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Alienkiller

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Posts posted by Alienkiller

  1. I like the slow invasion from the Aliens. So you can manufacture a little and buildt the F-24 Asierus as well as the first Laser Weapons. And you have to dissemble the cores for money. I´m in the 3rd Month (begun it shortly) and made 20 Ground Combats and won them all. ATM I have 4 Foxtrots, 2 Condors, 2 Hunters with Rocketturrets and the next Gen Weapons. Incendairy/Stun Weapons as well.

    I find it very interessting that you need collected Alienequipment for manufacture new planes (at Foxtrot), Vehicles (at Defender), Armors (at Fox), Weapons (at Stun/Laser) etc. All worked up to now without Problems (Research, Produce in Workshop etc.).

    Btw. I found out, that the Asirus Airframe is named ####. And the Testers are right about the Aliens in UFO´s (walking their AP´s out) so that you can handle them very easy. But it needs to much time, so I do it like the american way. Get in, rumble, exit. :D

    To all who think this Modversion is hard: I played the Standard Version of the Game and XNT-Mod on Normal to get through the Game.

    XDevision I play on Veteran and make it up to now, some others play that difficulty with Iron Man (not me; I play Standard Veteran) to Test this Version. And I find it´s easyer then the Base Version of the Game.

  2. Hi hi Guys.

    I had played a little more and must say: Damm good Work to that what I see up to now! :) I have adv. Ballistic Weapons, Flameweapon (Flamethrower, Incendiry Rocket / Grenade) as well as the Stun Baton. The next Stun Weapons (Stun Grenades / Stun Rockets) are in Production Line.

    And I mention, that you need the Stun Weapons to get more and more Information about Alien Weapons, Techniques etc.! So Drages is right. I have stunned an Ceasan Weapon Seargeant and can now reasearch better Weapons. But you need the first Technikans, Doctors etc. too, to get more Information about the UFO´s, etc. from beginning.

    So the next Armor (Fox) is in Reaserch as well as the Reaserch to get an better Interceptor. Up to now no Crash, no Bug. :cool:

  3. :confused: Thats crazy. Have checked some datas and couldn´t find a failure. Research (OK), string (OK); both have Andron assembly in it.

    I remember, that I had in XNT to capture an Alien allive to to get better armor. But I dind´t remember which alien. Drages go the same way, we have only to find it.

    The Corpose destination from Drages is here:

    Corpse name="Items.AndronCorpse" MODMERGE="insert" MODMERGEATTRIBUTE="name">

    <stockTextureName>weapons/ScrapMetal1.png</stockTextureName>

    <dragTextureName>weapons/ScrapMetal1.png</dragTextureName>

    <slotsizex>3</slotsizex>

    <slotsizey>5</slotsizey>

    <weight>25</weight>

    The Original Data (from Standard and X:CE) for comparisation:

    -<Corpse name="Items.AndronGuardCorpse">

    <stockTextureName>weapons/ScrapMetal1.png</stockTextureName>

    <dragTextureName>weapons/ScrapMetal1.png</dragTextureName>

    <slotsizex>2</slotsizex>

    <slotsizey>2</slotsizey>

    <weight>25</weight>

    And the Data, which is connected from both to it here: Xenonatus/assets/weapons/ScrapMetal1

    I found the failure. I checked it with the Original Data and found out, that in Drages Data is missing a part, the "Guard". So you have a problem with the Tech tree. ;)

    Chance the Entry in Drages Part and try again.

  4. :confused: Every Laser, Ballistic Weapon and Explosive Weapon you use destroy an Andron, right?

    The last suggestion I have to offer is to capture a Andron alive/stunned. Try to damage him, then Stun him (try to use Alien Stun Weapons or Stunbattons after damaging the Andron). That´s what I can suggest, because you need time to reasearch him (saw that in the Research).

    But you are right, Drages and the Team should show over that. Maybe it´s a bug we couldn´t find out yet.

  5. Sometimes you have to use the Weapons which you hadn´t thought about. But be warned. You need much bullets from the first Ballistic Weapons / NextGen Ballistic Weapons to get them down. Use Stun Batons as well, because Pistols normaly have no effect. For Ballistic use Sniper, Heavy MG´s, Rifles, Shotguns as well as the .50 Cal Guns/Rocket Launcher of the Hunter.

    The best thing is if you use the NextGen Ballistic Weapons or higher. If that solution didn´t work we got a big problem here.

  6. I know what you mean and see the problem. I will play on the Weekend too (maybe tonigt night after i come home), so I will come to the stage where you are now. If I remember correctly, you can research EMP-Weapons first after you dissambled an Andron. I think Drages didn´t change annything there (like the String and Research show).

  7. 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.

  8. 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. :cool:

    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. :)

  9. 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. :)

  10. 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.

  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. 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.

  13. 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.

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