncheated Gameplay with an complete Report is hard work and time consuming. Skitso, thanks for the Praise. I did an first one long time ago (I think it was V.23 or V.24). The Other Main-Beta-Testers from beginning on help to make the Game better and all we find out to make the already integrated Features / Content in the Game get Upgrades, Overworks / Reworks and Refits. Not all is done so far of that, but some of them get done until now.
  25. mclang, that can too confirmed from the Testers. And the Changes to the Predecessor are not finished yet to make Xenonauts 2 great after the Line get found after 10 Beta-Test-Versions with V.17 / V.18 comming up Step by Step. In some Cases it overflows Contenders of that Gerne (esp. old and new XCOM) with the Equipment-Upgrades / Vehicle-Upgrades [Aircrafts are still not 100% done, there is still a lot of Potential] and here & there [like Graphics, more flexibility and using Alien-Matierials for Upgrades / Modernisation / new Consturctions etc.] to direct Contendors (f. e. UFO ET-Row, Phoenix Point). Short said: Yes, it will be great for the Base-Game with the existing Features / Contents which get in and come in as well as with the complete Refit / Rework of integrated Predecessor-Contents to reduce the Development-Time.
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