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Sectiplave

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Everything posted by Sectiplave

  1. Have the same issue with quicksaves, good to see the notes here though, I'll look at doing manual saves instead now.
  2. Just one thing I've encountered, I updated to X:CE 0.34.2 no troubles, but it never installed; Tropical and Swamp tileset mod. I'm inclined to blame Steam for this fault as Xenonauts updated and then a bit later (few hours? maybe 12 at most) there was a second update, unless X:CE was pushed in two parts or updated shortly after initial update?
  3. @Charon So that we can best help you guys with testing, I'd recommend any time X:CE updates, or you post a new X-Division patch, to also add the recommended mod launcher order, this is especially important when X:CE adds new mods, and ask players to follow that particular setup when starting a new campaign. It's important not to assume the end user has the same knowledge as you guys who are the specialists. We know there will still be many people who don't follow your orders, but at least this will catch some of them It is more work, but that way you know we are all on the same mod loader setup from the start of the campaign, and should lead to less false bug reports to scare you BUG; I've only experienced it twice in my whole campaign so far (I'm about 13hours+ into this campaign) the game freezes just after autosaving from a ground mission. The autosave is successful and both times I could reload the autosave and continue without any issues. I see someone else reported the same issue on the previous page. @drages I guess the difference is just that I was used to Normal difficulty and enemies having lower than normal armor, I'm liking the challenge over all of Phase 2, I feel like I'm only just scraping by and I am pretty well prepared from Phase1. I'm really feeling the accuracy buff against Andron's rapid fire weapons, as they are absolutely deadly! You need Enchanted shields ASAP as the regular one is worthless. Some notes on the Harridan AI, faced them on a wide open farm map Light Cruiser, they would spend too many TU's attempting to fly up and move away from my advancing troops and didn't actually fire many shots, the Harridans that were already far away did snipe at my troops from outside my line of sight which I believe is the intended behaviour.
  4. Ouch! Yes that would be a big problem. Not all is lost! My testing of losing the combined America's was two fold anyway, I wanted to see if you can survive in this mod just focusing on a set of countries since there is no upper funding limit. I have further devious plans, lets see how the phases test them out Just finished a Phase2 Sebillian terror mission..... omg that Reaper Rhino! It was something from a nightmare! Basically immune to energy weapons, huge regeneration, high damage and stun.... Phase2 feels harder now! I like it Assaulting a few light cruisers and strike corvettes it definitely seems harder now, did you increase phase2 armor resists? Feels harder to kill them with damage type they are strong against now. Good and bad, ground missions are taking a noticebly longer time to finish per mission now too compared to 99.2. The game is good so I don't mind but it might get a bit grindy. Also I'm positive the alien composition of each craft has changed from Normal to Veteran. More aliens and stronger units, unless you've made this change?
  5. I'm intentionally losing the combined America's to test this feature out in my current playthrough, does it still work?
  6. Ranged enemies will pick the target they have the best chance of hitting it seems, so if a soldier is closer than the vehicle they will shoot the soldier correctly. Found the broken farmhouse tile attached save. bug test.sav
  7. @Charon Just looking at mod loading order, did you manually install swamp tileset? I don't have that listed on mine, I've adjusted my loading order to match as this sounds like the agreed order. Was the same just with the fix pack a few mods higher. Run a few missions, corpses are appearing correctly now. With melee alien AI, the priority on attacking vehicles might need adjustment, they will run 5-6 tiles past my soldiers, just to get at the vehicle
  8. @Charon Yeah that bug was my fault for turning on Lore+ for sure, as it also repeated Lore entries I'd already seen before. No other issues so far, just starting into Phase 2 now I have found a farm tileset with a house that is missing some walls, I'll upload a save when I find it again. Thanks to you guys for all the hard work making one of the best invasion strategy games I've played. I'll happily play it many times
  9. BUG; On this mission it says Scout data core sent to research but I've already researched it and I gained no core? BALANCE; Alienium and Advanced alienium grenades both cost $250 to make, I'd double the cost of advanced for a quick and easy rebalance until manufacture costs get overhauled. Completed more missions and I get cores now, only thing I can think that did this is I re-enabled Xenonauts fixes and Lore+ as per Sfarrellys pic. Quicksave.sav
  10. @sfarrelly That looks soo damn good, you can see everything you need to know in one screen! @Charon LOL! that is just crazy. Also that intro was nice, should add that to the mod
  11. @drages ohhh lol it would have been easily a 40-50 turn fight, the tank was dead within the first 5 turns, it did it's job of killing the Sebillian tank and took down a few Reaper Bulls first so I was happy with it's performance. I think Vehicles are in a good spot right now, the Defender can still soak up a lot of damage but obviously it's getting hit more often and melee'd now. For accuracy I think it's good, I've definitely lost more soldiers early on than my last play through, but I cannot be sure how much is the changes and how much is different now I'm playing on Veteran and there are more enemies per ship. The main thing is that it's Caesans killing me now when usually it was Sebellians running wildly at my troops and bursting them. Even still I think it works, in Long War it was part of life that soldiers would die, if you want to keep everyone alive there is the option to go back to play Easy/Normal mode. Training newbie troops is still painful, they can hardly wear armor and equip a gun
  12. Completed my first terror mission last night, ohhh my it took over an hour of very careful play, and the end result was 44/44 aliens killed! The Reapers AI was very aggressive in finding civilians, but luckily for me a large pack of about 8 of them sat on the other side of the map (saw them when fog of war was lifted) until I reloaded due to clicking wrong tile, at which point they all stormed me, I was very glad I had incendiary grenades, they were the only thing that saved my troops as I was down to using alien weapons for ammo The boosted accuracy is a good thing, I have had Caesans burst fire from being suppressed and have all 3 shots hit a soldier 9 tiles away behind light cover more than once, I had a shield trooper closer who I thought would have been the target, but I guess hit chance wasn't as high if that is how AI prioritizes.
  13. Yeah the crashes were very random I could not replicate it any specific way. Page 1 Charon's install instructions show Lore+ as active? Might be worth updating this if it's not needed. I run no other mods except ambient sounds which as far as I know shouldn't cause issues as Charon is running it also? Performing fresh X-div install right now, will let you know how it goes. I also found one mod that might cause an issue this only showed up with XCE update I think (Xenonauts Fix Pack by pedr0) I've disabled this one as well just to be safe as well as Lore+ everything else is the same as picture on step.5 install instructions. Update; completed 5 missions since fresh install and only had 1 crash when shooting at a Sebillian medic during my turn, everything else seems good now. BUG; DSB info for UFO's is stating old parts, it looks like they give new parts now (internal systems etc.) also when searching corpses/KO aliens many do not appear on the ground (still get credit for them) Feedback on AI; confirmed they melee attack vehicles and they do a good job of it too! EMP damage is very scary too, Caesan with lightning weapons can really hurt the Defender.
  14. I had probably 7-8 crashes in Battlescape over 4 missions, so something seems a bit off. I am going to do a fresh install and start again just to be safe. @sfarrelly In this version the Ballistic weapon images have changed in the battlescape to new artwork which isn't reflected in the X-pedia. @Charon Yes that's right it's just visual I still get credit for the weapons officer corpse. Will see how things go with a fresh install. On a side note is it XCE update that has made the game load faster and the battlescape animations look smoother?
  15. Just a handful of missions into the game, I've been having a large number of stopped responding errors mainly in battlescape. The AI seems good so far, Caesans are very accurate which is scary early on, and Sebillians are making use of cover more often. The open ship doors seem to function like Vanilla Xenonauts now, with aliens often staying just inside the doors or popping out from time to time to snipe your soldiers, I like it! I attached a save where I was getting some game stopped responding crashes from moving soldier around the map. I'll post up more things as I find it BUGS Playthrough started 23/10/2016 Version 0.99.31 No corpse showing In Battlescape killed red armored Sebillian (weapons) gun is on ground but no corpse in inv. Battlescape freeze Random freeze when shooting enemy, force close required. Load game freeze Random freeze when loading a battlescape game, as soon as you click load from menu. X-pedia image Ballistic rifle image needs to be updated to new weapon art. X-pedia image It is super pixelated / zoomed in, needs to be resized. Battlescape freeze Freeze while moving troops around battlefield. Geoscape freeze Random freeze after completing ground mission. Quicksave.sav
  16. Hehehe that was me asking for exploding acid when a Xenomorph dies! I have very patiently been waiting for the next patch and it looks like the time has come We have a public holiday over here in New Zealand so I'll be spamming you all with whatever bugs I come across before long!
  17. I'm no modder, however mods are the #1 reason I still play Xenonauts, so thank you Solver!
  18. This sounds like a good change, especially when the costs of vehicles etc. start to get balanced. This should allow players some choices of how they want to start their bases. Just my 5 cents around difficulty, it might be worth mentioning somewhere within the game or OP that your expectation is for players to start on Veteran. I mistakenly started on Easy and the ground combat was way to easy. Moved to Normal and had more fun as it felt more challenging. Once the next patch is out I'll be sticking with Veteran since this is the expected starting point.
  19. @kottis - This air game tactic of baiting large UFO's gets strongly countered by Phase 3 UFO's, the larger craft (and even one of the smaller ones) have equipment that means you need to bring down the UFO ASAP or have anti-missile weapons equipped. But yes what you describe works maybe a little too well during Phase 1 and 2.
  20. After reading through that thread I can understand the excitement. Also the new alien race looks good Drages! I'm really keen to see them animated in the battlefield.
  21. My 5 cents from another point of view also. I have had a large amount of experience with end user difficulties and the ways Anti-Virus is undermined having worked for a large Internet Service Provider, the most prevalent issue is that most AV programs are not end user friendly for your "average computer end user". If you post on a forum, chances are you're well beyond the capabilities of your average end user just to give some context. This was then compounded by default AV settings being overly restrictive on all of the common AV apps, resulting in the end user needing to attempt to disable them to access completely legitimate websites or files ( as explained in detail above) however we found end users in their lack of knowledge and frustration would simply disable the firewall yet continue to believe the app was doing it's job. Don't even start me on the volume of people that fall for fake Microsoft call scams....
  22. As someone who enjoys mods, this brings joy to my heart
  23. I cannot lie, I'm really sad to hear the defense line geoscape mechanic didn't play out in testing, but I fully understand how idea's can be far more amazing in concept design compared to real work practice Either way I'll be keeping an eye out for the KS and the free alpha, I love Xenonauts 1 and the community and mods are really great so hope to see more of the same
  24. @Larry Burstyn - If you send 3x Foxtrots at a light cruiser, and then use manual interception, you do not need to touch a single button and you will down the Light Cruiser, you'll also get some or all of your Foxtrots downed (depending if you use Alenium Torp or Gravity Torp), but at least you'll have the crash site. The work around for the Cruiser battlescape is to use the Toggle Roofs button in the battlescape, it will allow you to see your soldiers inside, sometimes you need to press it multiple times to make the walls semi-visible but your troops and the aliens will be clearly visible. I was the same, I was also terrible at air game and used easy air game, however I'm really glad I took the time to learn it. You can pause the air combat at any time allowing even very slow players the time to plan when to dodge a fighter or adjust their bombers destination. I recommend saving a game just before your 3 bombers intercept a ship and then test a bunch of different tactics when you engage it, reloading after each attempt until you feel you are comfortable engaging it. I get the idea that you aren't investing the time or effort to learn the new mechanics and tools provided in X-Division. This mod really requires the player to abandon Vanilla Xenonauts tactics and learn this mod from scratch. Who knows maybe I'm wrong, maybe you aren't even reading any of my Posts Larry? If you are I hope something in there helped @drages "Mechs are one shooting aliens. Give me some ideas how to balance them please. What could a mech have advantage and disadvantage?" Well at this stage I wouldn't change the vehicle or mech weapons. The greatest advantage they have currently is that because melee enemies cannot really hurt them, it's easy to move them within a few tiles of the enemies and then fire a single burst of 20-40 shots that don't miss due to being within "point blank" range, resulting in massive damage with little risk to the vehicle itself. If melee aliens attack them and energy weapons can hurt them, then the player won't feel as confident to pilot vehicles into point blank range of enemies. If players now need to use vehicles at further range, the low accuracy on their weapons will stop them from being one shot machines so I'd say leave the weapon balance until after the vehicle melee changes. GRAPHICS: I found the Drake? (Phase 3 bomber that is blue camo style) was really bright compared to the other aircraft artwork, Also the updated base UI once you've researched advanced bases was again also a bit too bright in the colour theme. And lastly the Lancer image in the aircraft equip screen appears to be low resolution, it has jaggy lines and looks a bit blurry compared to how good the other aircraft look.
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