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BuzuBuzu

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Everything posted by BuzuBuzu

  1. One of the features in the Xenonauts: Community Edition v.21 is being able to edit the starting soldier loadouts. I haven't installed the CE yet. Can anyone confirm if any new loadouts that you create while playing the game are stored in the loadouts.xml file as well or somewhere else? Does deleting loadouts from loadouts.xml remove them from the game?
  2. Maybe the aliens - after receiving reports that all their initial scouts were shot down and turned into shooting galleries - decided to do some remodelling and make UFO defense a higher priority. Though again that would be like planning on getting shot down by earthlings. I personally don't mind any new designs as long as you don't pick one or two but put all of them in the mix so there's some variety in the waves of scouts you shoot down before you start shooting down wave upon wave of corvettes.
  3. Sebillians are my favorite alien foes! Yes, the officers are tough but that's why God gave shotguns to mankind. I just gang up on them with boomsticks. You should also try what crusherven suggested and get a machine gunner in position to fill them with 10 rounds of FMJ (or lazers!).
  4. I find (from only one partial playthrough mind you) that once you get three bases with enough aircraft, your funding really skyrockets back up because you can intercept UFOs anywhere in the world. I also got really jittery in the beginning with funding cuts month after month but once I researched the missile upgrades, downing every UFO in a wave became common place and funding countries came back around. This got me thinking that the difficulty curve is kind of backwards. If you play really well and down all the UFOs before they complete their missions you keep the Alien Ticker advancing super slowly even though you're probably in a position to have more difficult UFOs start showing up. Meanwhile if you're having trouble and can't handle more than one UFO per wave, the Alien Ticker advances really quickly and your difficulties start to snowball as more advanced UFOs start showing up before you can even handle their predecessors. THAT got me thinking that either there is a razor thin margin of error in the beginning that you have to be very mindful because otherwise problems snowball, OR the difficult beginning is a bit of an illusion and you can afford to really take your time before getting three bases up and being able to cover the world. Has anyone just ran the game in fast forward without intercepting anything to see how long it takes for GAME OVER. How many months of total inaction before landing ships, cruisers, and carriers start popping up? How many months before funding drops below your maintenance costs?
  5. This. I'm getting too bored in my current playthrough. I've got 3 bases built full of foxtrots, 3 labs, 6 workshops, and funding is still greater than my maintenance. All I've been seeing for two months is corvettes which turned the ground game into a huge snoozefest. I want to start the game afresh and have been waiting for a good time to do so. One of the things I was waiting for is the fix to the passive AI inside UFOs which made every single corvette fight play out the same on the ground (stack up six shotgunners outside, have them run in and block all the doors, then blitz the UFO crew and melt their faces with muzzle blasts). It sounds like this was fixed in the current patch. Some of the changes in the Community Edition sound really appealing (time scaling in air combat and editable starting soldier roles). So will I need to wait for an update to the Community Edition or will I be able to patch the game to 1.07 and then apply the CE v.21 overtop? I'd also love to add some mods; Dynamic UFO Spawns sounds like exactly what my game needs, same goes for Flying Circus. Will adding both make the UFOs unstoppable? Also looking at Fire in the Hole, Lore+, Skitso's Oppressive UI and his much lauded Map Pack. Are all those compatible these days? And before I forget, AWESOME WORK Goldenhawk and thanks for the continued support! The game has a few flaws but nothing else has had me this pre-occupied since I stopped mainlining heroin.
  6. I had a problem with that a while ago. Was your dropship being refueled when you couldn't move your troops? I think that's what was causing the problem in my game. When your dropship is fully fueled you can move troops around the dropship without problems but you can't do it right after coming back from a mission when it's not at 100% fuel.
  7. I had the same question a little while ago. Someone kindly pointed out that you can find the info for craft weapons in a file called aircraftweapons.xml in the assets folder of your game directory. I imagine there's a similar file for vehicle weapons. I agree that it would be nice to have that info in the Xenopaedia though.
  8. I've made some custom loadouts for soldiers that I don't use any more (ie Laser Assault, Shield Scout, etc.). The old loadouts are cluttering up the list and starting to bug me. Is there a way to delete them from the list? I looked in the assets but I couldn't find anything related to it. Is anyone as OCD as me and have the same problem?
  9. Thanks! I feel like a tool for not thinking to scroll left in that file.
  10. Do you mean the stuff in aircraftweapons.xml? They have some values under AutoresolveStrength_Roll and AutoresolveStrength_NoRoll, but are these the damage values for actual air combat or just the things used to calculate Autoresolve outcomes? It's kind of hard looking this stuff up in the game files without spoiling myself silly; I went into Assets/Aircraft/Aircombat first and saw all the art for the aircraft you can build before I could avert my eyes. Wish they could mention that in the game somewhere (like alenium missiles are 50% more effective or something).
  11. I can't find the damage values of upgraded aircraft weapons. The starting Missile, Torpedo, and Cannon all have their stats listed in the Xenopaedia, but the upgrades just have a general blurb without going into details. Is the info hidden somewhere else? It would help me figure out how many missiles I need to fire on different alien ships.
  12. I think it's like everything you purchase or order - three days. I agree it would be nice to see some kind of message somewhere telling you when they'll arrive. Aircraft that you've purchased get a countdown in the aircraft section when you click on their picture. Never saw anything like that for people though.
  13. From your experience with the game, what seem to be the most valuable stats when recruiting soldiers? In my first (albeit short-lived) game I was looking for high TUs and accuracy, with enough strength to carry extra kit. However, I noticed that TUs, ACC, and STR go up nearly every mission, while the other stats (RFL and BRV) go up extremely infrequently. In my current game I sort soldiers by bravery or reflexes and recruit them only when both stats are at least over 50 and one preferably over 60. On a related note, what causes stats to go up in Xenonauts? Will being overburdened raise strength faster? Does doing laps of the map raise your TUs faster? Does getting kills on missions give a bonus to stat increases (ie 100% increases to any stats already slated for increase)? I've had a number of soldiers reaction fire during missions but it didn't raise their RFL at mission debrief, is RFL un-trainable? In the original X-COM, reflexes were the most valuable stat because it leveled very slowly and was dependent on getting reaction fire to train in the first place (soldiers with low reflexes faced a very uphill battle because they didn't reaction fire frequently). LOL, I fondly remember training my recruits reflexes by having them reaction fire with laser pistols on mutons who I've disarmed with mindcontrol. The weak fire from the laser pistols wouldn't hurt the mutons and the mutons would wander around but not pick up weapons to defend themselves. I read in another thread that soldiers who panic get +1 to their bravery at mission end, is this confirmed?
  14. No, my heavy looks like a Canadian lumberjack. That would be a really strange coincidence if it did but I didn't give enough money during the Kickstarter phase to get my portrait in the game, and even if I did I'd have had them use my actual picture instead of that funny mugshot I found online which I use for my avatar.
  15. I renamed my soldiers again last night, making sure that there are no spaces before their names, but the sorting is still out of whack. Maybe that bug didn't get fully sorted out in V20 after all.
  16. You can sort soldiers by all the column headings (Rank, Name, TUs, Role, etc.). That's how I figure out who is best for scouting (sort by high TUs), or sniping (sort by high ACC). It all works great except after renaming my soldiers, when you click on the name column to sort by that, it doesn't do it alphabetically like expected.
  17. I've been experiencing an issue with sorting soldiers by name on the Barracks screen. I've renamed my soldiers to better reflect the squads they're in (ie Alpha 1, Alpha 2, Bravo 1, Bravo 2) but I can't get them to be sorted alphabetically by name (all the Alphas first, followed by all the Bravos and so on). Could it be that the soldiers' original names persist somewhere after renaming and that they're still being sorted using those names and not the new ones I've given them?
  18. I like both ideas, though the survival/defense one might make a better fit for the game (not having a new Chinook ready right away or crash site not within reach of any other base that has one). And like you guys mentioned it shouldn't require that much extra work. It could follow the format of base defense missions, with your guys starting out injured/bleeding/unconscious and in dire need of medical attention (hope you had some medikits on board) while aliens try and wipe them out (maybe use a very aggressive flavor of AI for this mission). And like winterwolves said, it would give you a chance to save the soldiers you've been grooming throughout the game. Loosing your entire elite squad when your dropship gets shot down, while realistic, is somewhat harsh.
  19. I agree and I think it's being worked on. Something you can try and do in the meantime is click on the button in the lower right of the Combat GUI called "TGL RF". This button toggles the visibility of floors above the current one so it's a little easier to see soldiers who are behind a building wall.
  20. While extending Xenonauts to include settings from both Enemy Unknown and Terror from the Deep is a cool idea at face value (and would be a welcome hit of nostalgia for some of us), it doesn't seem to be at all in the realm of possibility at this point in time. The developers already have enough on their plates as it is to release this game on time and make it the definitive X-COM remake. Asking them to tack on a whole game's worth of material at this stage is an exercise in wishful thinking.
  21. You came all the way over here and made an account on these forums just to post about one word being marginally different in a quote that by and large preserves the semantics from an overwhelmingly positive review? Congratulations! You've won a free anal probe!
  22. It is possible to research the plasma pistol, and you should get a UFOPAEDIA entry for having researched it. I don't think it's necessary to research plasma pistol ammo. This is because you cannot equip your soldiers with plasma weapons that the aliens use (you get the gist of why this is from the UFOPAEDIA entry for the plasma pistol). You will be able to pick up and use alien weapons during combat but I don't think it's possible right now because the graphics for the plasma clip are not finished yet so you get a CTD when trying to look at a dead alien's inventory. Alien weapons are almost purely for research purposes, and will lead your scientists to design analogous weapons that you will be able to manufacture for your troops to use. If you want to play with new weapons, see if you can find a UFO power source. After researching that and the plasma pistol it should be possible to research laser weapons. I haven't been able to do that (bug maybe) but others here have managed to build and use the laser weapons. Most of the other research isn't in the game yet. Don't worry. It'll be in there when the game is finished
  23. There was some discussion already on giving soldiers specializations which would in turn streamline the equiping process. Medals and other distinctions were also discussed. Let's hope some of those make it into the final game. I would second making the name field for each soldier a bit bigger.
  24. All really cool ideas. They would add a bit more depth into where you place your bases and the order that you place your bases, as well as encouraging the building of specialized bases. I also agree wholeheartedly with you on your first point. As much as the single-base model is a dramatic departure from the original X-COM, it may actually be for the better. Most of my many bases in X-COM where just a hangar with a Firestorm, stores, and a highperwave decoder. The only reasons why I built extended bases were to accommodate a huge R&D enterprise, or when aliens discovered my main base and base defense missions got tedious and boring. That's not meant to knock multiple bases in Xenonauts though. I think with fuel levels playing an integral role in Air Combat, a well thought-out base spread is essential. Also, with research being collaborative, many bases with just one lab are a veritable option to one huge research base (I'm quite fond of the latter though).
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