Alienkiller
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Posts posted by Alienkiller
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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***.

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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.
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I have installed it now. Play it for testing in some Minutes.
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I downloaded HF before Fully versoin.

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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.
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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.
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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.

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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.

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Your Improvements for XnT looks good. Im surprised in the Speed the correction and improvments from XnT grows.
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You get the Alien Materials and Alenium from sucsessfull Groundfighting Crashsites.
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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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Yep, Graphics is not all. But you are right, I grow up with the old games too and I loved them, because the Story or Gameplay was well thougt out (like Xenonauts today).
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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.
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Yeah you are right. New Players should play without mods. If they play the Standard- or better the CE-Edition is better for the beginning.
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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.

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It contains to the Medal. Most bring +1 Bravery, some +2 and the big ones +3. Most of my Soldiers have the +1 and +2 Medals, some of them the best with +3 (like long Service Medal).
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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.

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).
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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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This is not easy to fix, maybe never. But we dont know that, because most of us are no Modder.
I have the Problem with unvisible Units too, but that dosent matter. Your Solders see all unvisible units (like the Eggs). You only have to move the Target system a little bit on the Thing he/she can see. If its going red like normaly (every unit which was invisible i could destroy).
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You are right with that. I have the Steam Version and i noticed the same. I play the big one XnT-Mod and he is automaticly activatet. The XCE-Mods which are in the Mod folder you can choose Yes/No.
I play only one big Mod with all integrations of much other mods (XnT), so that Problem dosen´t matter me much. But I have the feeling, that they want you can only play the integratet XCE-Improvements and one Mod like in much other Games.
But without XCE-Improvements the most Mods would´t work. Maybe it is a Bug but I think its a Feature.
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Gives it a new version of this Mod or is V6 final with only Bugfixes?
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This is an Alternative too if its not coded.

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I agree with drages, because if you look for same Games with bigger Tech Trees you will see, that the People how tried it had very big Problems to get it in a normal Picture. Maybee I find a old Tech Tree from an other UFO Game to show the Problematic. Here it is: Ufo Afterlight (and that is the Original Tech Tree):
http://www.strategycore.co.uk/files/ufo-afterlight-graphical-tech-tree/
An other example ist UFO: Extraterestials with UNI-Mod wich is growing slowly but constantly.
Here you see all the Trees (Originaly and Modded).
All of them are small but you see, if you wanna bring it to one Picture, you have to minimize it so that the others couldn´t see it and if they see how big it is, they will be dettert to play the Game / Mod etc. eventually.
Radek look at them and you see what I mean.
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With the new CE Update its gone.
[v1.09/X:CE v0.30] X - Division - In Earth We Fight Ver: 0.9
in Completed Game Mods
Posted
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.