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Sir_Dr_D

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Sir_Dr_D last won the day on November 30 2016

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  1. Interesting. In Xenonaughts 2 though you probably can't add military doctrine like that, mods with different military doctrines should be easy too do. People will be able to choose the mod they want. Changing the number soldiers on the drop ship will be easy, as will changing the weapons available. I think the drop ship has space for 15 units, though you need at least one space available too move them around in placement. SO you can bring 14 on a mission easily. A mod where it is 14 soldiers against overpowered alien's sounds like fun and would have good immersion.
  2. It wouldn't be a bad idea to at least have color coding in the unit selection icons in the tactical combat. The ones that look like weapons we can jump between. And we could color the icon used for the class loudout, to help tell people apart. I wouldn't mind call signs/nick names for soldiers, to help differentiate them either. The names are hard to remember.
  3. The topic here sounds like a good idea for a mod. Aliens are stronger, but your transport ship can carry more soldiers. The base game though is balanced around 8 soldiers because more then that is hard to manage for most people. 8 is the right amount for fast gameplay.
  4. I liked splitting up the research , just because it gave things a better simulated feel;. With different scientists with different specialties, researching different things in a busy lab. Things are more immersive that way, and it feels more like running an actual base. Being able too put all your scientists into researching a plane, and then they finish it in one,day, and then the engineers can can get the plane up in 1 day, just feels fake.
  5. I just had the easiest mission ever. I was trying capture a phase 1 crashed corvette: Turn 1: I move into defensive positions. On the aliens turn , heavy laser fire takes down a near by civilian. Turn 2: With an incendiary grenade I blow up a wall that was blocking the direction the laser blasts were coming from. It exposes a light drone. I take it out. On the civilians turn there is a lot of shooting happening, and then the mission finish screen pops up. 2 out of 2 aliens have been killed, both of them having been light drones. I am unsure how those two drones were flying the corvette, but they somehow had managed.
  6. I am just interested for narrative reasons. If the aliens do scouting and research missions, it must be to benefit them in some way. Is there any way these missions benefit them? If research missions don't really effect their progress. then my headcanon says that the aliens do the research to benefit their society, and not the war. It is one of the reasons they are on earth. But then those pesky XDivision guys start getting in the way. A wiki entry said that the longer a scouting mission is in effect, the more it brings up the value of the ticker. I am not sure if that is true.
  7. I was talking about the alien missions. Like when aliens fly around doing a research mission, or a scouting effect. What effect do those missions have on the campaign? Like do they have an effect on when the next phase happens, or the number of ships in the air?
  8. Out of curiosity what do alien research and scouting mission's do? What happens when we don't stop those missions, to when we do?
  9. I ended up being able to avoid the crash by moving a certain soldier away from the UFO before ending turn. I have no idea why that made a difference. I think the crash happened before on the caesan psi's turn. It was some weird Xenonaughts instability issue.
  10. I am in a mission, where as soon as I hit end turn the game crashes. I could send you guys a save file. But in the mean time is there in any way to just end the mission. Like with some cheat code that automatically kills all enemies on the map?
  11. Ok. I see now that it is not that the aliens will not open the UFO door, it is just they don't open the UFO door unless they actually have something to shoot at it. So they won't walk around randomly like they used to, or open the door and step out side to take a pee and then go back inside. That does make them seem smarted but just as dangerous. But there seems to be a definite bug with the melee alien AI. I have only encountered xenomorph drones so far. But so far they only ever have attacked when they start a turn adjacent to a soldier. Any other time they walk towards the soldiers but then stop 1 square away from the soldiers (so there is one square in-between.) Then the game pauses for a bit, and it seems like the AI is really thinking. But then the Xenomorphs turn ends without it moving. In the one case when I could not take it out with the soldiers, I moved them away 3 squares with their remaining AP. But the Xeno, only moved till it was 1 square away again, and stayed there.
  12. I have only done two missions so far in the new version, I feel that the AI is easier then it was. Before, approaching a UFO was always dangerous, as the aliens kept jumping out and shooting. Now the aliens sit around and patiently wait as I blow up the door, and barrage them in suppression fire. The game is harder when the aliens are more aggressive. But melee alien AI seems to be better, though I only encountered one so far. The xenomorph drone actually attacked the soldier in front of it, instead of running around all over the place.
  13. Reloading takes absolute TU. Laser weapons all take about 50 TU to reload which is more then then what many rookies have. You have to make sure the solider is not carrying too much, and sometimes use fox armour in order to reload.
  14. You have to watch the TU's. Laser weapons do take a lot, which means some slower soldiers cannot use them. And sometimes if you go to the inventory screen to reload it will work there, when you can't reload int he main screen.
  15. It might be a small update but some of those are big changes. Doubling the Chinook speed drastically changes all campaign strategies. For one we no longer need Chinook's in multiple bases, as it now makes the most sense just to head out from the starting base all the time. The location of the bases, and what is built in them, now has a different feel. It is certainly a change, that takes some adjusting in thinking as it gets rid of the need for multiple squads, though the change will probably seem positive in the end. It just changes my role-play mindset. And this will also help make the Awaks usefull. Most of the other changes make sense. You guys really want terror missions to be scary don't you. And I am afraid of this new Xenomorph behavior. ---------------------- I don't really like the stun change. When I learned that proportional stun actually existed , it made stunning go from seeming tedious to seeming fun and strategic, and this reverses some of that. It feels like on the one hand you guys have this wonderful damage resistance system , with different aliens having different resistances, requiring your squad to have a wide variety of weapons. Then on the other hand you guys say don't use any of that, and instead just use stun rockets, stun grenades, and batons. But if stunning required getting an alien almost dead, on top of using stun damage equipment, then it makes stunning an addition to the damage system instead of a replacement. First the game says how Xenomorphs's are vulnerable to fire. Then it makes us feel guilty about setting them on fire, as then we can't get the plating. (40% proportional stun means we can realistically only apply about 30% to 35% without killing the enemy which isn't a big help) Instead setting them on fire (or other damage) to severally injure but not kill should be a requirement, otherwise we would never be able to apply enough raw stun damage to bring them down before they kill the squad. So I think the change is actually the reverse that it should be. Proportional stun damage should be brought up, but pure blue stun damage brought down. Then things like lone stun rockets would never be enough. We would also need to damage the enemy hit by the stun rocket, keeping things more in line with the awesome resistance system,team work theme, and multiple weapon theme of the mod. And I really, really want to set Xenomorph's on fire,and get the plating. Please let us set Xenomorph's on fire guilt free.
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