

Alienkiller
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Everything posted by Alienkiller
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Yeah, I know what you mean. I had the same Realistion-time for that highlited Text-Link. If it´s better highlited like in Civilization or similar Games it´s much faster to understand.
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V3.03 - Geoscape CTD intercepting medium ufo
Alienkiller replied to Emily_F's topic in Xenonauts-2 Bug Reports
Yeah, Autosave is strange in the Public Beta, esp. in the Ground-Combat. -
[v3.03 - General] Introduction/tutorial issues
Alienkiller replied to Melee's topic in Xenonauts-2 Bug Reports
That´s strange. I didn´t had that Issues in my Tutorial-Game-Tests. Everything worked normal as it should. -
Public Demo v3.02 Released (Experimental)
Alienkiller replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
@Chris and Dev-Team: Very nice Public Demo. Esp. with the now integrated Tutorial and the whished Communication between the Main-Chars to give more Life to the Game. Very good integration: Tutorial. Tested it several Times and find that it works very good. I haven´t found Failures in there. Not so funny: In Ground Missions the Autosaves let you beginn in the Transport again. Dosen´t matter what Autosave you used. Not so funny: The Conversations between the Main-Chars are to fast and not readable. There have to be adjusted that the Gamer can pause them and read them in it´s own speed. That´s the Points I have found out in my short Testing. -
I like to use backer Soldiers too. You get more close bonds on them, which hurts hard if one of them die or get heavy wounded in Ground-Combat.
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Sadly Ruggerman, the Bot comes back with differnt Names. The only thing I can do is to inform, where it comes up and how many Pages it have taken.
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My detailed critques of the game as of v25.3
Alienkiller replied to Kamehamehayes's topic in Xenonauts-2 General Discussion
Haven´t testet that yet, but if it have that Effect, then it have already 2 effects. -
My detailed critques of the game as of v25.3
Alienkiller replied to Kamehamehayes's topic in Xenonauts-2 General Discussion
Tail UFO is usefull. In old X-Com (EU / TftD / Interceptor) f. e. that Option gives you the possibility to be in the Near and wait for Assistance. In Xenonauts 2 that Option have an similar effect. An big Effect that Option will have later on, after the missing Features from the Geoscape come in. The Tail UFO until over Land should be understandable from beginning on. That Option let the Interceptors wait to shoot the UFO down over Land either to make an Ground-Combat Version or getting Salvage-Money from the Country-Military. -
And that Asian (maybe Chinese) Bot is there again. Atm. it have 20 to 21 Sides of Off-Topic written with useless Stuff again.
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Thanks asdfcyber. Exactly that Bots I mean. They have differnt Names, but create the same Post from what I can see.
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Skitso, without the Battlefield-Parts you can catch or look into, the Game would only half done. Not all is useable at the first look. But you can use it for anything else (like Tech-Upgrades, Weapon-Upgrades, Row-Materials or whatever later on). In UFO 2 ET you can use the Alien-Weapons after Research, but only that you find on the Battlefield. You can´t rebuild them. In new XCOM you get the Weapons as Raw-Materials (don´t remember the Name for it) to build up other Things or for Upgrades. In old XCOM-Row you can use the Alien-Weapons after Research and Rebuild them (OK it´s only Plasma or Sonic) but the Ammo is very limited. In Phoenix Point you have to make a good friendship between the 3 Habitats to get the Technology from them and Upgrade your own Technology with their Knowleadge (like Human-Upgrades etc.) Where I give you right is that the Main-Chars (Main-Tech, Main-Scientist, Main-Operator) in the Game come to short. We have to wait and see what comes in more from them. Chris said already, that there are Game-Parts which will bring the Main-Chars a big step nearer to the Player. The Tutorial is one of them.
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V25 Gameplay / Balance Feedback thread:
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
I wait for V.26 atm. Much have done in V.25-Versions incl. a lot of Bugfixes. Thanks to the Newbis, which have seen the Bugs and Problems we others have overseen or not noticed about the incapacity from long Testing from the first Beta on. -
Please stop the Bot. It has used 10 Sides and the End of that one from the Off-Topic with the same Chinese Bot-Scrap.
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Closed Beta 25.3 Can't leave dropship
Alienkiller replied to Wyldefyre_CP's topic in Xenonauts-2 Bug Reports
The Maps sadly still have some Fields, which causes that Problem. You as Player / Tester can´t do anything to avoid that, esp. when the Dropship lands on such an Field. Then you can only try to finish that Mission with the remaining Soldiers, until the Problem is solved from the Developers. -
Seems the Bots are back in the Forum. 2 I found already here.
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Ruggerman, I know exactly what you mean. I can´t remember the Names of the both big Fighter-Transports from X-Com: EU / TftD. Therefore I give the Example from the UFO ET-Series, where such big Transports with 3 to 4 Slots (Guns / Rockets with the since 2010+-Computer-Tech-Posibilitys Shields and Extra-Slot) show up.
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V25 Gameplay / Balance Feedback thread:
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
@Chris: I have read all Storylineparts for the Cleaners and find that extra Storyline very good. That´s why I say we need more of them. I don´t wanna spoiler the Storyline of them, but I can say that the Cleaners are very important. Not only as Enemys, if you know what I mean. -
V25 Gameplay / Balance Feedback thread:
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
Thanks Emily that you mention it too. The Endgame here comes to fast (you have in UFO 2 ET about 900 Days), before the fully Invasion beginns. And the Story from the Cleaners is told to fast. As well as thanks to the Comrade which mentioned the very less Stun Abilitys against the Cleaners. With the Informations you get from the living Cleaners the Storyline from them should be more important. -
Ruggerman, I understand what you mean. An Dropship you mean is integrated in UFO 2 ET-Basegame (there are atm sadly only 2 Researchable). This can be Equiped like the Original Skyranger with Guns and Missles. I don´t remember if the last Dropship from UFO 1 ET-Basegame / Gold-Version can be Equiped with Shields as Secondary-Minimum. But if we wanna that bring in for Xenonauts 2 the complete Air-Fighting System have to be changed to an similar System which the UFO ET-Series brings in (which is an Refited System from X-Com: Apocalypse).
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Haven´t seen they yet. But some other Aliens with their working Special-Abilitys.
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To much Saves or to old Operations. It´s not the first Game with that Issue. Exactly that have Battletech too and only the reduction of Saves as well as complete Delete of to old begunn Operations from older Versions help to solve that Problem.
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V25.3 Experimental Released (Closed Beta)
Alienkiller replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Best Christmas Present to the Holidays. Thanks! -
Abduction mission suggestion(s)
Alienkiller replied to Ufomeister's topic in Xenonauts-2 General Discussion
Yaeh, the Game need some more cool Stuff. In the past 2,5 Years we tested a lot of new Stuff and some of it comes in an different shape. And I give you both right, there is going a lot more. Hope too that the Rest of tested Stuff get in too and we Beta-Testers can make it better. When I´m getting to harsh sometimes, it´s about the hard test- and implemention Work we Crowfounders and Testers since the Game comes out invested already to make it longplayable and such Missions come in. And that´s a lot of Hours we active ones have invested (about 2.000 to 3.000 Hours+). -
Opinions on the sell cost decline?
Alienkiller replied to Kamehamehayes's topic in Xenonauts-2 General Discussion
Hi Cormrade, you can play like you would. But don´t forgett, the Game is still in WIP and we Main-Beta-Testers had many Things tested already. Like you said correctly, many of them will come again when the Game is more stable etc. In the Testing were f. e. dismantling Alien Parts to get more ressources (Weapons, robotic Aliens etc.). That´s atm not integrated in the Game for whatever Reasons. If the big Game-Changes for the remaining Beta-Versions and Early Access will come, then you need the more Ressources again. Atm. you can sell them for Money. I personaly like it when you have to choose between Economy (here Upgrading your Equipment, Buildings etc.) and Money (Standard-Ressoruce).