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Alienkiller

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Everything posted by Alienkiller

  1. Gauss Weapons are the next Step from the Standard-Upgraded-Weapons. That is explained in the new XCOM-Series (XCOM 2). Why not for Xenonauts 2, which are an later Upgrade for our Upgraded-Standard-Weaponary as an Refit with an longer R & D-Phase like we have now. They have to be much better then Upgraded Standard-Weaponary (lesser weight, faster Ammo, higher Penetration etc.), but not the Main-Advances like Lasers (accuracy, high heat Penetration and so on). That are for both Laser Types Standard and Modernised. From what I have heard and read is that the Worldwide Military with the most Budget are working on both Weapontypes since Years or minimum 2 Decades. An cool example is the old Star Wolves-Row I play. There you have 4 Weapon-Types: Standard-Kinetic-Guns (Standard, Advanced with up to 4 Types in SW 3); Fast-Fireing-Rotating-Guns (Standard, Advanced with up to 4 Types in SW 3); Lasers (the same) and Plasma (the Same). You get them earlyer (Black Market) or later (Trading Post) in the Storyline. The same is here or in other Games of that Series like Xenonauts, where you get such Equipments with R & D. All have advanced and disadvances (accuracy / fast firing or lightweight / heavy weight etc.).
  2. Oh I know now what you mean. You mean that Function in the tactical Screen. That not Fish / not Meat Function is fully OK for an Game where you have no World Geoscape and only an big Terretory (like in JA 1 incl. Add-Ons and 2 incl. Add-Ons / JA 2 New Version on Steam). There you need an fully Real-Time-Game on one big Map with that Function (f. e. Stellaris, the Mafia-Strategygame from PDX or the Jagged Alliance-Series). In an Strategy Game where the Geoscape and tactical Maps have to be linked together (old X-Com, UFO-ET-Series, new XCOM / Phoenix Point), which is nearly impossible that this work passable, the Whish you have wont work. There never an Game comes on the Market. Several big Comapnys / medium Companys tried it and lost completely since the Gaming Branch exists. So you have only the Options: 1. An Geoscape / tactical Map (like X-COM / XCOM / Phoenix Point / UFO-ET-Series / Xeonauts-Series / UFO-Aftermath-Series) with RT and TB or RT and RT-Parts 2. An big Map with the Main-Game-Features incl. tactical Features (like the complete JA-Row, Diablo-Row, Warcraft-Row, C&C-Row) where you can bring such an Function in. Either that or that. Nothing else is choosable and possible. Maybe it will be possible in the next 100 Years (2125 or so), but not in the 2000-Century.
  3. I haven´t played V23 much, only the Main-Version and Upgrade 1. Then I have been waiting to the Upgrade 5. What I can say from my Playthroughts with all previous and the first V23-Versions (Main and Upgrade 1) is following: 1. The Sebillians are Close-Combat Fighters. But I have to give Emily right, that the Sebilians are in some Points to good for the Xenopedia-Description (Shooting / Refelexes), esp. from the Distance. 2. Some Problems on the Maps aren´t fully solved yet. Esp. with the Explosions where it have to explode (Gas-Train-Things, Fuel-Train-Things ect.), where Emely is correct. 3. The new Armor-System seems to work correctly. I haven´t seen a Problem with it. But I could test it only short in V23 (Main and Upgrade 1) atm. 4. The Night-Fights against Cesans and esp. the Glowing-Aliens are nice and heavy to win. There you see the Advantage from them against your Troops and Vehicle. 5. The Ceasans, Drones, Robots and Glowing-Aliens seems to work correctly in the Day- / Nightfights. 6. The Sebillians work correctly in the not falling down to fast. They are Strong, good Armored and have the advanced Stem-Celles for Self-Healing (they are remembering me on Picollo in DBZ). 7. I had very seldom the Laser-Upgrade for my Bases and my Fighters / Vehicles in the Past Versions and Version 23 (Main and Upgrade 1). So I can´t say anything to the Base-Defenses or Weapons. I had to start begunn upgrading my Combat-Troop with Lasers (Sniper, Pistol, LMG etc.), but I couldn´t test them in V23. 8. From what I can say that the Rocket Defense works very good and shoot down 2 Attacking UFOs on the Main-Base (Destroyers). I have to say that I ever build up 2 or 3 Defenses like Emely did. That the UFO don´t show up on Radar is the sign that the Aliens don´t wanna get Intercepted before the Attack-Target is reached. The same you have with Terror-Sites (small / big ones), Alien-Base-Buildups and similar. That brings flavour in the Game. I hope that Chaos Concept (UFO ET-Series) brings in such Elements too in the Refit from UFO 1 ET and the DLC for UFO 2 ET. 9. The Stun Weapons from the Beginning work like they should. They are modernised Stun Weapons for the Xenonauts, which are in use for the Police / Military / Public (Stun Pistol / Stun Batton). They are perfect for Standard-Aliens (f. e. Cesan-Engineers, Cesan-Soldiers [male the smaller ones, female the bigger ones], the Brain-Thing, unarmored MIB-Agents, unarmored Sebillias). Therefore you have to research Alien-Specific-Upgrades like it´s in the Standard- / Gold-Version from UFO 1 ET to catch the more Advanced Aliens, which are better Protectected agains Standard-Weaponary from the Humans. 10. The Ballance from the Base-Costs and Base-Buildup are better then in the Prevouis Versions, but I hope you take the Idea with old Bases / Outposts from the Xenonauts over the World, where you have to bring the Bases Step by Step online again. 11. The Idea with the Sticks in the MIB-Bases are a cool Idea. Sadly you couldn´t go in all Bureaus to take them all, because the Reinforcements from the Cleaners are to heavy. Dosen´t matter what you do and how fast you do it. 12. The Geoscape is good, but more cool Features would be better. Atm. it´s looking like every 08/15 Geoscape (old X-Com / UFO-ET-Series). There the Outpost-Feature we tested are a must have (f. e. UFO-Analysis, Prototype-Development-Testing for new Fighters) and / or Features which bring in Firaxis (Support from Materials, Agent-Training-Centers or whatever) are heavyly needed again. 13. The Geoscape don´t get all Crashsites (Bombers and Fighters f. e.) to take the Materials like from the Drone and similar, which don´t need an Military-Operiation. 14. The Basemanagement is good, but the Features you have announced in V23 with more People send there to get an Boost (f. e. Radar / Powerunit / Hospital) or whatever I haven´t seen yet. If that comes in, it will be cool and give the Game more Pepper. 15. The Advanced R & D should have the interrogation from several Aliens (Engineers, Soldiers, PSI etc.). That´s the cool Feature from new XCOM and UFO ET. Here the Stun-Weapons are a big Point again. That is used in the UFO ET-Series / old X-Com-Series / first Game of the new XCOM-Series to get the Storyline Step by Step forward as well as better Equipment for your Troops, Vehicles, Transports and militrary Air-Fighters. 16. The Airfight with the Refit is an cool thing. But there the Rockets / Torpedos get shoot to fast. In Salvos like in Real it would be cooler (see old X-Com / UFO ET-Series / Star Wolves). Where Xenonausts 2 have an big Advantage to all other Games of that Gerne are the follwoing Points: 1. the Radar-Buildup-Technolgy: here it is with the classic X-Com on a similar line [Xenonauts 2: Radar, advanced Radar, ultimative Radar and later X-Ray-Scanner; classic X-Com: Radar, Longwave-Radar / Sonar, Longwave-Sonar and the X-Ray-Scanner] 2. the Weapon-Upgrade-Technology: here it is with the new XCOM-Game on a similiar Line [Xenonauts 2: Standard-Weaponary, Accelerated Weaponary, Laser-Weaponary, Advanced Laser Weaponary (an Upgrade from the already existing and used Weapons to make them lighter, more effective etc.), Gauss-Weaponary and the ultimative Plasma-Weaponary; new XCOM: Stanard-Weaponary, (with Mod Laser Weaponary before Gauss), Gauss-Weaponary and ultimative Plasma-Weaponary] 3. the Armor-Upgrade-Technology: here it is the new Benchmark, I haven´t seen something similar in all my about 35 Years of Playing Games. And I have seen everyting in that Part in Mediteranen-Games, Pirates-Games, RPG-Games or whatever. The new XCOM and JA-Row is going in an similar Direction, but what Goldhawk is doing is something complete new in that Part. They should get patented that. 4. the Aircombat-System: It´s the old one from Xenonauts 1 (which is the best we have tested for Xenonauts 2), which isn´t bad and brought in complete new / fresh Ideas. If the Specials there could brought in, it will be an great one which will be long time unbeaten. In similar seperated Aircombat-Systems other Devs are either Realtime-Based with lesser Options or Turn-Based The big but is comming in now! Where the Xenonauts Game integrate old with new Style as atm unbeaten Best of the Best, it have an small Deficit. Here the UFO-ET-Row make the Run: 1. Standard-Weapons and new Weapons can be upgraded with better Ammunition 2. Armors have different safety (Stun, Gas, Energy, Ballistic, EMP) and / or similar. I like both Games and some Differences are a must have (like Storyline, Enemys, Specials and so on). Evtl. there are Things here in Development and Ballance-Work with it in the Background which we Founders / Betatesters don´t know yet. More I haven´t seen yet, that´s from the Game-Status I have played as best I could get in with the Tests in Xenonauts 2 and the other Games [classic / new] I have played. But it seems that there is something in the Ballance-Things to do for V.24 / V.25 from what I read. I never had Gauss-Weapons in the Betatests. But they have to be much stronger then the Laser-Weapons (Standard- / Upgrade) and the upgraded Basic-Weapons.
  4. That´s realy strange. If you set it correctly (Experimental-Beta) then you should have the V.23.4-Version. You did all what I would do in that Situation (the Hard-Reset for Emergency).
  5. The Version Number isn’t correct. I suggest you let the Steam Check fix it.
  6. Hmm... that will be making the Catching from higher Aliens much more complex, if you only have the Stun Batton / Stun Gun. There the Grenades were a big help later on, esp. if you had to catch an Reaper and similars allive. The Stun Gun / Stun Batton itself isn´t an Problem. It´s effective against normal Aliens and MIB-Enemys with no Armor (like the male / female Cesan Soldiers, the Cesan Technican, Cesan Commander and the MIB-Enemys). Later on the Stun Gun get nessecarry Modernisations / Upgrades to get more effective. The Stun Batton don´t have Upgrade-Abilitys yet to get it more effective, esp. to make it lighter and more powerfull. Now to the Grenades. I like them, because you have to use them very Tactical / Strategical. And they are not very accurate. That´s an Point which make them very interessting, means it belongs on the Soldier how effective they are. But they are more Tile-Effective with the Gas they send out. Grenades are very easy to Research about the Effect from the Smoke Grenade / Smoke Ammo you have from beginning on. The effect you can make better with nessecarry Modernisatzions / Upgrades later on with new Insights. When there is an Alternative or an Limitation to Equip your Soldiers for the Grenades, I´m not reluctnat to test the brought in Options. To cancel such Grenades is an Failure which Chaos Concept have noticed after UFO 2 ET Basegame come on the Market. In UFO 1 ET Standard / Goldyou had Stun Grenades, which get more effective later on with 2 or more nessecarry Upgrades. With that I mean only that or that is not constructive, esp. when the Features will come in that you need several Enemys to get better Resaraches and Upgrades for Everything (Soldiers, Technicans, Leaders and so on).
  7. The Stun-Research has changed in 2 (thats Fact) and with big luck in 3 Parts. The first and fast Part for Stun-Weapons are the existing ones with Xenonauts-Modifications (Stun-Gun and Stun Batton). The second and longer Part comes later in the Game between the Start- and Medium-Era. It´s an medium Stun-Weapon-Upgrade, where the Gas for the Grendade-Launcher and Handgrenades are ready for R & D. If I remember correctly the Stun-Gun get an Upgrade too. The third an last Part with the best Refit of Stun-Weapons should come in the Medium- to End-Era to give it later on an Chance too for the higher / highetst Enemys to catch & interrogate and to get better Technologys from the Interrogations. Third one is more Hope & Spec, because the high Medium- and complete End-Era we haven´t seen yet.
  8. Emily, that same Issue / Bug I had too directly the Main-Base set on the Globe and go in the Soldier-Equipment Menue. I had it with the Sani Packs and you have it with the first R & D-Armor. Hmm.... strange. I get fully out of the Game and restarted it from Steam again and that was away. Therefore I get the other announced CTDs then. Don´t sit on my Home PC now, will try to hang on my Data-Infos today night or tomorrow.
  9. Yep had this Bug too in my short Playtest. After an Save, Going out of the Game and Load the Save it was gone away. That happend to me after I tried to give San-Packs to the 4 Soldiers in Reserve. @Emily_F: Can you please check too 3 more Issues I have noticed: a) Build Stun Guns and Stun Battons with give it to the Soldiers in the Backback / Hand. There I got double Stun Guns / Stun Battons b) CTD Check after the Medical Center and / or Training Center get build up in the Main-Base. c) evtl. CTD after the production from Stun Guns / Stun Battons get done fully. I was to tired yesterday to make an written Report for these 4 Issues / Bugs. Thanks.
  10. Chris and Dev-Team, thanks for the new Hotfix and the Content-Integrations for V.23.1 and here too. Like I can read, there are more Content-Integrations (esp. Missing ones) are planed for the next Version V.24. So we can expect their in End Mai / somewehre in June, if I understand your last comment correctly?
  11. Btw. the same Problem is there with the Observer-UFOs / higher UFOs. I don´t know if there is an Problem with the Teleports, but the same effect I had with the Oberserver UFOs after the Aliens used an Teleport.
  12. Sorry was to fast. I wantet to say, that we had this Problem in an older Version with the Main-Armor too and there it dosen´t mattered in what Groundmission you used it for the first time. There the same effect came up. But don´t ask me in what older Version (V.16 to V.20). I haven´t tested it yet for other Ground-Missions in V.23.1.
  13. Hi Chris, therefore we are Testers to find such Things. Yes it was the Intel-Capture-Mission. I haven´t testet it out in other Groundmissions, but the Effect will be the same if you take the new Parts for the first time. Only the passive Soldiers have the upgrades availible.
  14. Hi Guys, the Handgrenade-Upgrade with the Alenium-Explosive I have done directly after the Alenium-Missle-Upgrade. The Alenium-Missle-Upgrade get done, but not the Hand-Grenade. The Tech-Upgrade is done, but it dosen´t there in the Equipment-Screen. Here the Screens what I mean. The Savegame is the only One I have still there for it. There the Alenium Research directly begunn and 11 Days left. An later one I haven´t there sadly. After Hand-Grenade-Upgrade-Order: After Alenium-Torpedo / Alenium-Rocket-Upgrade-Order: Upgrades done for the Fighters (here to see the Rocket): Here to see the Effect from the Grendade-Upgrade: Finished Alenium-Research and finished Alenium Warheads-Research: user_was_soll_die_scheisse-25.json
  15. Hi Guys, have the first Alien-Base-Mission and there something crazy happens. Had thought that that Problem get solved since longer. The Turn-Overtake between Aliens and the Player have an active haning. The Infos for the Player are comming, but you don´t get control for your Team / Vehicle back. Before Turnend: After Alien-Turn: I ended the Mission with the Timeunites-Help to make no turn for Aliens until the Mission get the "Misison End" Screen to get more Testing. auto_groundcombat_turn_3_end-3.json output.log output.log_1.bd1070421970d334872423f87b68dec6
  16. After an second Groundmission with the same Vest-Upgrades everything is there. Must be an Bug / Failure when it´s first time used in Battle or so. output.log_1.0f94efebc808dc367865f6598bf62423 resolve_layers.log
  17. Hi Guys, the old well known Problem with the Vest-Equipment is back. I build up my soldiers with the new R & D-Equipment to make them Stronger against the Cleaners / Aliens. After the first Information-Catch-Mission from an Cleaner-Outpost / Cleaner-Bureau to get more Infos from them the Result was this. The Pictures show the Soldiers before the Mission and directly after it. The Savegame from the last Turn or last 3 Turns to finisch the Mission I have get there as well as the Output / Resolve Layers-Data. Sadly I haven´t an Savegame directly before the Mission beginns anymore. The latest was an Manually Save. Hope that Infos help to find the Culprit. With that I understand why other Testers don´t upgrade the Vests or Visors after that all is gone after an Groundmission. Dont know how many Alien-Ressources are gone for nothing (about 40 or so). output.log resolve_layers.log auto_groundcombat_turn_16_start-154.json user_bald_angriff_auf_die_basis-19.json output.log_1.f9ea5bf80509de551ceeeebb85039bbf
  18. It is linked with something more as we know from the first Test-Versions, so much is for sure. The Cleaners aren´t integrated without reasons and the announced hidden Aliens too. With what it´s at the Gamestart directly linked we know already from the first Tests [an Idea you get when you read the first UFO-Pedia-Entry correctly with the Icland-Accident]. After that we will get more Information after advanced Testversions come out [V.24+]. The Alien-Orbit-Cannon and Home-Base for the Central-Brain (like in Xenonauts 1 [there it couldn´t brought in]; old X-COM [Mars-Base / big UFO underwater in TftD]; new XCOM [Mothership / Alien-Base in Atlantik] and UFO ET-Row [Mothership]) is not there for nothing. The suggestions are great and give the Game more Pepper. Such similar Suggestions I and others brought in too in an other Threat here in the Froum already (Return of the Outposts, Agents, Airforce from the Founder-States and similar.). The Devs bring in much and bring refited / upgraded / reworked tested Things back in. But that comes Step by Step, now after the biggest Problems get solved more or less [Groundfighting-Map-CTDs for several Reasons; not working Basemangement-Things and so on]. The Refit from the Original Plan to the more or less stable Status we have now in our Beta-Test-Version is more then we can wish. And it´s not finished yet. Now the Integration Work is in Progress [more and better R & D, Basemangement, Fightermangement, Groundbattlemangement, Airfightmanagement, Special Operations and so on]. And if not everything from our Ideas come in the Basegame, for what it gives DLC-and Modding-Options for Xenonauts 2. Other Companys can cut a slice off that what the Devs here and Chaos Concept [UFO-ET-Row] are doing. We are doing our Job [Founding and Betatesting] and the Devs with Freelancers theirs [everything what a Gameproduction is going to need to make an good to perfect Game]. Something similar happens to UFO 2 ET "Battle for Mercury". There the missing Ideas from the Betatesters and unfinished already testet Features will come in with and DLC and the already Testable Options-Mod [which only have to be adjustet from UFO 1 ET Gold to UFO 2 ET Basegame] is there already too. Sadly not Multilanguage, but fully useable, if you play in English. I know some Gaming-Companys [played Games from them], were such an Gameoptimisation is more then needed. The Devs from Chaos Concept said too after Release of the UFO 2 ET Basegame, that the Betatest and Integration would have need 2 more Years. That we get an complete Refit of the Originalplan from Xenonauts 2 to the Status we have now in only "3 Years" is more then great. And the Game workes more or less stable in the Betas now after the big Problems from V.17 to V.22.6 could be solved from what I can see so far.
  19. I have Win 11 too, so we have both the same Operating-System. With that Question cleared, you have to check out the other common suspects [Hardware / Software] you can do. If the Problem then still exists, then the Devs have to check it again.
  20. Chris I begunn a new Game too and have done 3 or 4 Groundmissions with no Problems in Save / Load. So I have the common suspects in Mind [to old Drivers, not updated Windows, internal Graphics-Card / internal Soundcard and similar] on the Laptop / PC. In the Game I have the still common suspects in Mind [Explosion-CTDs on Maps, Robot-Enemys]. If the Savegame or Map were broken, you and the others couldn´t make an Save / Load-Test with that Part.
  21. Or Buck Rogers, Battlestar Galactica and Hogans Heros in the 1970s / 1980s.
  22. Thanks for the fast Hotfix, Devteam. Get testing the new Version. No Problems so far. Can save and load during Missions and in Groundbattles fully normal.
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