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Anon_Spartan

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Everything posted by Anon_Spartan

  1. I can't wait to see the new changelog! I want to take on a harvester UFO so badly!
  2. And that was the third time. Perhaps more towards the end of the Alien's turn, maybe just as it would be mine. I'll refrain from playing more, perhaps the save file will be useful to you. I just need to know where to find it and upload it. It also does not provide a message like "Xenonauts dump exceeded" like some others do. Just the usual Win7 "This program has stopped working."
  3. I apologize if this thread was already made, I looked through the first 3 pages and didn't see any threads that might be it. Around mid-July, on Veteran difficulty, Landingships escorted by Heavy Fighters began to appear. Attempts to destroy them without Alieum and Laser technology failed, but I was able to land a Chinook at the grounded site. I performed my turn, killed some aliens, but halfway through the Alien's turn (the best I can assume), the game crashed and booted me out, as opposed to a crash where I have to reboot my laptop to get out of. I reloaded the game, and the same ship force (Landship, 2 Heavies) appeared over my other base, roughly the same time the other one did (just after Power Source finished being researched, unrelated but a good benchmark). Chinook tailed, landed on the ground, and the bug repeated, crashing mid-Alien turn. Also, after so many loads, my tanks had glitched as others have mentioned on here, fading out, but still usable on their Chinook. I'll keep playing this file until something works. I looked for the save file but didn't know where it would be located. And I doubt screencaps would be helpful.
  4. Alright, the part with sending the soldiers back does make sense. Still, if the short-order troops were made to be worse (if normal troops have stats between 50-60, they'd have 50-55, or maybe 45-55 to showcase how bad they are). I guess I'm just sad there aren't many cannon fodder soldiers, which was one of my favorite things in X-Com. I enjoyed the thought of giving random bums laser guns to fight aliens. If that wasn't a heartwarming story, then I don't know what is.
  5. I'm afraid I don't follow. Now, all you CAN do is pick the best soldier you want. It's not like they are preventing something, they just made it easier. And sure, if you need to get a bunch of reinforcements quickly you have to take what you're offered...but nearly every hireable soldier has a few darkly shaded stats, making them valuable. There are very few bad choices. Who knows. Maybe now that stat increases are working, the average stats of the soldiers will decrease.
  6. I think that it's really cool that you get a list of resumes before you hire soldiers now, so you can pick the ones you want the most or whose skills you need. However, it makes it very hard to hire a "bad" soldier, which I miss from X-Com, where it wasn't even clear if your soldiers were professionals or hobos given guns. I remember getting someone with Bravery 10, or Strength 20, or some other poor skills, and thinking to myself, "Oh look, a door opener. Guess who isn't living to see their first paycheck?" When hiring, could you implement a system to get a random soldier? They would arrive in just one day, but you wouldn't know their stats. It would really be for something like a Chinook was shot down and you need replacements...fast. Maybe the pool would be lower for stats, and very rarely be above 55. I think the potential for a quick replacement team with terrible stats would easily make up for any game balance issues from them arriving two whole days early.
  7. X-Com, and by extension Xenonauts, is more than a single play-through game. People are really pulled in by the excitement and challenge. The first time you play, the joy of getting a new gun is great (I should know...I've been playing this demo since the kickstarter, and I've yet to advance to laser weapons or wolf armor, because some catastrophic glitch like loads crashing or whatever makes me have to start again). But it's hardly the game's only draw. The challenge of fighting a different battle each time you land, never knowing what set backs you'll have, it all makes for a very dynamic game. People only interested in research might find modded items to amuse themselves with.
  8. This is kinda related, and I'd hate to make a new thread for it. Anyway, I love the nickname/call sign feature. My friends and I gets tons of laughs naming certain soldiers after political leaders, super heroes, our teachers, etc. We even make up stories, like how Ronald Reagan and our old history teacher would be best friends because our teacher would tell the same bad jokes over and over but Ronald wouldn't remember them. So, when I see soldiers getting stats increased, I don't care about David Washington or Eve, I care about Margarat Thatcher and George Bush Sr. I figure that if a player is going through the effort of nicknaming their favorite soldiers, then they probably don't care for their real names. Also, on the topic of ranks. Would it be possible to go into the files and change the names of ranks around (Not even trying to change the rank symbol yet.) In X-Com, I would have "40k, the early years" games, where my soldiers would be grouped into Constripts (Privates/Rookies), Guardsman (Squaddies), Sergeants/Veterans (Sergeants), etc. I would literally type out "Guardsman Washington" and "Guardsman Gaston." It was my way of showing who was expendable. So, if in this game I could change Pvt. to Con. and Cpl. to Grd., it would save me years of time. So I'm just wondering if it's a quick fix of going into a notepad and changing some letters, or what. The only other game I've ever modded was Dwarf Fortress, which is ALL notepad.
  9. For me, this bug happens whenever I load a game, whether it be because I'm a save-scumming casual or because I had to reboot my computer. It sucks if I haven't sent the second tank to my new base yet, or if I haven't changed the loadout yet. Otherwise, the tanks still function in the chinook. I've yet to see what happens when they are destroyed. I only noticed it in V14.1, not in v14 during the time I played it.
  10. Alright, I'm new to Desura. I got a message about an update for Xenonauts a few days (maybe a week, time sure flies) ago, and then just an hour ago, but when I click the bubble, nothing happens and it says I have no updates. Am I going crazy? What should I do? We're not due for a big update for a while now... so what are these updates?
  11. I've played the original x-com, so I have no illusions of a "perfect game." My first terror mission in the new demo was a huge success with only an 80% mortality rate (except that half of the KIA came back at 1%). I suppose the one thing about the KS demo was it only covered the first three months or so, which in the original X-Com was the theme of humanity getting its butt kicked until it can turn around with some amazing tech and level the playing field. So, after using the same lower human tech over and over without a chance to get the better stuff (because the demo was over at that point), I could see the humans looking screwed. Hopefully the new alien/human jets won't have that 50% fuel penalty like EU had. Does v13 go past the time (or ticker) limit that the KS demo had?
  12. I only played the Kickstarted demo, and have not had a chance to really test out this new one. However, a detail that gets me is how far you can patrol and protect at the early stages. You can barely send a F17 outside your radar range, forcing you to immediately create a new base and wait half a month for it to be operational just to protect another small sphere of influence, unless you want to risk an area giving up funding before the first month is over. I haven't played X-Com in a while (I bet I didn't notice the Alien attacks outside my radar range because that game didn't have those nifty news bulletins) but it just seemed that you could cover a good part of the world without problem. And your transports could reach just about anywhere! Would there be some way to increase flight time and coverage while balancing remaining combat fuel when the fighting actually starts? Or perhaps even have the increased fuel be a research upgrade, so a player could choose between having two bases or one better equipped base. I enjoy the thrill of fighting off UFOs on nothing but fumes, but I want to get there first. Perhaps a patrolling mechanism could be added, where an interceptor would follow a set path and return to base with barely no fuel, refuel, and set out again? It gets tiresome to keep being told "Interceptor low on fuel, return to base?" over and over, and it breaks the flow of the game. Also, on the subject of aircraft; escorts. It's getting sad seeing a group of fighters shoot down a transport plane. Can escorts be assigned to them, like I escort my chinooks? Right now, the best I can do is send an interceptor squadron as far as I can along the transport route, then have the second base's interceptors meet them. I LOVE the idea of UFOs shooting your transports down (maybe now people won't move their scientists and engineers between bases at the end of the month) but you need a fair way to defend against it. At least until a battleship drops into the atmosphere to blow your transport apart.
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