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Leiska

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Everything posted by Leiska

  1. LOS calculations in the game seem fairly heavy and sentinels make it worse. You can get an even worse slowdown by giving your soldiers extreme sight ranges by modding armor files. It helps to have a powerful CPU, though, so I don't really get much slowdown in regular gameplay even with multiple sentinels on the field.
  2. Really? Mine is ~150MB.... Clearly something went wrong with the download. Edit: I see, the 0.971 file is only a patch, not a full install. @Sentelin Ah, that explains it. Still, it's pretty cumbersome to look at the stats in messy files like that. I guess there is a good reason why they aren't implemented in tool tips. But how about a nicer, more convenient cheat sheet that lists all the new stuff? It would help a lot.
  3. Actually, my flamethrower carrying soldier is invisible and weapons make no sounds. The AWACS craft also has no sprite. I do have aircraftweapons.xml there but that file does not list actual stats (only code I don't understand) nor is there any mention of the word "twin". It's all stuff like this: Something must be wrong with my install but I don't know what. I put the XDivision folder into assets/mods as instructed, then extracted the contents of the hotfix into the XDivison folder. I then activated the mod with the XCE launcher, disabling any non-default, gameplay altering XCE mods (I have XCE Settings and XCE Balance active. Is that a problem?).
  4. Where can I find stats for aircraft weapons? I don't seem to have a aircraftweapons_gc.xml in my mod directory, so I can't see what the difference between the Twin Cannon and the Autocannon are. Also, no sprite for the Twin Cannon.
  5. I find that their presence in a ground missions slows downs gameplay a lot. Multiple soldiers lose 1/3 of their TU every turn, so you often can't advance at the pace you'd like to and end up passing turns a lot even though nothing is happening. Mind control is even worse (I'm talking about the improved 1.5/CE behaviour), as it also keeps happening when no enemies are around, so the obvious solution is to simply run back with everyone and wait for two turns. This wastes so much time! It sucks when you spend a turn or two setting up a breach and someone gets mind controlled. Now you have to undo everything you just did and do it again a couple of turns later. This is one aspect I think the Firaxis game did better. There you actually need LOS for psi attacks. I wonder if there is an easy way to mod this behaviour.
  6. Terror missions in this game are super hard. Some people like to bring rocketeers to early terror missions as they're accurate and one-shot most things. The only problem is you only get to fire every second turn. Also, it may be just me, but I find assault rifles to be really bad and you probably shouldn't be using them at all. Their stopping power is abysmal beyond shotgun range, but if you're in shotgun range you should just be using a shotgun. Scout with shield carriers, then snipe with machine guns and snipers. Keep a shotgun or two around to take out enemies that get close.
  7. I recently had a strange Caesan encounter again. In an alien base, a single Caesan managed to lodge himself in a crevice between two stasis pods, or something, and my soldiers literally could not see him to save their lives. In the end he alone killed like four soldiers because they all either got one-shot by reaction fire (even my predators ;_ from a magically veiled tile or panicked right in front of him, so I couldn't finish him off even when he eventually got surrounded. Fission Mailed. Later I had a Caesan throw a grenade over a wall into my soldiers even though they were not even close to any alien's LOS. I suppose it could have been a blind guess based on from which direction I had been killing their dudes earlier, but it seemed like a long shot desperation move I wouldn't expect an AI to perform.
  8. Thanks for the explanations, guys. I now understand how it works.
  9. At first I thought armour gives a %-based damage reduction, but that doesn't seem to be the case because multiple successive attacks will punch through even 100 armour. I tested this by giving basic armour 100 armour against all damage types and sent a soldier into a UFO. He fully resisted the first few volleys but then started taking what seems like normal damage. I assume armour somehow degrades when taking hits, but is it only when taking multiple hits during the same round or does the effect persist through the whole mission? Does armour simply absorb damage equal to the armour value and then become useless or is there a more complicated damage reduction formula? So many questions, so few answers.
  10. I can't load the save either. Instant crash. The file size is super small for such a long game, so I suspect something happened to the file. I have one from pre-laser tech that's almost 1mb in size.
  11. So, a Sebilian just one-shot my guy across the map as usual, but apparently that wasn't enough, he had to rub in more salt by crashing the game soon afterwards. To be precise, it happened after the offending alien had spent its TUs for the turn, not immediately as the soldier died as happens in 0.32. The only thing I could do was to alt+tab and kill the process, however, now when I try to load the save the map loads just fine but immediately crashes to desktop once I enter the map. As this is an Ironman game, I'm afraid my most promising shot at the game is permanently lost, but any potential solutions are welcome. I'll attach the save file in case someone wants to give it a shot. Aut.sav Aut.sav
  12. I'm pretty sure there is more to it than that. Yesterday I had a lot of trouble disposing of a Caesan hiding on the third floor of a building because he kept shooting at my guys who could not see him no matter how far/close they were until I actually sent a guy to climb the stairs.
  13. I keep getting this with Caesans, as well. Somehow they can stay hidden while firing from directions covered by my vision cones.
  14. It seems like the game is missing a proper finance screen that shows detailed information about your expenditures. Especially during my first run I was very confused about what was causing my maintenance costs to climb so much because there was no easy way to see a summary of all expenditures. For instance, I had no idea planes are so expensive to maintain because the information is fairly hidden. Are there any plans to add something like this? Or perhaps it would be doable in CE?
  15. Yesterday I embarrassingly created a massive inferno over my troops when trying to protect them with smoke. Now I know better.
  16. I wouldn't be opposed to this. Soldier vision is so limited you sometimes get ambushed from really weird places and it just doesn't always seem realistic for that to happen.
  17. I guess it's hard to tell because alien HP is so random.
  18. This makes sense. It would be silly for a sniper to lose the ability to fire twice because he gained an additional TU.
  19. I'm having trouble making X:CE work properly. I installed it over the GoG version (1.5x not yet available from GoG), but nowhere does it say that 1.5x is required and the mod seems to work otherwise perfectly. Could this be the problem? In any case, my issue is that as soon as a soldier dies, the game will freeze and I have to kill the process. If I then load the game (Ironman), I can continue, but none of my soldiers have regained their TUs even though it was the aliens' turn, so I typically have to immediately pass again. I tried re-installing the game in case something got corrupted, but it didn't help. Edit: Having now read the 0.32 RC2 thread fully, it seems like I'm not the only one with this issue.
  20. Hello! I just recently picked up Xenonauts and I've been trying (and failing) to beat it on Veteran Ironman a few times now. I think I figured most things out by now, but I just don't understand how stun damage works. I assume the blue numbers that pop up somehow explain how powerful the stun attack is, but my succes rate seems completely independent of that. Gas grenades deal single digit stun damage, yet frequently instantly stun aliens or at least take them out on the second round, again with single digit damage, yet stun batons that seem to deal roughly 50-100 stun damage often fail to one-shot aliens. Speaking of gas grenades, how exactly does accuracy calculation for thrown objects work? I seem to get very low calculated hit rates, yet the throws seem far more accurate than most rifle shots. Also, it seem pretty punishing to have the chance of fumbling your grenade toss so badly you drop it right under your own feet. That seems like an almost impossible scenario for a highly trained soldier.
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