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Suave

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Everything posted by Suave

  1. Looking forward to it. For now, panic attack is a bit weak and there is no variety to psions really. Good to know you are working on it
  2. Hey Charon, I am playing as we speak and this must be really just a chance - my last 4-5 missions were all Ceasans. I cannot complainEasy-peasy.
  3. Hey Drages, These were just thoughts from my previous campaigns, not backed up by any saves...but I took your advice/request from couple of posts ago quite seriously, and now I am aware of the importance ofsaves. As soon as I run into anything, I will let you know and send a save file.
  4. Sorry to be dropping odd thoughts here - civilians and local forces still run into fire and die (aliens do not - apart of reapers amd androns I think). Also, not too sure if this is conected with the increased amount of civilians/troops, but it seems that usually 3-4 of them are waiting in the corner of the map. It also happened to me on a terror mission that I cleared the whole map and could not find the remaining aliens - after the map got uncovered after 20 turns, I noticed there were four different class Ceasans sitting in one corner (not on adjacent tiles, but within 10-15 tiles).
  5. Thank you Drages, What about regular missions? If I down an UFO,what determines what aliens I am going to meet?
  6. Hello there, What rules govern what types of aliens we are going to meet on the mission? Random/percentage? I am just curious, because in my most recent playthrough (this time with a proper mod compilation and order) I have had only one mission with Ceasans and about 12-15 with Sebillians...plus first Terror with mix of everything (heavy/medium/light drones, Androns and one or two Sebillians and Ceasans). Am I just a bit unlucky this time? This is probably the 50th or so campaign I have started (testing different settings/tactics/etc) and this is the first time like that.
  7. Hey Charon, you are not gonna get rid of me so easilly What I meant was that the game was unplayable with the additional mods I added, so I reverted back to recommended (?) modloader for X-Division 99.31 + xce 34.2 - new campaign, new ideas, new experience. Someone mentioned "grinding" before - no such thing, it is always a new experience. The fallen has risen...Halloween today?
  8. hmmm....they did sound interesting and I did not realize they may have such adverse effects...ok, it was unplayable anyway, so back to Charons modloader...good job that the mod is fun to restart many times
  9. I have mentioned earlier that my first terror mission is phase 2 - a bit too hard for starting guys. It happened again now - I am attaching a save game. AutosaveIM2016-10-29_14.51.03.sav
  10. Hey there, After few playtesting campaigns (no freezes at all) I started a new one - I think it is my second ufo downed and its sebillians...I believe it is medic that casues the freeze and I have to hard restart my pc. I tried reload earlier save and abandon the mission at start, but it either would not load at all (stuck on 95% on loading screen) or freeze at mission summary screen when pressing OK (back to Geoscape). I am attaching the save and here is my mod order (maybe I messed it up, but it worked perfectly fine prior to that mission): AutosaveIM2016-10-29_01.02.26.sav
  11. Hi Drages, Yeah -, it was a far shot - it worked in previous version if played on Normal, but it certainly does not work here - not from the start at least. Ok, I get the point - I always play games on Ironman (if available) but I will go regular way - I would like to see this mod as good as it can get and I will happily chip in with whatever I can. By the way - it seems I did not read through the whole thread (I am very busy in RL...not much time for playing/reading) - what do you mean that phase 3/4 are impassable? Not completed/balanced or just soooo hard? Thank you and keep up the good work!
  12. Hi Drages, Nope, did not think of that at the time and I am always playing Ironman mode...do not like save/load spamming. Lol, phase 2? I cannot imagine the horrors in phase 3 or 4 then... By the way - I am just restarting my campaign again - I was trying to run 5 bases to cover the whole world (with 5 chinnoks and 5 teams for missions), but the maintanance of course killed me - on the 3rd month after council evaluation, I ended up on -3.5M....do not think I can make it back. I suppose I will stick to 2-3 bases and build it up from there.
  13. Hello What are the rules governing what sort of aliens you are going to meet at the terror site? Just curious, cause sometimes it is a walk in the park with some Ceaseans or early Sebillians, but I just had a FIRST terror mission (second month of game) so my guys are still using basic weapons + Jackal armour and I bumped into some crazy fight - Sebillians in black armour (needed 4-5 bursts from defender/heavy machinguns to kill one). Also the whole terror mission lasted 3 turns for me - aliens where shooting some plasma(?) weapons, which would hit my guys for about 100 dmg/shot and throwing grenades which casued about 200 dmg on impact. Needless to say, after 3 turns and loosing 4 soldiers, I retreated to the chinnok and fled.... As much as I enjoy the challange, these guys were Phase 3 or 4, whereas I just really started.... Is the terror crew random?
  14. Hey there, Not too sure if that was reported somewhere before, but the alien phaser is missing audio for burst fire and often the alien seems to be moving while firing...
  15. Just my 2 cents to add - due to RL I have only played for about 3-4h so far and I had no freezes/crashes thus far. AI - much better, hiding/sniping/not charging you like crazy (without shooting), also it seems they have got their aim boosted? It feels like it (playing Ironman Veteran) Melee guys are attacking my cars and EMP is devastating to them (well done!) Also, I believe that leaving UFOs door open was a good idea - it is much more random now, previously when I cleared the whole map, I was using the same trick to clear UFO on and on, it was getting boring... I will report other things as soon as RL allows me to... Thanks and keep up making a great thing perfect.
  16. Hey Charon, Well done, I really enjoyed your videos! I know it is a tricky question, but I am thinking of starting a new campaign on higher difficulty level - is it worth doing it now or should I wait for the next patch? I mean - I do not mean to ask for a specific date, but do you foresee a new patch within a month or week? Thank you, no rush and keep up the good work!
  17. Hey Guys, How do you solve the "issue" with aliens early tanks? I mean tanks-tanks, not drones or anything else...what is the good AP weapon? I have tried throwing C4 at them, but they do move... I encounter them when I still use division/laser weapons.
  18. Sounds like an incorrect installation - I had similar bugs until finally I have deleted all Xenonauts files, made a clean install and followed Charon's installation guide step by step to the letter...I know it might seem daunting at first, but trust me - it is worth it. There is no better mod for Xenonauts out there and vanilla is way to ...simple to play it.
  19. I agree - exactly the same situation here. I am doing "alright" (getting battered from left and right). With my limited time to play (work) I do not want to restart my campaign now on veteran, I will wait for the next update. Plus, Ironman is really good in this game - at least in ground battles. I know I mentioned the economy few posts ago, so I will not bring it up again, but if you lowered it to 5M (lets say - for veteran/genius) it would make the game significantly harder. By the way - I am guessing that there will be fixes/balances to geoscape game, but do you guys think it would be nice to have an odd ufo coming in-between waves? Perhaps away from your radar coverage, doing some missions and messing up your country support , actually forcing you to use fighters for scouting (Awacs is too slow, I sell it on day 1). Just a thought, not sure if this can be implemented.
  20. Thank you guys! Now I am looking forward to 099.4 even more!
  21. Good Friday everyone! I was wondering whether you divide current workshop projects into Phase 1/2/3/4 just for the sake of keeping it together in Beta or are you going to change it in later releases? I find the current division a bit messy - depending on your research, you get weapons DSB projects mixed up with UFO DSB and better tech weapons for your soldiers. I find myself researching in certain order to have it sorted in the workshop menu. I think it would be much clearer if each category had its own drop-down menu (like vehicles, boom and slice,etc). Thank you! P.S. I am sure you mentioned that somewhere before, but what is the current difference between difficulty levels? More dmg and resistance for aliens plus quicker invasion escalation? I like it as it is (playing Normal with Charon changes), but I am tempted to give it a go on Veteran/Genius (I do like the challenge, but not AI cheating). On the other hand, occasionally I am thinking about starting Easy campaign (I play Ironamn always), just to have a long nice period of easy missions to train up my rookies. Yesterday I started a new campaign to test few things and so far it is going great - about 12-15 missions so far (I try to do as many as I can) and no casualties yey! But I am worried though, that if I switch to Genius, I will never see a captain in my squad - or is the experience gain higher on higher difficulty levels? Sorry for the longish essay again and rest assured I will keep on bombarding you with some weird ideas until version 1.0
  22. Hey Drages, Thank you - you do have a point, perhaps I was trying to make the game a bit more..hmmm...arcade? I will not try to defend my suggestions - those were just the things coming to my mind in various situations while playing. I am stuck in the office, so I have to pass the time somehow....
  23. Since I am just shooting wild ideas which are likely to be rejected - would it be possible (perhaps optional) to toggle on/off health values for the enemies - I understand that it adds a tactical value to the battle if you do not know if the enemy is healthy/half-dead/almost dead, but sometimes I am wondering about it when I fire at Preators/tanks for the 5-10th time. Same applies to air battles (or is there a tech that unlocks it?). Also - I think I saw this mentioned earlier somewhere, but I believe it would be not a bad idea to improve rookies stats as the time goes by - I play Ironman and I keep 40 soldiers at the base and rotate them to gain experience, but occasionally they do die (my last terror mission was fantastic - as soon as my tank left the chinook, I had reaction fires from TWO heavy drones which hit the inside of the heli - Saving Private Ryan comes to mind - and then I was trying to throw alenium grenade out of it ...dropped it on the floor....6 casualties before they managed to move, lol). Over time, as the weapons/armours get better/heavier, it is difficult to make use of Rookies (it takes few missions before they are okish and many of them do not make it). A minor bug - last time my soldier panicked, dropped rocket launcher on the floor and run - I had incendiary rocket loaded, but when I picked it up - it was just a regular one. Thank you guys for all your hard work, it really IS appreciated!
  24. Hey Guys, I was wondering - would it be possible for the research to show time remaining rather then "good" 'excellent" progress? The same way as workshop projects. I wonder if this is somehow hardcoded and/or if the other players would be interested in this idea. Thanks!
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