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Irishguy117

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Everything posted by Irishguy117

  1. I deploy my squad in a dispersed square, so I anchor each corner with a predator and back them up with sentinels. I'd still prefer having something solid and I think I might hang on to the shrike except for base missions in the future but for now it works well enough to protect from all angles.
  2. I'd really love some kind of wave "UFO detected" screen. Getting five or six pop ups of UFO detected one after another is a bit irritating. Its a minor gripe but since aliens are intended to arrive in waves it seems like the UI should acknowledge that somehow if multiple UFOs are detected simultaneously.
  3. Crete. IT lets you Cover Europe, Middle East, North Africa, and a chunk of the Soviet Union right off the bat. Then I put another base in Cuba and the Philippines and I've got the whole world covered with those three. Sometimes I put a research base in Iceland as well, because it amuses me.
  4. This one took a few tries for me to catch but whenever I set a squadron to tail a UFO they just followed it around until they ran out of fuel. I only noticed when a UFO was flying over the middle of France. I manually ordered the fighters to attack it and it downed and created a crash site normally.
  5. Mousing over the control command shows the cost of the action at 4 TUs. Everytime I actually do it it uses three. Minor issue but I figured I'd mention it.
  6. Hey guys. I only came back after being gone for a while and while a lot of the changes are nice, I was wondering if there could be an option to switch the geoscape back to the old black style? I honestly really liked it that way, and I'm sure people will disagree back and forth but I'd really like the option to use the old one.
  7. I can assure you before any meaningful work is done any project will receive a cool/awful nickname or acronym. Imagine what you would do in that situation? You'd be giving cool names to things if only to maintain your sanity.
  8. I have a feeling that there will be more information available when we can research better detection methods, right now its fairly reasonable to be completely certain that there is "something over there somewhere". I agree we should be able to tell what kind of map it is, most fighter pilots can tell the difference between a desert and a city. I don't know much about radar technology but I never got the impression you could identify specific planes with it. You could probably tell a passenger jet from a fighter and stuff but not what kind of fighter and/or passenger jet right?
  9. Personally, I think I'll be able to enjoy both games. The art style does bug me but it looks like the gameplay itself is going to be great. Honestly I think the demo was more about emphasizing permadeath than anything else judging by how stupidly it gets that first squad killed. But I like the limited squad size because it forces you to think about literally every move you make, instead of the original where I was just like "send in a new recruit and see what happens". Clearly in Enemy Unknown you aren't going to be able to keep your experienced soldiers "safe" by keeping them away from the fight. How many people could the Avenger hold again? 24? Whatever it was it got really annoying trying to move 24 people who all had a different movement range(which you had to guesstimate or measure every tile out manually) to the objective. In my opinion the problems with the graphics and the UI made the late game really frustrating and annoying. It bothered me that it was so difficult to play, and I think that was their goal for this. They may have gone slightly too far, but its not a bad thing to make the game easier to play. And I don't mean difficult to play like "OMG Chrysallid!" I mean difficult to play like "where the hell are you going? I told you to go up the damn stairs! How can a special forces soldier not understand the concept of stairs?" or "Why can my soldiers see an alien and I can- oh hes floating."
  10. I dunno, that demo seemed to be trying pretty hard to convince us there will be many deaths. I literally yelled whose in charge here? at the screen when it kept telling me what to do.
  11. Yeah it is very different. From the demo I think they really tried to make the combat itself the main focus again. I remember in the original that pretty quickly took a backseat to just trying to pay for everything.
  12. Dude chill a little. It was like a 10 minute demo that was clearly trying to prove that yes your soldiers will die in our game. It looked to me like character progression is a hell of a lot more involved than the original considering you have to choose which perks(or whatever they're called) to go with when you get higher levels. I liked the intro and are you honestly claiming with a straight face that air to air combat in the original was fun? Detection was always automatic and dependent on base upgrades in the original x-com. They just have you place satellites instead of building radar bases and manufacturing bases and research bases. Its just consolidated into one giant base instead. Yes there was no inventory management, which is not the end of the world. Xenonauts also cut down on the inventory from the original, for exactly the same reason of spending less time in menus putting all your soldiers equipment on them and more time doing fun things. I enjoyed the demo from what I played. I think they were right about limiting the squad size, it made it a lot more tense to do anything than the expendable legions of soldiers from the original. Just because they made changes doesn't make the game bad. If you don't like it that's your opinion and you're welcome to it but removing stuff that sucked like air combat doesn't bother me. Making a game easier to play does not mean making it less complex. Assuming your soldiers are smart enough to remember to bring bullets is making a game easier to play. Removing research or manufacturing would be making it less detailed or complex.
  13. In case you can't tell, its also the guns. I have the same bug and the image it switches to always has guns even if you have rockets equipped.
  14. Yeah that's been happening to me too. I thought it was just the Ferret and then I tried it with all my soldiers and they couldn't move at all either. Although it was really funny looking at the ferret when it decided it was going to have machine guns and shift a few feet to the right depending on what angle it was facing.
  15. If you're going to redo the entire map can you make sure crete is selectable? I really want to be able to put a base there
  16. They wouldn't give you any money but will permit you and a refueling plane access to their airspace? Now that I've thought about it though its gonna bug me. And as for the later game craft, there's an interesting solution, give the chinook and only the chinook(or any other human helicopters) unlimited range. So the later game ones can go faster and carry more, but nobody else has alenium to refuel it with. It presents an interesting dilemma and makes upgrading more complicated, if you stay with the chinook you are guaranteed to get there(unless you're shot down) but it takes more time and you can carry fewer soldiers. Likewise once you upgrade you can carry more xenonauts into battle and react more quickly but there are some places that are out of your reach. I think that would be an interesting situation to have to deal with. Just like from what I understand the late game weapons will be more powerful, but also more expensive and unwieldy, this way there's a pro and con to the different dropships rather than just late game/early game.
  17. As I was playing one of the cities in Indochina (I forget exactly which sorry) was targeted for a terror mission, but it was out of my reach so I watched sadly as the governments nuked the city. Then a few days later, the very same city was a terror mission again, and again was nuked because I couldn't intervene. Not sure if thats a bug or if the aliens really hated that city but I figured I should report it.
  18. If we want to talk about realism, how is it realistic that the governments of the world would give you millions of dollars and all the guns you ask for but refueling at an airbase or aircraft carrier on your way to a terror mission is a deal breaker? Or for that matter, aerial refueling. These seem like things the governments would be more than happy to supply you with. I get that the fighters would not have access to these things 24/7 because of the alien fighters and having to scramble at a moments notice, but maybe for terror missions and alien bases make their range unlimited because we could call in advance and say "hey we can't do anything unless you put a KC130 here to refuel us". Maybe make their travel time longer for missions that are further away(yes thats a dumb sentence but you know what I mean) to account for being refueled. That seems like a nice balance between realism and gameplay mechanics, considering if you fail they will nuke the city anyway. Sorry Gazz, didn't see your post when I wrote that. I just think considering we do aerial refueling all the time for mundane missions(and this being the height of the cold war we were doing it a lot more even then) we could provide it to the guys trying to save the world. Or at the very least one of the research options could be more or less the blimp thing from the first scene: http://www.youtube.com/watch?v=WT3Ugkzl-Nk&feature=related
  19. Well then somebody will make a mod that will do absolutely nothing but change the names. What's really annoying is I know most people use it wrong and the differences, I just usually forget which one is which.
  20. Wait whats the third? I've never encountered anything but sebillians or caesians? (or however the hell you spell it)
  21. I assumed it hadn't been implemented yet, mine just opens to the main screen as well. Also using the .zip version of 14.1.
  22. One of my standard tactics in any strategy game is to form a firing line, one single or a group of soldiers crouched in front, and another standing behind them. I noticed that when I tried to do this however, occasionally all I would accomplish was shooting my own soldiers in the back. Is there any way to prevent that from happening? Disable friendly fire for units that are touching? Count crouching Xenonauts as cover for any unit standing behind them? Anything really, I'd just love to be able to fire over my guys heads.
  23. Yes and after about the fourth or fifth time it failed I gave up and downloaded it from the standalone link. I think it keeps happening whenever more than one interceptor squadron is out at a time, it looks like the game opens multiple overlapping windows of the same fight from what I can see and the soundtrack repeating itself.
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