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FranTorres

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Everything posted by FranTorres

  1. Ok so who's the evil genius behind this new A.I.? just happened to start a new tact mission in the military base map, as we all know they have wire fences and concrete walls, usually the corners of those "perimeter fences" are made with concrete so you won't see what's behind... Well I proceeded to start getting close step by step saving TU's for some possible reaction shots, checked the fences for maximum visibility and decided that instead of wasting all of my TU's going the long way I'd rather throw a grenade at the fence and make a shortcut... well... behind that tiny corner that was at first, impossible to reach or see, was one single matured reaper, and I did just open for it (him or her?)a new path to my soldiers! he got a lot of reaction fire to be honest, but not enough to take it down, giving it enough time to infect 2 of my xenonauts. Was that guy really lurking in there waiting for the best moment to strike? who's the mad scientist behind this new A.I. concept? I remember them charging in a straight line which made stupid easy to take them down, now they hunt you O_O I must say bravo! I love this new stuff and I must quote Dr. Ian Malcolm. We all gonna die ;_;
  2. Just read that reactive AI thing in your signature, it is quite amusing I must admit. The whole thing was to use another unit that was not in the Caesan line of sight, approaching from a different angle and from the other side of the wall so I won't get my first guy shot dead. The whole concept of "that first grenade came from there so I'm just gonna throw one the same way" was amazing, I mean... to me, to my guy on the ground well... he didn't enjoy being blown up I guess.
  3. Well so far the idea and the base of the mod is great, lots of stuff to research, lots of new equipment which gives you a looot of terrain to maneuver in tactical, maaaybe a bit too much of micromanagement but that's ok as long as an experienced player you pay attention on how to invest resources. But pretty much yeah, balancing is the only issue left in my opinion, we all understand the concept of an advanced alien civilization coming against us and the poor chances we would have... it'd be like Aztecs vs Castilians part II. But this is a game and I'm taking a loooot of damage real fast and from all sides. Loving the new A.I. (I don't know if this is a mod thing or part of the vanilla) I was playing tactical and saw a Caesan behind a wall, then hid that first "witness" xenonaut, and then used another one to throw a gas grenade behind that same wall to hit the alien... he didn't get stunned and he wasn't amused so without breaking cover, he threw a grenade back, the same way mine came he thew one back and I was like... son of a b*tch! did he just threw one back like, go put that gas up your a**! (either way good job there, real good one). Anyways this sounds reaaal good so keep it up!
  4. Is there a way I can, well... balance this mod on my favor? because I'm literally being rolled over. I'm at the point where the drones are coming paired with lots of (what was the name of the fairy like sniper guys?) so those little craps suppress my men with a barrage of plasma, and an alien from the other side of the map starts taking the most precise sniper shots ever... I mean one shot one xenonaut dead. Right now I've seen the "big drones" but since I get mauled over and over again I have no idea how they're called since I got my full squad killed, and I'm talking about sergeants and lieutenants here not simple rookies. I love a game who punishes you for doing things the wrong way but I just start tactical, deploy my men behind cover, kneel them down aaaaaand they're dead by sniper fire. Three turns after that and missiles and suppressive fire takes their TU's and it's over... so I'm pretty much losing the tech race because the few UFO's I can shoot down, I have to nuke because it seems impossible to win against the machine/sniper combo. They can't have it all, resistances, great aim, auto fire capacity, incredible armor and health, the advantage of seeing you from afar etc... And I'm familiar with this kinda games, this is just a NORMAL diff game and I'm used to play INSANE on Jagged Alliance 2 1.13 ;_;
  5. Tried it after a long while of no Xenonauts, and so far I'm loving this. I do still hate the damn xenomorphs and I'm still expecting to find the once again the huge Zerg creatures. I kinda dislike the ultimate micromanagement style but so far this is pretty solid, nice descriptions, the art, the alien anims and even the bodies on the ground when checking the inventory. And it's pretty stable, played for 4 solid hours before I had an exe crash and I had some minor issues with the anims, sometimes you just see a dark shadow in the ground instead of the alien projecting it, but your men still tell you they're seeing something or someone there. Last but not least, loved you got rid of the cocoon-like things or the eggs that rendered entire squads unconscious, they spat a mile away with the accuracy of an S.A.S. veteran Keep it up! EDIT: Pero... ¿Aqui cuanta gente hay que habla Español?
  6. @drages Thanks it seemed to have worked I have yet to find another one to keep checking things. It juts worked, tactical combat ended and I was just happy not to see that damn thing again. @UristMcKerman What? AI on my games are technically a build between snipers, grunts and regenerative bastards who love to lob grenades from nowhere and fu** my team up, that or they keep opening and closing the damn UFO main door scoring hits and getting into cover, and of course... last but not least, the damn gun which name I still don't know that shoots bright yellowish stars and hit you 40 tiles away
  7. Hi! Im having this recurrent crash, this mod introduces a new alien unit which is basically a 12 foot tall zerg ^^ thing is that said creature has both melee and ranged attacks right?. Well the ranged attack glitches 95% of the time and CTD's. Instead of spitting acid at my xenonauts, a small pause occurs (as in a framerate drop) then it transforms into a red shirt caesan (psions right?) and they are the ones lobbing an acid grenade at me, it explodes, kills my few good men and then CTD. Sorry if this has been posted and I'm missing something. Only thing I've done is editing some of the gun parameters like the zephyr gun which resembles the HK G36C, adjusted clip size to 30, lowered weight from 9 to 3 etc... some "realism" adjustments. Well thanks in advance for any help!
  8. Loved most of this, not a big fan of extremes (nor extreme C4 or grenades or rockets) that would make sense for most vehicles but shouldn't be available to xenonauts. Big fan of the idea of locking the doors so we are forced to blow them up (would be nice if a message would hint you this in the mod). By the way how far have you gone with this mod? I mean is it 80% done? is it almost on alpha? cheers!
  9. Sure I can give this a try too, by improved buildings in last thread we spoke I meant they had different tiers for each building... Living Quarters holds 10 people Improved Living quarters 100 people Same goes with laboratories and workshops, I hate having to waste that much space just for 10 guys, maybe 100 is overkill but... 25?.
  10. Thanks! yeah I was noticing some missing sounds and animations from the aliens. I was trying most of the mods, I saw this one has the improved buildings! so... is there a way to get that for XNT 6? can't believe I'm this lost even after aaaall this time. thanks again.
  11. Quick question here, is this compatible with latest 1.5.0? I'd very much love to get tweaking over the manufacturing process, it is taking me 2 days to craft a revolver By the way I'm using Hellfire 6.0 instead of the required 5.3 and I hope that doesn't get me into a lot trouble in terms of crashing. Any other stuff I should do or edit maybe? to improve the general balance? Thanks very much in advance!
  12. @ventuswings Sir you are completely and totally right, I had no idea this bug existed in vanilla nor did I know how to fix it but be proud in the knowledge that you've helped 3 xenonauts mend their wounds and the fight for mankind's survival will go on thanks to individuals such as yourself. EDIT: My game freezes apparently when a Viper tries to do reaction to any of my xenonauts, it was a terror mission and it spawned like 20 tiles away from the landing exit point. The moment I move my xenonauts too close to it the game freezes, if I kill it from afar the crash won't happen since, well... there's nothing alive reacting lol.
  13. Hi well yeah my improved medkits are just healing 1HP every time I use them, discovered this the hard way during an alien base assault. I was just checking the first post for patches or sticky posts or whatever but I can't find a thing. Any solution to this? Also, is there a guide out there somewhere? like a manual detailing some of the stuff? I just screwed things up by building a few of those fast interceptors with high radar range... useless in combat ;_;
  14. Amazing mod guys ,very very challenging. Not recommended for rookies at all. Loved the new techs and hated to see the symbiosis of xenomorph and the rest of the aliens like... I saw the first one running towards my retreating injured guy and I thought "well fuck isn't this so damn convenient? what's next? the dalek?" hahaha. Anyways nice job guys +1 for this amazing project.
  15. dude this is fucking amazing... I mean, I just installed new faces and armors and gooooodbyeee cartoon looking alien killing machines! +1 internets for you. stupid question here... ehm... what about the colossus armor? I can't find it or is it not yet done?
  16. Damn I didn't check that I just needed the extra manpower in that dropship but I was unable to move the guy so I just assumed it was due to the poor guy been injured but capable to take part in the mission. Thumbs up to Chris and to the Italian guy, was he the A.I. guy? I haven't had much time to try the last couple of builds but I definitely noticed an increase in the alien's aggressiveness and now they properly try to flank my troops (wish they'd use more grenades though or suppressing fire).
  17. As soon as I get home I'll give it a try but I remember from v1.08 that an injured soldier couldn't be moved when in the dropship screen, he was good above 50% but stuck in a position I didn't want him (or was her?) and refused to be moved to the side door. I just thought it was a bit weird, not a bug per se... is it normal?
  18. Dude this is so fucking amazing! I love the Starship Troopers concept incorporated here. +10 mate.
  19. Loving this so far! +1 to you mate! :edit: Dear Lord I just had to deal with a combined force of Andron and... Andron guards? (blue ones, though as hell) while being suppressed by the damn bots. All this happening in the urban map in which the UFO crashes in the middle of a highway, lots of places to cover, lots of fire coming from every angle, all local forces and civilians were killed (well, shame) but mate! this is an incredible piece of art, for the first time I felt the challenge of having to play small unit tactics, a JA2 1.13 with lasers lol. Keep it up!
  20. I kinda miss that too, I know it sounds weird but I used to throw grenades and fire rockets at every structure in the farm map JUST in case... 60% of the time there was a an alien camping in there waiting for my soldiers
  21. Yep I had to cheat a bit altering the price of alenium so I could survive, building a second base and trying to man it so I can cover more terrain is becoming a financial pain in the a**. And I've lost south america and south africa to the aliens In my opinion the financial aspect of the game needs some checking, I built a laser rifle for 40k and 4 alien alloys and I sell it for 20k, this is outrageous! and of course that if I can get enough alloys at the beginning of the game, I strip a whole scout and I get enough alloys to build one laser rifle, two with luck. What are my engineers doing? Other than that game is pretty amazing, keep it up.
  22. This happens to me all the time, aliens hide on second floors and fire from an impossible angle to my xenonauts, they never effing miss... I have to assault the damn building with 3+ xenonauts for a caesan guard. And of course, once the damn fairy like aliens appear wooow that's a "let's get sniped from the other side of the map" party. But if I ever dare to use the damn buzzard armor to position my snipers on rooftops, boy the get shot from every corner, it's like they carry a giant sign with them as they move. Lesson? forget about sniping or shooting from high ground...
  23. @kabill thanks very much mate, that's what I needed to know.
  24. Hi there, it has been a looong time since I played this game for the last time but it's good to see that it was worth the wait, so... 1) Is it possible to recover lost funding regions? I remember in earlier versions that if I destroyed the alien base I could recover it. I've lost South Africa and South America and even after finding and taking out the bases at a damn great cost I didn't get the "nation" back. 2) Does it matter how much I damage an UFO in ground missions when it comes to recovering alloys or allenium? Caesans and Sebillians are camping so hard I have to blow them to pieces most of the time. 3)Is there a way to edit units ingame? I remember Chryssalids from UFO being a damn pain in the a** but now I can easily take reapers out even with reaction fire from ballistic weapons, they don't stand a chance when shot with energy ones. That would be all thanks very much in advance!
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