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garyg

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Posts posted by garyg

  1. 1 hour ago, Max_Caine said:

    So the way "Mind War" in X2 currently works is, if a soldier is affected it by it you have a full turn before it kicks in to do something. If you kill the alien who used Mind War on said soldier then it stops before it even starts. Otherwise, you can do things like drop the gun the soldier is carrying, or send the soldier off somewhere they can't be a problem. Or you can build mindshields which go into the secondary slot. There are options. It only really gets annoying if you have qute a few aliens using Mind War at once. 

    Sounds good!

  2. I would like to see some very different and interesting aliens. After all the aliens have a galaxy to draw from for recruits. One of the things I enjoyed about UFO Exterrestrials was the variety of aliens. I do not think a strict continuity is necessary. Creativity is vital and this is a fantasy type game. So let your imagination run wild.

  3. 39 minutes ago, Max_Caine said:

    There isn't an end game yet - well, not really. The beta has been more focussing on adding features, getting things working and determining the direction the game will take. So not real endgame yet. Oh, and there is mind control. Not quite as deadly as in X1, but as annoying if there's enough of it. 

    Glad to hear that something is being done to mind control. I have played the game for many hours in spite of the fact that I hated the mind control aspect of the game. That alone proves my high opinion of X1 but if X2 still has a aggravating, frustrating, annoying, hair pulling, fist through the monitor mind control, I will seriously reconsider buying it. No, that's a lie. I'd buy it anyway. Love the game.

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  4. On 1/21/2020 at 12:49 PM, maxm222 said:

    - Human (thrown) grenades:  Has anyone checked the percentage of self-damaging throws? 
    I think this issue came up before, but unless a soldier is wounded or impaired in some other way or facing high obstacles, I think the percentage of throws that land close enough to kill or injure the person throwing should be about 5%, max.  For soldiers to throw a grenade right down in front of themselves, we're talking either dropping it when it is thrown, or being seriously depressed and wanting to end it all.  If they're that depressed, it's probably because they were stuck in the wheel of the drop ship the previous turn...

    - Alien Alloy Starvation
    This has also been discussed somewhat, but for the 3rd or 4th time in a row, my game will be ending due to being unable to make more advanced anything because I don't have alien materials and can't make better aircraft or weapons or much of anything else.  Perhaps the humans might be able to pick up some working weapons and ammo on the battlefield sometimes?

    I agree on both points.  In real life grenade throwing is not that difficult. Alien alloys should be more plentiful, after all those are big spaceships. I think the alenium (sp?) should be increased somewhat too. Otherwise the game gets boring doing countless missions just to get material to build stuff.

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  5. 5 hours ago, Chris said:

    From my point of view the problem is that we need to make the final mission a bit of a challenge otherwise it's a bad ending to the game. Nobody likes to play a game and then just steamroll the final mission without facing any sort of resistance from the final boss. I don't think changing the setup of the final mission would change that too much though; we'd just remove the "bad" ending and then you wouldn't be able to finish it at all.

    I guess the real discussion should therefore be about difficulty settings. What difficulty setting are you playing on, garyg? The problem might actually be that the final mission isn't very much easier on Normal or Easy difficulty compared to Veteran or Insane difficulty. The final mission was balanced on Veteran difficulty so I wouldn't be surprised if it was a bit too difficult on Normal.

    I have been playing on 'normal' difficulty, assuming that was the difficulty the game was set up for, a balanced playthrough.  The word normal led me to believe that I was playing on the diffficulty the designers intended for a balanced game.  Thank you Chris, good luck on the decisions you have to make.

  6. If I may insert my opinion here again, and this is just my opinion of course. I just finished another run through of Xeno and again when approching the end mission was not motivated to continue.  Yes, there are some of you guys that are so good at the game that you can end with no casualities.  I' m very happy for you. But there are others of us who can enjoy the game in spite of not being the 'best of the best'.  Ending with one survivor is not really winning except for the overall story line and I am more interested in my  team, who I trained with great difficulty. Killing the boss is too easy and the other option is too hard. (for me, that is. I don't expect you experts to understand)  I would be happier with a role of honor for the heroes instead of a line of corpses. There is no glory in body bags.

  7. I am always disappointed  by the ending of Xeno and I hope Xeno 2 does not have any suicide missions. You work hard to build your team only to have them all killed at the end mission. Even trying the alternate method by destroying the pods gives you  only a very small chance of any survival. This leaves me with a very unsatified feeling and little desire to finish the end mission. Hopefully other players feel the same way.

  8. At the loading screen it freezes and I have to use Alt+Ctrl+Del. This brings up the task mgr and a message of 'Name='armour.jackal_3' this screen is also frozen. after 3 or 4 tries I am able to 'end task' for the error message in the task mgr and then the game will load. This is a problem every time I start the game. What can I do?

  9. A small  addition to a mod that I would like to see would be the ability to airstrike or bombing strike an alien base that you don't want to do by ground attack. I really dislike alien bases and loose too many veterans when attempting. An airstrike like done for ufo's on the ground would be great. I would lose a lot of resources but it would be worth it sometimes. Is this a feature in a mod that I'm not aware of?

  10. the only bug I have seen is the really bad one on the modding tools screen. If you  try to delete a mod using the delete mod button it completely screws up xenonauts. I just had to download and install the game all over. I wonder how many people have had this happen  to them. It really should be fixed.

  11. On the modding tools screen, what does the priority up and priority down buttons do? I can see that it moves the mod up or down on the list but what does this mean? Also some mods won't move.  Like the xenonauts fix pack which says it should be at the top of the list, but it won't move.

  12. 35 minutes ago, thixotrop said:

    The final mission has an inifinite number of reapers or not?

    I can't find it anymore, but someone in this forum (former version) did made tests of how long he can survive the flood of reapers. There were screenshots with hundreds of dead reaper coprses.

    Yeah, I had so many reapers piled up that I think that they were blocking my LOS at times.  When I was down to just grenades I was killing 3 or 4  with each grenade. I never made it to the throne room with any more than 6 troopers left and 2 or them wounded and by the time I got back to the intersection to  attempt to leave, there were the reapers waiting. Anybody love a reaper?

  13. Was never able to have any troops survive so I thought I'd try to eliminate the reapers. I had a lot of ammo and grenades so I thought it would be fun to kill them all. Answer: no way. I think reapers are infinite. I tried twice and wonder about the 'mission successful screen. The first time my kills were 261/386 and the second was 230/337. I assume that was kills/total aliens. Then why did the total change? I did not replay the whole game just the end game so I should think the total aliens would be the same. Am I wrong? 

  14. I thought you had to capture one of every type of alien officer and each had to be interrogated in your research lab. I had the Caesan already but don't remember getting a Sebellian yet. Too bad there is no history type data to check on. I still think stunning is too difficult. 

  15. XCE with mods: Most aliens are dying from two or three stun grenades, one or two electro stun grenades, and sometimes even the shock baton kills them.  The alien falls down and looks to be stunned but at the end tally he is listed as executed.  Almost impossible to stun an alien of any kind. I have run through the game 2 or 3 times with the same problem. This really needs to be fixed!!!

  16. With the older stun grenades I managed to stun a Caesan but using the electro-shock grenade I have had no luck at all. Either I have to use so many that it kills the alien or it does nothing!  I haven't had a chance to use it on a Caesan but 3 or 4 of them does nothing to a Sebillian. Does it only work on Androns? 

    Update: I just tried to stun a Caesan officer by lobbing grenade after grenade at him while he shot up my team.  He was not stunned just eventually killed by the electroshock grenades.  I haven't seen anything posted about this. Am I doing something wrong?                                                                                                          

    update again: anybody out there. I am now building mauraders and sentinels armor and still unable to stun anything. They just die. 

  17. OOPS!  My fault. I just checked. Soldiers only drop weapon if they panic AND run. It just seemed to me that they always dropped them for any reason.  2-3 seconds? I think 1 second is closer to the truth.  Maybe I'll come back to this base when I am better prepared. Does the alien base grow bigger the longer I leave it alone? Thanks much. I appreciate your quick responses.

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