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Alienkiller

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Posts posted by Alienkiller

  1. 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! :confused: 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. :)

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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).

  11. But why is it (the green Reaper Bull) in the normal research list if it should be autoresearch. :confused:

    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.

  12. 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. :confused: 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. :D

  13. 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.

  14. 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.

  15. 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. :D

    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:

    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.

    If I read it correctly Drages is thinking about that.

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