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Everything posted by Emily_F
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V25 Gameplay / Balance Feedback thread:
Emily_F replied to Chris's topic in Xenonauts-2 General Discussion
So, my tuppence-worth on the latest changes - generally positive, but money is super-tight since dropping the price of the alloys and allenium in particular. It means it is virtually impossible to get more bases and aircraft before the panic starts hitting serious levels. Also, I'm sure the disappearing weapons bug is back but I can't prove it with saves yet so haven't reported it as a bug. Oh, and the mesmerise thing for psyons is too much - it should either be a once-per-turn thing or a much lower (no greater than 50%) chance of effect. It also affected the MARS rover, which seemed nonsensical given it's a robot -
@Alienkiller I discovered a temporary fix; if it happens, transfer the plane to another base and then back again and it fixes it
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The fighter in the hangar was shot down ages ago, but has been stuck in repair at <1h to completion for days... user_aircraft_not_refitting-2.json
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V25 Gameplay / Balance Feedback thread:
Emily_F replied to Chris's topic in Xenonauts-2 General Discussion
1. Repair times for aircraft is crazy long - like longer than building a new one! 2. The early tactical games seem quite a bit harder than they were in previous games (play on the default setting). It wouldn't be so bad if there were more troops available for recruitment that were at least worthwhile hiring (even if they were more expensive!!) -
So this this the last save before the crash. auto_groundcombat_turn_1_end-51.json output.log
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I had a crash but I can't upload the save. It says file format not supported.
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Refuelling and rearming times are way too long
Emily_F replied to Emily_F's topic in Xenonauts-2 General Discussion
That is a fair point, but with larger UFOs, esp with escorts, you get hammered even if your fighters are decent, armed with decent weapons and well armoured. -
I approve of this idea, though as someone else implied in this thread, there is already a lot of pressure on space in bases and this could require a fair bit of dev work to overcome.
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I feel the issue of squad size could be easily overcome by having different missions that you sent different size squads with different capabilities to. I still say that, graphics aside, Xcom Apocalypse was by far the best game of all the series (including the spin offs)
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V24.6ish - Combat missions - Toggle roof button
Emily_F replied to Emily_F's topic in Xenonauts-2 Bug Reports
It remained in place, to but I didn't send any troops in because I couldn't see where to send them -
V24.6ish - Combat missions - Toggle roof button
Emily_F replied to Emily_F's topic in Xenonauts-2 Bug Reports
Yeah, pretty much correct; imagine you toggled the "roof view" on so you can see everything at once no matter what level you're on, but can't turn it off again. So even you're on, say, level one and you're inside the UFO, you can't see the level you're on because the top of the UFO won't disappear. -
So I've noticed a bug in missions with larger UFOs like harvesters where, at the end of the alien turn where something happened out of sight somewhere on the upper floors of the ship, the start of the player's turn turns the roof view mode on. But hitting the toggle roof view button doesn't go back to the normal view so even if you open the UFO door the roof obscures the view inside. Usually, but not always, this happens for buildings too (now that I think about it, it probably only affects buildings over a certain height. I've attached a save but it is from before the mission started (it didn't do an autosave at the start of the mission itself by the look of it) auto_strategy_before_combat-111.json
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V24.6 Experimental Released (Closed Beta)
Emily_F replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Can confirm this latest update is now stable for me as far as I can tell, though it is seriously devouring memory on my computer (running 12GB constantly during missions). -
Refuelling and rearming times are way too long
Emily_F replied to Emily_F's topic in Xenonauts-2 General Discussion
That's the point, AK. It currently takes many hours to refuel and rearm. In fact, refuelling seems to take the longest by far. However, it only takes 10 mins to refuel a fighter jet IRL, and 30 mins to rearm most ground-based fighter/interceptors. So, in-game it should take no more than 1-2 hours IN TOTAL. -
Totally agree about the advanced medikits; I was just about to make a bug report because I thought they'd forgotten to change the numbers though I didn't realise it only costs 10TP now. I also agree with the need to fix research time (mostly by fixing the lab/scientist mechanic) or prolonging the end date.
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[v24.4] gameplay - no gauss weapons in my game
Emily_F replied to squeezechart's topic in Xenonauts-2 Bug Reports
It would be good to revert to having them. I like having a spread of abilities to deal with different aliens otherwise it gets repetitive -
Effects of hiring extra scientists and engineers
Emily_F replied to Emily_F's topic in Xenonauts-2 General Discussion
LOVE this! -
I like these ideas. The refuelling and rearming times are a big bugbear for me! As are the repair times - it at least seems to take longer than building the planes in the first place!
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I agree with this. I liked the fact that X-Com Apocalypse (easily my favourite of the series) had different types of missions that you sent different types & mixes of troops to. I think it would have been good to have explored the "Agents" thing that was in an earlier version of X2 - agent missions could have been more sneaky-beaky gameplay like in Phantom Doctrine where stealth was more important than firepower. Maybe missions like the USB intel recovery mission would have been an ideal candidate for this and would break up the game a bit and make the player think a bit more. I think @alienman raised a point on not liking these particular missions and, on reflection, I do see what he is saying. Perhaps even having mini "intel bases" specially built for agents and their missions around the globe would be cool.
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I think most people like them, to be honest. Stops the game getting too repetitive.
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Pilot units in ground combat
Emily_F replied to Doctor Snidely is the Bae's topic in Xenonauts-2 General Discussion
I think you raise a good point there, Alienkiller. It would be a nice addition to the gameplay that pilots have their own attributes like the soldiers do, and they improve over time with combat experience and training. This would affect things like avoiding getting hit, chance to hit, things like that. I seem to recall that they get ranks during the game, but as far as I can tell it doesn't do anything in the game. How hard would that be to implement, @Chris -
[V24.4 - Battleship Combat] CTD during alien turn
Emily_F replied to Emily_F's topic in Xenonauts-2 Bug Reports
I've never gotten close to getting this far before and I really wanted to see what happens as you get further along