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Alienkiller

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Posts posted by Alienkiller

  1. 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?

  2. 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.

  3. 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.

  4. 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). :D

    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. :o

    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.

  5. 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.

  6. 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.

  7. 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. :(

  8. I played Syndicate too. I think I have it seen both Parts on GoG. I loved it too like Wing Commander and other old Games. This Games had a Advantage to Games today: they were programmed with love and time didn´t interested much, because they were mostly bugfree.

  9. Reapers in the normal and CE Games are the strongest and most dangerous Enemys. It dosen´t matter what Armor you have, they will transform your Soldier or a Civilian/Guard/Policeman etc in an other Reaper. In Mods this are not the only dangerous Enemy.

    If I see a Reaper, this is my first Target. Kill it and the other Reapers (if there are more) at all costs. You need only one alive to research him. All others you can kill. I try to kill him with Standard Weapons (Rifle, Pistol, MG, Shotgun) because you mostly need your Grenades for other Enemys or Enemys you cant see. :D

  10. I can only say: That´s what X-Com should have done in most things. If you play Xenonauts with Community Edition and on of the Big Mods you love it. :D

    I played it normal, with CE and now with Xnt-Modifikation. And I haven´t enough from this game. If you buy it, take the Steam Version and setting CE so you just have to install a Mod (I recomend you a big Mod).

  11. I like this Mod, because it is my first one I play. I´m End Dezember in the first year and I played it with upgraded Standard-Balistics. The new Rockets and Grenades (Alenium), Coyote Armor I have. As well as the next Fighter which is coming I have got now. But I can´t reaserch Lasers. I know that a Special Reaserch is needed, but that what I need didn´t come again.

    The new CE-Version installed automaticlly (Steam Version) and the Mod is running normal. But Lasers are not reserachable about the reason I told.

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