

Alienkiller
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Posts posted by Alienkiller
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I play the Demo too sometimes to get a feeling for the fights in the fully game it comes out. I have reduced it to 1 death soldier now and try to only have 1 light wounded soldier max. But that´s not easy, esp. with the beginning Armors and Weapons in the Game.
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Thanks Goldhawk for the Repair that I can login here again.
The Founding is running great for Xenonauts 2. We will get the 150.000 Pound goal and a litte more.
But in the last 9 to 10 Days we won´t get anymore stretchgoals.
We are realistic enough to see that we don´t get all what we wanted in the Founding and long Developmentstage.
All in all we get a ca. 300 (+) % Founding for Xenonauts 2 and that in only a Month. That´s amazing.
I allready founded the Game and after the missing 2 Foundings are comming in I changed to one of them. The Game will be cool, esp. with the new things are coming. If we can test it in a couple of month we won´t play anything other Games expect Hearts of Iron 4. Maybe Ufo2Extraterestials for a comparison if it comes this year too.
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I dont think, that someone wrote that suggestion with pockets. Sounds good to and could be implemented. XCom has it as well as UFO Extraterrestials.
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There is no good or bad location. I choose following areas for my Bases:
Europe at the corner to Russia with full Radar Range (Europe, Middle East, North Africa and a part of Russia)
Australasia with full Radar Range (Australia, Indochina, New Sealand and some other Parts of the Main Land)
Central America with full Radar Range (Central America, North- and South America)
Russia or South Africa (chances where i build the first Base)
fifth Base only in emergency if i need more Radar covorage or have a to big hole in Radar points.
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Normaly I dont need more than 4 Bases.
Main Base: Transport (the best you can have), 4 Interceptors (best you can buy or produce), full Reaserch (2x Resarch Building), Production for things the Troops, Vehicles and Interceptors / Transports here need (2x Workshop), Radar (3x for max Radar Range), 2 Sick Bays (for faster healing), 1 Garage (for the Vehicles on Base / Transport), 1 Storeroom, 5 Hangars (1 Transport, 4 Interceptors); 1 Living Qarter, Rest for Special Buildings if there are any
Second Base / first Interceptor Base: 7 Hangars for Interceptors, 3x Radar, 1 Storeroom, 1 Living Quarter (2 if you have 4 Workshops), 1 Garage for Vehicle Production and Store), 2 Workshops maybe 1 or 2 more, Defence Batteries, and 1 or 2 Slots for Special Bildungs if there are any
Third Base / second Interceptor Base: 3x Radar, 1 Storeroom, 7 Hangars for Interceptors, 1 or 2 Slots for Special Buildings if there are any, Rest with Defence Batteries
Fourth Base / third Interceptor Base: like Third Base
The blind things you can handle normaly with the Interceptors, because Bases cost a lot of Money. I did that in the original Game and CE in normal mode. Easyer it is with Mods like X-Devision Mod / other Mods with an AWACS.
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Ah ok. I was surprised about the big size of the Mod there on Nexus.
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Hi all. I was playing the first Xenonauts and play some Mods for it.
So I didn´t thought that a reboot of Xenonauts with improvements to the first Game is in progress.
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Hi the Upgrade for the Armors sounds good. That I missed in the first game. I suggest Chris projection in the Upgrade for Armors and Weapons.
- Basic Armor Protectionupgrade 1:
Upgrade 1 is like the Jackal Amor, which brings increased protection against Energy and Ballistic
Weapons;
this Upgrade is produceable in a package and protect Knees, Elbow and Torso better than the
Standardarmor;
Upgrade can mount on the Basic Armor to get better protection (only on Basic-Armor)
- Basic Armor Protectionupgrade 2: (Idea is from X-Devision Mod which has improved Jackelarmor)
Upgrade 2 is availible, when the enemy Stanardgrenades are researched;
increased protection against explosives and fire;
elemenate Weak points in Upgrade 1 against Energy and Ballistic Weapons;
this Upgarde is produceable in a package like Upgrade 1;
Upgrade 2 can mount on the Basic Armor only Upgrade 1 is fit first (only on Basic-Armor)
- Basic Armor / Wolf Armor Flying Upgrade:
like Chris said it replaces the buzzard Armor and that Upgrade can mount on the Basic Armor as well
as the Wolf Armor;
Research like Original Tech tree???
- Wolf Armor:
first good Armor from Alien Materials like in the Original;
produceable after research;
Materials: Alien Plates, better production Machines for Produce
Techtree: like Origanal Tech tree???
- Wolf Armor Protection Upgrade:
enhance the Wolf Armor / Wolf Armor MK 2 with more protection against fire, explosions, energy and
ballistic Weapons;
produceable in a package after research;
Materials: Upgraded Alien Armor Plates etc.
Techtree: better Alien Weapons like Plasma, Ion or so
- Wolf Armor Mk 2:
reworked Wolf Armor to elemenate Weak Points of the first model;
reduced weight based on new researches of alien Tech;
- Hoverupgrade for Basic Armor / Wolf Armor / Wolf Armor Mk 2:
replace the old flying Upgrade for Weapon use
- Sentinel Armor:
replace the old Armor Types Basic, Wolf and Wolf Mk 2;
best Armor for the normal Soldier with full protection and independent pneumatic system;
needs upgraded Alien Armor Plates, Hovertechnology, heavy Alien Weapons (something like that);
no more protection upgrades only normal like more carring capacity etc.
- Predator Armor:
There I have an Idea for an Mech Suit like in X-Com Enemy Within or in Edge of Tomorrow to replace
or support the Vehicles and normal Infanterie
Wepons all Variants are Upgradeable to a maximum Upgradepoint:
Ballistics Weapons (normal / MAG): better hit chances by upgrade accuracy; less weight; upgraded penetration power;
Ballistic Munitions: 2 Sorts of Ammo (AP and AD) with better penetration power
Laser Weapons: less weight; upgraded penetration power; best accuracy of all weapons
Plasma: less weight; upgrade accuracy;
Something like that; the X-Devision Mod has full Ideas for Weapons, Armors, Aircrafts etc.
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Hi all. I have read about the new and final Version of 0.98. I have installed it and get shown the Version 0.98.6. But I installed 0.98.7 with the integrated extras shown here on Nexusmods:
0.98.2 Hotfix 7 Notes:
- Final isual Fixes from odizzido
- Ajaxial Balance Mod included.
- Melee aliens reflexes nerfed badly.
- Deleted some unnecessary files for lowering the size.
- This is probably the final version until 0.99.
Installation was this way:
- 0.98 Standard from here!
- 0.98.1 Upgrade form here!
- 0.98.2 Upgrade from here!
- 0.98.2.6 Hotfix from here!
- 0.98.2.7 big Hotfix from Nexusmods.
I will try a new test today evening, because i deleted the Mod and made a complete new Mod installion. I saw the old failures in Xenopedia I tried to correct the last versions before I needed a break. Maybe I can correct them again.
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Yep Stun Baton for the Guys who are short range fighters (like Shields, Assault, Scout). The others will get Grenades with the exeption of Rocketeers after research and enough Material to build Stun Grenades / Rockets.
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Larry you have to capture aliens (Sebillians and Ceasans) alive. There are Specialists, which you have to interrogate. Then you will get more and more research. The first Alien Specialists you should stun with their own Stun Weapons, because you haven´t one at the beginning.
Only after the normal research tree (Orignal) to get the first Stun Weapon you have the normal chance to get them allive. The other way is to use the Stun Weapons of the Ceasans (if you lucky: Sebillians) against them to get the first better Researches.
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Hi Guys.
Yes we all know the freeze Situation. I have it sometimes to, but it´s specific no Mod Problem. It´s a Problem of the Main Programm Code which wont work with some Innovations / Improvements correctly. Why we all dont know. But I think the Programmers / CE:Programmers look for it.
The freeze you can solve only with explosives or Manpower with enough TU´s to kill that Alien how make that freeze. I had this situation in some Modifikations with Improvements / Innovations I played (like XNT, Map Mods, etc.).
Now to the AWACS. Like some said, I love it too, because you can fly so long to scan about 3/4 of the world in 1 flight. The AWACS can fight and bring down small scouts in Regions where no Condor can fly in. This is not to be sneezed.
The AWACS as well as can damage normal Scouts to 75 % with the first AA-Guns. It can bring down normal Scouts with better Weapons (like Lasers). Lasers are the first new Improvement for my AWACS after research.
The next plane I read about is the Foxtrot. I build the Foxtrot every time after resarch and enough needed Materials. Up to 4 Foxtrots (eventually more if the Situation needs it). Why?
a) the Foxtrot has 2 Rocketslots with 6 Sidewinders (more Attackrange and higher survival then the
Condor)
b) the Foxtrot is more Durable (100 HP) and faster then the Condor
c) the Foxtrot has a longer operating Distance then the Condor
d) it can escort the upgraded Condor for heavy Weapons
The 2 Disadvantiges of the Foxtrott are the missing Cannon as well as the spezial Maneuver of the Condor / upgraded Condor. But that dosen´t matter, because you need it up to the Time you can build new fighters / Bombers.
Thats to the Discusion I read about. To the new Version (0.98.2) I can´t say much, because I downloaded it yesterday evening and only looked over the first Xenopediaentries. The other Thing why I didn´t played was about the bad news yesterday.
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Hi Guys.
I´m back again. I think i will try the new Version, because testing my corrections which I couldn´t test up to now. I´m impressed about the new Vehicles too. They are very interessting, but I think the vehicles are to much.
But we will see what the new ones can do. Maybe I will be surprised. But the Weapons ID for the new Vehicle Tech I´m not certain that it will work. But I will let me to disabuse if it works.
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Max it´s O.K. There were some special Things in XNT and I thougt they were from Lore+. But if not, I have honcused me.
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Yea I had a lucky shot like this yesterday evening. 440 HP with a Sniper Rifle (Next Gen) on an good Armored Sebillian Soldier!
It´s a very rare event but it came.
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Do you mean specials like the unformed Childrens, the Programmer how chanced Site and so on.
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@RiPCorD5a1: That have to be so. If you research the better Materials, Alien Weapon-Tech etc. Ranges and/or Damageoutput will increased by all your Weapons. The first 2 Weapontechs (Next Gen and Laser) are a little bit better than the one on beginning. You fight against Aliens, not Humans.
You not need to cheat. I gave Tipps some threats before to hold your soldiers allive and win every mission. They will be hurt, thats for sure, but they won´t die. One Tipp more: Save often!
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Yep more please. I play the Game (X:CE Version) / Mod (X-Division) only with Lore+. I like the Entrys of UFO´s, Alien Missions and Analysis of Alien Species.
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@Fall19 we will look for it. Like you see my Post before, they come in the Version before. 0.98.1 is the big update for 0.98 incl. all HF before. So the Aliens have to come.
My assumption to your Problem can be, that you kill the new Specialists by accident and get only the old ones (light Scout, Scout, Corvettes). Do you shoot down Ufos over Water?
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Drages you are running throug your project. Respect to you and your team!
I would tell you more if I had more, but I´m only a Human too. So I can make the Test and some little corrections when I have time and on my home PC. As well as I´m a little sick and so the Test is going a little slower (Concentration falls a little etc.).
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I had Aliens from 2nd Stage in 0.98! But that was before Testing 0.98.1!
Up to now (0.98.1) I´m not at the Second stage Alien Specialist Era, so I have only my first Androns and Reapers contact. The other Aliens are atm: 1st Stage Specialists, Guards / Soldiers, Officier (if I´m lucky [my first Sebillian Officer I have stunned for Interrogation]), Non Combatants, Xenomorph Drones and if im lucky Xenomoprh Warriors [not lucky atm with Xenomorph Warriors].
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@Fall19: We know your Problem, evtl. you have external Mod´s online which are not included and automatcly activated in X:CE. If it´s so deactivate all other external Mods you have extra installed.
@Syntaxerror: Play with CE: 0.32 HF 2, Balance and Settings. If you have Steam, so you don´t need do anything up to install HF 2 (since Steam has updated it automaticly). And the Tipps I give are for X-Devision Mod.
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I don´t know about that, because I try to hold my Soldiers allive. How much TU that costs Never Mind!
But I think the healing of a blooding Wound needs 5 TU´s, Rest will healing the HP considering on remaining TU´s.
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Syntaxerror that sounds good. Have you installed the HF 2 per Hand or per Steamupdate?
Btw. some Tipps for Beginning:
- Use Smoke Grenades, Flashbangs and Cover. In Case use Frag Grenade.
- Research the Scout Tank asap
- Research Next Gen Weapons asap
- Research Stun Weapons (you need not much for that and the most comes of its on)
- get better Armor asap (you don´t need much for that)
- Stun Weapons will be needed much in this Mod (you will see what I mean)
- get Laser Weaponary to replace Next Gen Weapons
That should be enough Tipps. Most of them you have to use up to the End. Find it out!
Witch subtitle would be the best for Xenonauts 2? Discussion and a poll
in Xenonauts-2 General Discussion
Posted
Hm... the Story don´t change from the first Xenonauts (and the integrated Storybook there were very nice to read), but in Xenonauts 2 you get more information as well as an more detailed story. And what we heard from the Developers the Aliens have infiltrated us already incl. humans are working for them.
So the Titel I would chose from the voting sytem are only 2 possible: Alien Infiltration and Enemy Hidden
The Second sounds the best, because we already have enemys under us which are working in the shadow and hidden against us.