Jump to content

Alienkiller

Members
  • Posts

    1,807
  • Joined

  • Last visited

  • Days Won

    30

Posts posted by Alienkiller

  1. Normaly not, I had a Mission in testing the 0.98 Verision, where the next Step of the Informative-Aliens came at landing sites. Drages hasn´t chanced that in 0.98.1 (only changing the Xenopediapictures, Xenopediaentrys if necessary and brought in the Ingame-Infos for Weapons / Equipment).

    Hey Guys,

    I have read now, that 0.32 HF 2 is online. Most of the Problems are solved, like Equiping Transport with Soldiers, Predator TU-Bug and so on. Download it today evining (and install it manually, if Steam didn´t done it you come home). :cool:

  2. Hi Syntaxerror,

    if you use Steam you don´t have to do anything. You have two choises:

    a) You play with 1.57 Standardversion and install the Mods you want [but be warned, not all Mods are compatible with the Standardversion]

    b) You play with X:CE 0.32 HF 1 with the automatically activated Mods and install only the Mod you wanna play [like X-Devision, XNT].

    Thats it. Very easy, isn´t it? ;)

  3. I play the Mod with 0.32 HF 1 too. You can play it with 2 or 3 limitations:

    a) the known issue with the Soldierequipment Screen if you put all Soldiers out of the Transport. [don´t know how it handels it with new transports when the Soldiers get a new one]

    b) some Maps have a special Situation with special Aliens (like the Xenomorphdrone); if the Aliens are in a house or get a reaction shot the map could hang [not often but noticed]

    c) third forgotten if there was a third limitation

    The remaining things of the Mod are working without Problems. At least I haven´t found more yesterday night.

    Suggestion: modernize the Mod to Version 0.32 / Version 1.57 and higher, so that Situations are fixed. Then all Players are :).

  4. Hi Hi Guys, I´m playing Xenonauts since a while. First with the Orignal, then with X:CE. Both without Mods to come in. Then I tried the XNT-Mod and now I play the X-Devision Mod with X:CE 0.32. And I don´t have a problem with my TU´s and the carrying weight.

    Like Rice said, it´s the playstyle of the Gamer. If you take more a Soldier can carry, you can´t win. But if you train your Soldiers to get more and more strengh and make a plan what you wanna use on his Skill (example Heavy Soldier, Shield) so you can win every Mission. The only thing you have to watch is the extra weight of the Armor.

    If you plan this and chance the Gamestyle your life and espc. Xenonauts is easy.

    To the Armors I have to say, that I´m only testet the Wolf and the Flying Wolf Armor with the X-Devion Mod, full next Gen Armors I haven´t seen yet in the Mod. So I can´t say anything to the Problem VapeMat have with Predator Armor.

  5. Hi Redhowl,

    thats O.K. because the Hunter is a light armored Scout car. If you research a little more (esp. Alien things) you will get an Upgrade of the Hunter, which is a bit better armored and have more HP. As well as the modified Hunter (called Defender) can use better Weaponary which is light but very effective if you use it correctly. :)

    Like I said above, the first light cannons can only used by the Defender, more heavy cannons only by Battle Tanks (Scimitar) and better. The original Scout Hunter can use the .50 Caliber Mashinegun and the Rocket Turret.

    If I were you build 2 Hunter and 2 Rocket Launchers. You will need them. Trust me, I play that Mod since Version 0.92 and all Gamers needed the extra Firepower of the Rocket Launcher. I had a mission some Minutes before and I was happy to have that Missles with me. :cool:

  6. Yes I have und you need it. Firstly you need min. 5 Hangars in Main Base (1 for the Transport, 1 for the AWACS and 3 for the fighters).

    Secondly you need that Hangars in 2nd Base to have min. 4 Fighters (2 for normal Targets and 2 for bigger ones). Rest is for Manufacture new Fighters / Transports and Dissabling UFO´s.

    I tried it several ways, but this is the best way to get Materials from UFO´s as well as a good fleet.

  7. I´m Drages meaning. TD mada a good job and played the Mod on an level which is to high for me. I play on Veteran and that´s hot stuff for me. Normaly I play on normal.

    But what TD is saying about the Money making is right. I do that the same way, because you haven´t a chance to get on higer Stages of the game. Only Ufo´s dissamble can´t bring you enough to hold your costs.

    Drages if you increase Maintaince cost for Basebilduings etc. then the sell prices have to increased too, so that the player has a good chance to be in game.

    Example: I have 2 Bases atm in Europe / United States.

    The Base in States is for producing Aircrafts, Weapons in high use for the Soldiers (and unusable old Weapons for sell),

    Dissemble Ufos etc. The Base is for Intercepting enemy Ufos too in that Area. This Base is in Production, because it´s not

    full ready yet.

    The Base in Europe is my Main Base for Soldiers, Research and produce for things we need asap (like Armors, new Rifels

    etc.). So every Base is needed.

    What I wana to say is, that if everything on the Bases got increased (Buildungs etc.) than you will lose before the game really beginns if there is no increasing in the sell prices for Standardthings too (ex. Next Gen, first Standard Armor) which didn´t need special Materials.

    2015-03-15_00001.jpg

    2015-03-15_00002.jpg

    That my Bases atm. The new Vehicles and Planes are not included yet (Foxtrot, Asierus, Scout Vehicle Defender)

    2015-03-15_00001.jpg

    2015-03-15_00002.jpg

    2015-03-15_00001.thumb.jpg.644b1f5ea0c72

    2015-03-15_00002.thumb.jpg.333107db9099a

  8. Kubi I know what you mean. If you empty your Transport to Zero Soldiers you haven´t a chance to equip Transport annymore. Only with Vehicles. I don´t know annything about Coding but I think it´s a CE-Problem. So you have only one Chance to solve it:

    - Never empty your first transport since second Transport is Equipped with soldiers and Vehicles.

    - Same for second Transport to third

  9. I think I found one piece of the Hunter Rocket Puzzle. There is a description in Stings to the Missles but you can´t research manually.

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">Researches.HunterMissilesDesc</Data><NamedCell

    ss:Name="_FilterDatabase"/></Cell>

    <Cell><Data ss:Type="String">Development of a new missile turret for the Hunter scout car. This will inflict more damage than the default machinegun.</Data><NamedCell

    ss:Name="_FilterDatabase"/></Cell>

    As well as there is no entry in Research for the Hunter Rocket Missles. Should be fixed so Xenopedia and Research is corrected. But you can build the Missle Turrets and use them.

  10. I didn´t replace annything. I only make the corrections in Numbers, light Spell-Checker and to much wrong text in Xenopedia. Like I shown here:

    [ATTACH=CONFIG]6215[/ATTACH][ATTACH=CONFIG]6216[/ATTACH]

    But I found some Failures in the new Xenopädie which have to be corrected.

    In the Mod Folder Xenopedia:

    a) CH-48 Charly: "ferreing up to eight men" correct: ferreing up to ten men!

    b) Assault Rifle: "there is the fully description of the sniper Rifle at the End" correct: deleted Text of Sniper Rifle!

    In the Mod XCE Folder Xenopedia (have to make by the Player if playing X-Devision):

    c) Living Qarters: "up to 35 Personal" correct: up to 50 Personal!

    d) Laboratory: "house up to 15 Sicentists" correct: house up to 20 Sicentists

    e) Workshop: house up to 15 Engeneers" correct: house up to 20Engeneers

    I think there is only missing small something for the Hunter Rocket Turret and I havent found it. It´s so like it downloaded and installed, so I will try your suggeston Drages. Thanks for the Tipp.

×
×
  • Create New...