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Alienkiller

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Everything posted by Alienkiller

  1. But why is it (the green Reaper Bull) in the normal research list if it should be autoresearch. If I can I make a picture when I´m back home and play today. Hope there is an integreatet key in the Game to make one for my both questions. @drages: You were by the dentist today. Yea I don´t like that too, so I only make the normal checks every 1/2 year and the tooth cleaning. Only if its emergency I go there.
  2. Hi all. Before you ask: I play 0.97.1 HF 3. I downloaded the Patch too and I had the building construction of 1 day too, as well as the full inventory in Storeroom. I chanced this to normal mode again (only to this I have atm). So I found 2 bugs anymore: 1. the green Reaper (Reaper Bull?) has as Research text ####. Evtl. a normal Research without Infotext or a Bug because its Autoresearch. 2. No AP Shell researchable: Sebillian Autopsie -> Alien Materials for new Vehicles/Armors etc. (forgot the Name) -> Alien Balistic Weapons researched. But there is no AP Shell reaserch. Evtl. I have not researched all yet. I need Alien balistic Tech for that. I thougt if you reaserched the weapons the Tech is autoresearching or have to come in research screen. But nothing there atm. I will play today evening a litte bit more, maybe I oversaw something to get beter balistic Weapons. But positive Things I found too. The Idea to make a cheap torpedo carrier is very impressive as well as the upgraded Scout Vehicle. I build one and transfer it to Main Base because I build a second as producing Base and the first one will be a Reaserch and Soldier Base with 2 Transports and 2 Groups of Soldiers. So I get my Baracks full.
  3. I think you installed it like on first Page instructed. Deleted previous Version and then installed the new one with Patches. If you done so as mentioned above and the failure is still there then Drages will try to find it. The Invisible Bug I know from XNT to. Maybe a Problem that comes from the Main Data. I think other Mods will have that Problem too. The Reason is easy: If 2 Mods have that Problem all Mods have it. A Solution is not found yet. I read that on one of the XNT-Site.
  4. Have you the latest Version of X-Devision installed? Version 0.97.1 HF2? If there the Problem actually exists Drages will look for it. But it should be solved there, because the failure was mentioned often. I dind´t found fighters / heavy fighters by now so I can´t say more to that Problem.
  5. Blue that I would suggest too, because its good teamwork. So we get a Xenopediewriter to the Mod. I think you and Bala should work together like you suggestet. You (Blue) write the Texts and Bala is Control-Reading them and make corrections in Gramar etc. from the Text. I remember, that Drages has one Help in Xenopidieworking from beginning but I forgot the name. But the more writer the Xenopedia has it and the Mod gets much better. If I could I would write Xenopediaentries too, but my English is worth so it´s only good for the Forum.
  6. I think your wish is only reachable with more playing days, because most of us can only play after work (like me). So all stages of Bugs etc. and Suggestions to bigger Ufos and Queens/Emprems will be reported first.
  7. I have met the first Reapers (the green ones) yesterday in the Scout. They were only 2 or 3 the others were normal Sebillians. Sebillians were no Prob, but the Reapers were very funny. If you don´t have modified Balistic Weapons or first Engery Weapons like me its fun to fight these guys. Sniper´s, SMG´s, Rifleman´s with Auto-Shoot, Shotgunners and the Flammer as well as the Hunter (Rocket Launcher) were bussy to kill them. But that´s what I like. It´s not easy to catch them and it´s not easy to defend the World. They are better then we are and on the beginning to End Mid Game. That must be the Certainty for Humanity so we have to research and fight as good as we can. Armorquestion for combined Jackal and Fox Armor is answerd. So I think my suggestion I said is a good Solution: If I read it correctly Drages is thinking about that.
  8. Thanks Reptile121, thats it. Great Idea. Because we have an Armor left (the false motive for the Jackal Armor in the Mod) so we can use it for upgrading normal Jackal and Anti-Grenade as well as after reaserching the first Gas-Grenade we can use it as testversion for gas resistents. The Upgrade is not much because it is an implemention of all 3 components.
  9. Hi Drages. Thanks for explaining, so i Deleted my Explanation. Yours better. So I install the Patch and then Aliens are on the run befor Star Trek today night.
  10. The first downloads were on Mediafire. But there must be a Problem there. I tried to download as I said several times and it didn´t open the Website or if opens the Download crashed. So I asked Drages to make a new link as alternative. He reuploaded then the Patch on Media and the download works perfect. No more waiting 3 Houres or longer as well as downloadcrashes. Yea! I played with the new Patch and it is Savecompatible. I´m on the small UFO´s at the moment and reaserching the Alien Ballistic Weapons now. Hope to get better weapons after that reaserch after some Standard Researches and Alien Flame Weapons. The new Equipment to produce for the Fighters are pretty cool (the first new Weapons after Standard Research). Thanks a lot for that. Btw. I solved the Problem with the Jackal Armor. I turned out the Picture with the Orignal and than it going with the Xenopädie. The Armorpicture of the remaining plating we could use as an upgrade for the Jackal and the anti-Bombarmor like in XNT after researching the Flamme-, Ballastic- and one more Shooting Weapon from the Aliens at the beginning you have at reaserach screen before the newest Armors are avilible. What do you mean to that Idea?
  11. Drages have you an another Link for the new Patch. Somethings wrong by Mediafire. I think they have an Serverproblem or so. The Site dont grow up or when grow up you can´t download because its breaking the Download.
  12. Hi Drages. Yes I ereased the old version completely and checked Mod Register. All was gone, so I installed the new Version. I think it´s a problem in the Xenopedie Pictures, because I checked it and didn´t found the new Picture for the Jackal Vest. In that case we could use the old Xenopedia Entry completely. In the Game the Soldiers are shown like in Orginal and XNT with Jackal. So there is an Reason to upgrade the Jackal Vest for Infanterie and for Shielders (the normal Vest and the Shieldwearervest) like in XNT. The Mod will be great (I feel that). So little more playing and then we will see if I find a little bit more.
  13. So played a litte bit more yesterday. The **** Bug from Radar Plane is said often and will be corrected (I read it so). But 3 Bugs I found too. 1. The Pistol / Shield Problem is not corrected. Pistol on normal Shoot (one Circle) has more Hit-% and more MP than on second Shoot Mode (2 Circles). 2. The Xenopädie Entry from Jackel Armor is not correct. First it´s the Picture and Second it´s the Entry. Have to by adjusted. 3. The Improved Jackal (for the Shieldguys) has two Informations. The new Picture with the Grenade-Part and the normal Statistics on the right Side. Thats all I found out in the Moment.
  14. Yea I read the same post you found. I was wondering about that too. But O.K. If Reapers (or the Zombimakers called) are doing their job all is fine.
  15. Thanks for reply, working on Xenopedia (Ufopedia) and implementing the missing Aliens. No Problem I will tell more after playing a litte bit longer. So it´s time to kick some Alien***.
  16. Drages I want answer your questions at the Moment. 1. AWACS = Yes, I love it. It´s your flying Radar/Scanner and can self-defense with its 2 Cannons. The other reason I love it is its great Range like the Troop Transport. And it´s not buyable anymore because its your own so you have to watch out for it (Xenopediaentry). 2. The drop rate from the Light Scouts and Scouts for Alien Alloy / Alenium correspond approximately the Orignal Game / XNT-Mod. I dont know the drop rate from bigger UFO´s like Corvettes, Lander etc. in the new Version, because I just begun the new Version. 3. I play mostly manually the Airfight, because I feel there I fight like a Pilot. I will test the autoresolve, but the chance for lighter UFOs (light Scout, Scout) are very good. Same answer for bigger ships here again: I just begun the new Version. 4. I can´t anwswer that in the Moment. Reaserch is running for Vehicles. But in V.095 they were a good cover for Soldiers. Dying not so fast and fired back. I allways use vehicles in the game, so I wana tell you it after the first Groundbattles with the "Hunter" Scout. 5. Main Menu is very nice and I love it. The new Geoscape is very nice too, because you implementet and changed something there. I saw it with the first few on it. Wana see more of that. 6. The new Xenopediaentries are very nice (AWACS, Info from the Colonel). Wana see more from that. Play more today to see more. XNT was very good (Xenopedia, Reaserch, more Aliens) and I played it with fun. I hope for more Aliens (like the Eggs, Mutants etc. in XNT) and your Mod will be great (I love it by now with all the great impelmentions). But a litte more Xenopediatext for your new Reaserches/consolidatet Reasearch (Weapons etc.) and Data (like AWACS) would be great. Maybe your helpers could implement that. Texts from the Orignal Xenopedia and XNT are there and could implementet after adjustment.
  17. I have installed it now. Play it for testing in some Minutes.
  18. Hi Drages, I see you uploading 0.97. First Page is chanced to that Version too. The Downloadbutton is offline, so I think your new Modversion is still uploading. I was playing 0.92 and 0.95 very short after I noticed XNT 6.0 wasen´t worked on. My Question are now: - Should I wait oder can I play a little bit more 0.95 HF 10? - Need I a restart of the Game with the new Version, because I didn´t find anything on the first Page? - How long does the Download need with that big new Version (1,44 GB)? I have some more Questions, but the most will be go away while playing.
  19. Yea the Transporters can´t fight Ufos. But you can´t win against the Gravition Theory. The more mass the more Engine Power you need or less Armor. But you have a fix Point how many Soldiers you can carry (for all transports). So you can spezialisie only a little bit. I specialice normaly in Rifels, Heavy, Roketeers, Flammers, Shield, Shotguners, Snipers, Scouts and somtimes Special (for your Mod: Biological). But you have a little bit to work on the Mod, so I can only make sugestions. But like I said, its a very good advance for XnT-Mod.
  20. If you can change the capacity so i think there are: - 10 for the Chinhook (10 Soldiers or 1 Vehicle and 8 Soldiers) But much more interessting are the Hit Points, because you have more transport capacity. The Chinhook is modified with Magnesium / Titan Armor, chanced Tranport Capacity and Fuel Tanks. So if you make more transport Capacity so you have to chance the Hit Points to 130 or max. 150. Same to the Condor. In XnT Condor had 80 HP wit Magnesium / Titan Armor. I think 120 / 130 should be enough for the first Fighter because he is chanced in Armor, Fuel Cap etc. too. I have played only a few minutes and much longer on the first mission because with my Standard Tactic I couldn´t make a count. I don´t have Vehicles at that point, so I have to wait for Alien Invasion Tech.
  21. I have played it yesterday evening. XnT was much more easy. I play X-Devision on normal and had to use Handgranades, Smokegranades as well as Flashbangs in the first mission. I was perplexed. But the Mod work with all X:CE-Alternatives in the Mod Folder as well as with the little Mod from Man of Doge. Drages your Mod advance XnT very well. Thanks a lot for that.
  22. Your Improvements for XnT looks good. Im surprised in the Speed the correction and improvments from XnT grows.
  23. You get the Alien Materials and Alenium from sucsessfull Groundfighting Crashsites.
  24. Yeah i have seen that Problem too. There is nothing we players can do for now. We have to wait for a Fix from the CE. Maybe the Map-Pack one Post over mine helps.
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