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Alienkiller

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Everything posted by Alienkiller

  1. I found in the strings this: <Cell><Data ss:Type="String">Researches.AndronDisassembly</Data></Cell> <Cell><Data ss:Type="String">Andron Body Disassembly</Data></Cell> So there is a way to get an normal Andron body. Maybe you missed something and have to go back. If it´s so sorry for that. Try it so I told you before and then tell what´s happend.
  2. Woz2 that is normal for some researches (like the new Non-Combatant Aliens you have to interrogate in 0.98). So take it easy, it´s no bug.
  3. I read the Wiki so you have to use Lasers as well as normal Explosivs to bring them down. (Rockets, Explosive Grenades and Laser Weapons). And in XNT as well as older Versions of X-Devision that worked, so it have to work here too. Other players of 0.98 have Wolfarmor, so there is a solution to get it. We will find it out how to get it.
  4. Hmm... maybe thats the point. Don´t use EMP-Weapons. Just standard Laser, Projectile, Explosive Grenades (Aleniumgrenades) etc. If the result is the same, then try to stun them with Stunbatons (that I did, to get a live andron in XNT and the normal Games). If that dosen´t help than I don´t know any more what you can do.
  5. Hmm... I had Androns in Normal Game (Normal, X:CE) and in XNT-Mod as well as in one or two parts of the older X-Devison Mod-Versions. Here I only shoot with normal Weapons and throw normal Grenades (Explosives) to kill Androns. So I had taken Andron Bodies to disassamble (research). But Drages and his team chanced something, so it is possible that you can´t find a body of Andorns any more. I have just begunn the new Version, so I have to test it first with the normal Strategy. Maybe you can test it and tell the result here.
  6. Hi Guys, played a litte yesterday evening. And what Drages said about the normal Weapons from the Beginning is correct. I had a small scout with Sebbis and I had to play about 2 to 3 Hours to finish the mission. Used Grenades, Flashbangs, Smokegrenades and all Weapons I had atm. The single Sebbis were not a problem, if you came 2:1 or 3:1 against them. Had Flamethrowers too! Now I´m researching the NextGen Ballistic Weapons and build the first Stage of them: Shotguns (3), Rifels (3 or 4) and Pistols (6 or 7) for my Men. The Adv.NextGen Ballistic (Sniper etc.) and Heavy Next Gen Balistic (Mashinegun) are next to have a little bit more firepower against the Aliens. I´m happy to have the Jackal Armor for my Shotgunners, Rifelmans, Flamers and Snipers as well as the Hunter Scout. That my Soldiers all be lucky to survive 6 Ground Missions was fantastic. I didn´t thougt that. O.K. they were hurt and one had only 1 HP left on the first mission, so I have to build 2 Sikbays to bring my people back to duty and 1 more Living Room for my 2nd Research-/Workshop as well as more troops. Second Base is in Buildingprorgress. The Command Room already stands. Btw. I play on Veteran, like Drages recomended to test the balance. And I must say, I like it. It´s hard (but it is like I play normaly on normal Mode), strategic ambitous and it brings the feeling (what it have to be) you are outgunned at the beginning. Drages, you and your Team have great Ideas (like that with the Ceasan Alien how wants to fight with you against his comrades). Please more of that, that brings more coolness to the game and brings it more to the good old X-Com Stile.
  7. I think he produce and sell things, so he hasn´t to sell UFO- and Alienequpiment. I did it in XNT, so I had enough money to come over the round.
  8. I played yesterday evening a little. I´m at the Beginning for now and secoured a Ufo Landing site. That was not easy, but I did it. First thing is, that I could use the Alien weapons without Reaserch. Wtf! So I could use Alienweapons and Grenades (esp. the Stun Grenades, Grenades) to capture the needed Aliens from the light Scout. And that in the first mission. I suggest, that this Weapons can only used after they researched like in X-Com. The second thing is the allready named Ufopedia (Xenopedia). The Textentries for the start techs (esp. Transport [you can transport 10 Soldiers instead 8 from original], F-17 Condor [you can only have 1 light rocket instead 2 from original], Workshop and Laboratory [same as Transport: 20 instead of 15 from original] as well as Baracks [more people can live in there in your mod]) have to be corrected for the mod. The third thing i rememberd is, that the Avalance-Torpedo and the AWAC´s have to be chanced in scripts/_basebuilt.lua (Avalance comes later after reaserach). I think you drages have rememberd that allready and will correct that. If i remember anything more from Xenopedia or anything else, i will report again. The Mod is running good for the Moment and I will play more today evening. Guys keep up the good work.
  9. Also ich hab gelesen, dass die Jungs TftD versuchen auf open X-Com anzupassen. Denn wenns mit em ersten Teil geht, gehts mim 2.ten auch, da dieser auf dem Gerüst vom ersten aufbaut. Wie weit sie bei TftD aber sind bzw. ob sie das überhaupt machen entzieht entzieht sich meiner Kenntniss.
  10. Yea. 0.98 is out. Found it today now. Will test it this week, have to download it first. Maybe i will beginn it today evening. That what I read up to now sounds very interessting and the good old X-Com feeling is coming again. Drages and Team keep up the good work.
  11. Like I said, because I tested it several times. You need only one Hangar, take the first Core you wana dissemble and increase it to the number you wana dessemble. It´s the same like you produce Weapons, Armors etc. The Hangar then will be used to dissemble all Cores of the same Core you chose. I testet it several times in XNT as well as in X-Devision. So you dont have the mircormanagement of one core and then the next Core etcpp.
  12. Yea, that Mod implemented in XC:E would make the Game more interessting. Combined with Drages Mod and/or other Mods the Game gets an very interessting and eyelike upgrade.
  13. You can disasemble Ufos of one type in a row. Like you produce something. Example: you have 4 Scout-, 4 light Scout-, 3 Corvette- and 7 Fighter-Datacores in store. You wana disassemble the 7 Fighter-Datacores then you choose it and click up to 7. So one by one Fighter-Datacore will disasembled up to zero. The next free Hanger is reserved for Corvette-Datacores. Same Game like the fighters. If I wanna dissasemble something and have much in Stores, I do it so.
  14. Sounds interesting Drages. We will test it then after it comes out. Maybe in the next Verision?!
  15. Im no Modder. But I think if it works with live Aliens, then it wana work with Buildings too. If the requirement of Buildings / and bring buildings in the Game are not hardcoded.
  16. Hi Guys. I paused playing the Mod last Weekend. But I have an Idea, to make Base-Building more difficult. Implement the Base Mod from Man of Doge in it. I chanced some files in Building (Building and Salaries Overhaul was my Model) with improvements to X-Devision so that you have to build 1 more Barrack etc. The dissamble of ufos is correct to corvetts. I had to start a new game before I get bigger Ufos so I can only say Drages Information up to Corvette is correct. The Reaserch and Workshop Infos are to small, thats true. That you found and corrected it is a great Idea. About the AWACS plane is argued so and so. I like it, because I play with the cost-intensitive base buildt. It´s self defense can bring down a small scout and can damage bigger Ufos (normal Scouts up to 70 % or a litte more with Weapons on beginn). - The plane mentioned from XNT (Apollo) was a longe range plane too. It was faster, more maneuverable etc. but if hit it was dead. You had to be lucky to bring a Sqadron of Apollos to bring down a Scout. I used them in XNT because of the better Radar range (then Condor and all other planes at beginning) and for small Scouts to bring down at long range (for Scouts with better weapons too). But I decomminioned them fast because of its one hit and dead problem. - The second problem of the Apollo is that it has a shorter Range than the AWACS. I bring the AWACS to full Amerika, to Africa as well as a bit Russia before I have to get back to Base for refill. (Base is in Europe) - The AWACS has a advantage too when getting better Weapons before Bombers coming in. So the Plane has its existing rights up to newer Planes with same ore better Radar range.
  17. Very good Idea Asierus. There are a lot of Ideas to become operative like: - help to find a dissasembly for drones to research drones better - help to improve armor resistances / specials for armors at Wolf / flying Wolf Armor to Wolf II etc. - small improvment for Weapons against better armored enemys (higer dmg or something) / Vehicles with alien Parts (Tank / Tank II etc.) - death Andros farms alien Parts (Electronic, Alien Alloys etc.) There could be much more but I dont have Ideas any more there atm.
  18. The TU Costs are to high. With a heavy Cannon you should fire 2x. 1x is to low for that Weapon, so its useless. I saw it on the Main Game and it will be useless in the Mod again.
  19. Hi Guys. Installed the Mod fresh and in the Mod folder is now 0.97.1 HF 3. That was not seen in my first install after HF were implemented. That could be solve my Problem not to have the new Weapons. But an new Problem show now. I have to beginn a complete new game, because my saves all corruptet in Inventory screen with my 0.97.1 Saves. With new Game no Problems there. To come to my last reports again will take a little time, but I will try to get there asap again.
  20. With Weapons I think its good so as it is atm. You can research them and integreate in new Weaponresearch. Thats possible and will done as it is in Origanlgame as well as the Mods. I would suggest, we will look what the implementation of an other Idea brings which is discussed 2 Pages before. Then we will see what brings it. If the test is good, we can look for the Weapons Idea again for produce etc.
  21. The biggest UFo I´see is Corvette. Fighters coming too. But it´s OK for the Moment without better Inf Weapons (still no AP Weapons availible). Research checked: Sebillian Autopsie (done) -> Alien Ballistic Weapons (done) -> Alien Alloy (done) -> Research AP Rounds (???? not there) I will try a new install today. Maybe a failure in Installation or a corrupt data. The other things working as they should.
  22. Great Idea Drages. Was thinking that too by playing, because I´m an X-Com Fan from the first Minute it comes out. I think you should implement it. - Navigator for new planes - technicians for vehicles-weapons and upgraded vehicles like the upgraded Scout and first Tank (first Scout Car comes normal) - engineer for armours (beginns with improved Jackal with integrated Fox) and another stuff (except Jackal Armor and Fox Armor) - Medics for death and live Aliens (expect the first two Species you need for Stun) Btw. in that case we could think over the Base-Upgrade. The Prisoniers could help here to (ex. Medics for Upgrade the Sickbay).
  23. Hmm... yes that could it be. I researched a live Sebillian / Caesan yesterday before stop playing. Now I wana play a litte bit more.
  24. I checked the entries in the Patch for the AP Research. I couldn´t find a failure there, checked it with other Researches how are working correctly. Checked the command line etc. It has the same build with other requirements like the Researches how working correct. I will play a litte bit more today.
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