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GreySciTe

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Posts posted by GreySciTe

  1. Is the moral system already implemented? Because i never recognized an alien to panic or flee. Even when i mowed down a lot of aliens in alienbase missions in a short period of time.

    Going berserk should really be in the game because thats something you lovehated from the old games. I love to remember when i did a grenade chain and one guy went madmax and killed one of those grenade guys. The following chain reaction killed half of my team. :D

  2. I haven't tested, but I'm assuming the other values are:

    ammo.plasma.plasmacell

    ammo.mag.MAGclip

    weapon.grenade.Shockgrenade

    The one for MAG ammo doesn't work. What is the right command/text i have to insert? The others for Laser and Plasma did work. The shockgrenade didn't but thats because i already researched it i think.

  3. Thus even on a basic AI level it would make sense to have the enemy not run but make a last ditch to take as many xenonauts with him as possible so the player does not waste time hunting for the last alien each mission and concentrate on the fun part which is the preparation for and the actual tactical engagement

    So the last alien will be a kamikaze grenade bomber that throws a bunch of explosives at our beloved troops in its dying breath :D

  4. And please don't forget that friendly NPCs should also react reasonable. For examples NPC soldiers could take cover. They are most of the time standing in an open field at the moment.

    And some of the civilians should go panic mode while others can run to a saver place like the chinook and wait there in a corner when they see xenonauts. And when they do so it would be nice if they try not to run in front of your guns protecting aliens like bodyguards.

  5. Micromanaging ammunition supplies is the most boring part of the game.

    If you really wanted to add something like that though, I would make it so that you're only micromanaging the latest tech level. For example, once you get all of the laser weaponry researched, then your sponsor nations, impressed by your progress, agree to waive costs for all conventional weaponry.

    That could be arranged if there would be my proposed automated factory solution.

    Automated Laser Ammunition Factory/Automated Plasma Ammunition Factory/Automated MAG Ammunition Factory

    Each factory offers unlimited ammo of that ammo type to all bases. So you can outsource it to a pure production base or sth like that. This ensures that you won't have infinite ammo at once because you first need ressources (money and perhaps alien stuff) and building space and then have to wait until it is finished. Also it has a monthly cost so you can't argue anymore that ammo is free.

    Another option would be to ad a new research project like "Technology Trade Treaty" which means that xenonauts start to trade their new technology with earth governments. In return they provide them with advanced consumables like ammo/explosives.

  6. Grenades should also have an indicator like guns where you can see what is maybe in the way. It is very hard to estimate if a corner is in the way or not. Also the thing with throwing over obstacles is annoying atm. Last terrormission my guy wasn't able to throw a grenade over a park bench(the ones with table and two benches) 3 tiles away from him.

    Blinding grenades should have a larger area of effect. Atm i can't barely use them to protect my soldiers because to throw them accurate enough that they work i have to move my soldier into line of fire anyway and have to hope that the reaction fire misses.

  7. I fought in the room in front of the control room of the alien base and threw a stun grenade(the one with the purple smoke) in front of the closed first door in direction of the control room because i knew there were aliens directly behind it. It worked and i stunned the aliens but afterwards i wasn't able to open that door anymore. I had to shoot it down.

    Here is my savegame:

    https://dl.dropboxusercontent.com/u/37127593/18.3%20HF2%20Alienbase%20door%20jam%20bug.zip

  8. I had this problem several times and am sorry for not taking screenies.

    My soldiers don't seem to be able to hit things when they stand directly in front of it. Once i had two shotgun soldiers in front of an ufo door with an alien one tile away in the ufo. The first guy shot 3 times in the sky while my second guy killed my first guy with his first shot (90° angle) and missed the next two shots, too. Both soldiers were very experienced with a high accuracy value.

    Another situation: I had my machine gun soldier standing directly in front of a wall and tried to shot that wall and all shots missed. That soldier usually snipes enemies on 18+ tiles distance with a high hit rate.

    Another situation was when i tried to hit a barbed wire fence with a M16 from about 4 tiles distance. I need 3 rounds to destroy a tile because of many misses. In this case it is partially understandable because it is not easy to hit barbed wire with a gun :D

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