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Steelpoint

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Everything posted by Steelpoint

  1. True, its not as binary as the original XCOM. As far as I can recall, I've only ever seen Harridans with Sebillians on Landing Ships. There is some minor variance in the ancillary species and their main species. But for the most part its as I stated earlier.
  2. Interesting read. I like the strategy of focusing early on getting bases online. Personally I feel the late game is actually very boring from the geoscape perspective. While the early to mid game are very well executed I found that the late game became very boring, as I gained access to Marauders which effectively shut down the aliens air superiority. No more Terror Missions, no more Base Attacks and no more Alien Bases. Just in the first month of me getting Marauders I would suddenly see a massive rise in the money I have as I shoot down UFOs and increase my relations with the funding nations. Another thing I find weird is how irrelevant Plasma Weapons are, due to the way the research works to unlock Plasma Weapons you have to research 2 of the 5 late game weapons. To unlock MAG weapons you have to research all 5 of the late game weapon (Plus one other weapon). What this means is that I usually only get a Plasma Precision and Machinegun and just wait for MAG weapons to show up. I do only play on Insane though.
  3. If you don't mind minor spoilers. You can always except the three main species to have one support race attached to it in the mid to late game. So while you may be fighting a crew of Sebillians, they will also have several non-sebillians along with them.
  4. From what I've read, a blocs funding is changed to a resistance value. So would the mods failure state be when all, or a certain number, of blocs are completely subjugated by the Aliens with all resistance stamped out? --- Also, some random suggestions or ideas I'll just throw out. 1: When a Aircraft is shot down, instead of getting it back as is what occurs now, instead allow it to possibly generate a "Craft Recovery Mission". Essentially a mission where you send out a squad to recover the wreckage. In the early game you'll see no resistance in recovering the craft, but as you continue to annoy the Aliens, and become a greater threat, you will have to fight off Alien attackers attempting to stop you from recovering the aircraft. This would place a significantly higher value to aircraft, and demand the player do everything they can to avoid getting them shot down. But also gives the player the opportunity to recover the aircraft without having to expend resources in getting another one. 2: Allow the player to divert personal resources/money/whatever to a bloc to increase its resistance figure. Could be a fixed number of resources that increases as the game advances and the Aliens further clamp down on resistance. 3: Have the Aliens kill/abduct more people throughout the game. In the base game I usually see around 10,000 to 20,000 people die throughout the invasion. I think it would be interesting to see the aliens preform more overt actions that claim a lot more peoples lives.
  5. If its any help, when I originally wrote up the wiki I added in all the unique kinds of Combat Briefings available at the time, and they are still there as I decided to keep them. You can find them here.
  6. A really obnoxious bug. During a assault on a Alien Carrier, and a subsequent Battleship, Harridans make a habit of taking the high ground. Unfortunately this resulted in several Harridans flying into the UFO and using that to shoot my soldiers. It creates a immersion breaking, but also annoying situation. Half the time the Harridan can shoot your soldiers with impunity as you cannot see it. If you do spot it, it is not easily viewable as the UFOs hull will cover it, leading to a game of hovering your cursor around the UFO until you think you have the Harridan highlighted. Its not fun when several of your highest ranking soldiers are killed by a invisible Harridan.
  7. One of the only real complaints I have of the base game is the lack of map variety, this map pack gives the game a new lease on life. Great work.
  8. Nope. Only Corvette's, Landing Ships, Crusiers and Battleships can preform terror missions. You can check the mission profiles on the wiki here.
  9. From personal experience, a downed Light Scout yields about 2 or 3 Alien Alloys, a landed Light Scout gives about 10 Alien Alloys. Should give you an idea on the benefits of attacking a landed UFO. Balance wise, I found myself using Laser weapons for quite a while, usually a month or longer. I find Plasma weapons had the shortest duration of usage before I reached MAG weapons. As everyone is noting, six bases with three interceptors apiece is a very hefty expense.
  10. Yeah, Alien Construction Missions are preformed by Carrier's only while Alien Terror Missions are preformed by Cruisers, then Battleships.
  11. This mod features nine new songs, three for the geoscape, six for the battlescape. The songs used are: All good. My only complaint is that it does not feature my favourite XCOM music. In addition, if it was at all possible this would make a nice addition to the 'final mission'.
  12. A defibrillator system could be an interesting way to try and keep dead soldiers alive. There should be multiple factors to it, but the summery of it would be that there is a chance, depending on a Soldiers Rank, amount of damage dealt (Someone who took 80 damage versus someone who took 20 when killed) and RNG, that you can "stabilize" a soldier. If you apply a defibrillator within two or three turns of that soldier biting the dust, they will stabilize and will survive. The defibrillator kit itself should be very hefty to carry. Technological advances could help create superior defib units that weigh less and look more slim and advance. Either way, all the ideas presented seem pretty neat one way or another.
  13. Having the Alien Base's lights go out when the Power Generator is destroyed does make sense, and by that point your going to be attempting to evacuate the base and not pressing the fight.
  14. AFAIK Command Aliens will remain inside a UFOs bridge no matter what, and will never leave. Defensive Aliens simply just hang around inside the UFO. So don't go overboard with Command Aliens, else you'll end up with a dozen Aliens clustered in the bridge.
  15. Bleeding seems fine in my opinion. My only complaint is the the Bleeding effect taking effect on the turn after the effect is applied. For example, I had a soldier survive a plasma hit during the Aliens turn, but with very low health. When my turn started the soldier knelled over and died. Annoying, but just a minor suggestion.
  16. Are you certain? Because when I look in the files I see that most Aircraft have a $100,000 maintenence/upkeep cost. Which seems independent of their purchase cost. Unless I'm missing something. @MadMage. You will want to look for the "upkeep" field. Its the 18th line (19th technically).
  17. I personally hate Sebillian lead Terror Missions. It becomes a nightmare of 4 Reapers to the South, one Warrior shrugging off rockets and laser fire and two other Warriors marching on your dropship. Pretty cool nonetheless. I think it would be interesting to see a image of a Nuclear Explosion ontop of a city if you fail, just to further drive home your failure.
  18. The UFO squadron is preforming a bombing run, and is circling around the area to do this. This is intended behaviour.
  19. I've made a lot of headway in bringing the wiki up to code, fortunately I originally designed the pages to be easily updated to the full release values. As well as adding in a "Beginners Guide" and other helpful guides, I updated other aspects such as crew compliments and what not. http://xenonauts.wikia.com/wiki/A_Beginner%27s_Guide I made this in similar style to the UFOpedia guide, feel free to expand on it as it only focuses on the first month so far and is based on my experiences.
  20. Now that the game has been out for a while I should look at updating the Unofficial Wiki with more up to date information. Fortuantly people have been regularly updating it but it can stand to improve. Amusingly looking at the admin stats the Wiki gets around 10,000 visits every day.
  21. To further add to this. The Hunter actually gains Action Points every time it fires, at one point it had 1000 AP's.
  22. As many people will tell you, the game is in an early stage of development. In the coming weeks and months we will start the balancing of the ground combat, more specifically the accuracy values.
  23. The rate of which the invasion progresses can be down to luck as well, considering that most UFO's will appear at a random point on Earth, with one or two exceptions. Correct me if I am wrong but you don't need to have the invasion hit its full force before you can win, well more so full force would be the thousands of UFO descending on Earth at the same time. But your objective is to somehow repel the invasion before it hits that critical mass where the UFO's arriving on Earth are simply too much for you to handle. I remember Chris stating that he wants to eventually force the players hand, and to prevent the player for trying to outlast the invasion or hold out for as long as possible before the "final" mission since the time between attacks would get smaller and smaller until it is a constant attack all the time.
  24. All I can say is that it would do little harm to get one or two trusted individuals to look over the Steam Forum for the time being. So long as they are told on what they can and cannot say and do, having a bit of interaction from the "developers" is always a good thing in many people eyes. You can't appease everyone, and their will always be trolls and detractors no matter what you do.
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