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Xydonus

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Everything posted by Xydonus

  1. No, in the barracks screen. No soldiers appear to manage, and this is despite the fact that I do have soldiers and have them on the dropship currently.
  2. I think the mod devs have stated, numerous times, that this is because the stats are constantly being worked on. Personally I think they should add something like, "No Stats - WIP. Don't Ask. Thank You," would solve a lot of hassle.
  3. Having a nasty annoying interface bug in which soldiers don't appear within the Manage Soldier screen. The screen where you have hire soldiers, fallen comrades and manage soldiers. I can hire soldiers ok, just can't 'manage' them, it's completely blank.
  4. I have to agree with that assessment about the eggs. Not something I had considered until now, but I feel they need a bit more to them than just planted eggs that chuck stuff at you.. I've not seen them do anything other than throw stuff at me; am I right in saying that they are suppose to hatch little vipers or facehuggers? If so I've not seen this yet. I think the eggs would be more effective clumped together (makes more sense too) inside buildings and if possible, increase the spawning of vipers they produce, to make destroying them a priority? And possibly make them appear less often as DCK pointed out, it could become a bit 'samey'.
  5. Ah, that's grand then. Good to know you guys are aware of the problem. And yeah I like idea of the pack mentality of them, wasn't aware that's what you were going for. I think that without the teleporting ability will be much more balanced and interesting. I look forward to my soldiers fleeing instead of mercilessly dieing in a single turn at the hands of teleporting demons!
  6. I've not had much chance to further test it since I've been sick, but to me it seems odd to be dealing with teleporting aliens so early on. I'm only in my 2nd month and I feel that it's just not balanced right. I think a few things could be suggested: 1. Put them into the late game instead or mid-game. Balance them somewhat better, their melee attack is quite strong coupled with their ability. 2. Remove that 'ability' that they have. As I said before, I personally think the wraiths should only have this ability. I can understand that this might not be doable if you've done the Xenopedia for them already, but it just feels tacked on and doesn't feel right for the alien to be able to do this. 3. Nerf the amount. Getting attacked by four of these in a single turn was devastating. Simply overpowered is an understatement. Two at most is manageable. Please take into account that this is in my second month, so you can probably imagine that four of these on my jackal wearing soldiers was quite painful... 4.Nerf the damage. The melee damage that they do is quite high. This coupled with their ability creates a fearsome foe to encounter that is hard to counter especially when there's more than two and also when its early on. So either one of them or a combination of those that I suggested. I'm surprised nobody else has brought it up, or maybe I just got unlucky with that mission...
  7. I'm not part of that 80% figure. I did retreat, and I do use the abort function. Some players might do a reload, and that's not something I would do but definitely something I considered since I felt that it was completely unfair, unbalanced attack. In a single turn 4 soldiers died instantly, I had 2 left along with a scout vehicle.. I pretty much had zero chance, and my retreat didn't go well. But trying to motivate players in using the abort function by swarming them with these types of aliens isn't the answer. If anything it will just annoy them or piss them off, like it did with me. I understand what your going for, and agree with it, I just don't agree with the implementation of these aliens. I didn't feel "O, I'm no match for these! Abort abort!" but instead felt, "WTF? This early! And... I'm dead. Great." A player is less likely to abort if they feel cheated and I definitely felt cheated in that scenario. In regards to the aliens themselves:
  8. I was enjoying this mod, despite the increased difficulty (which I found to be manageable), up until the . I'm not a fan. Not at all. I'm pretty much considering going back to vanilla because of this. I've not had a problem with the increased difficulty and I consider myself a 'veteran' of tactics games so having such an overpowered unbalanced alien in the mod ruins the experience. I can understand the concept. I get it. I take it your trying to emphasis the importance of reaction fire and keeping your men on reserve (something I do a lot) but it's one of those things that looks good on paper, but plays bad when implemented. First of all, it's not fun getting swamped by who do fairly high melee damage. I can say it's manageable with one, maybe two of them, but having four of them do that is insanely overpowered and more so when your spending your TU on actions in a firefight and have to deal with this on the next turn. I can understand balance is an ongoing issue and something that gets refined constantly. But this is so severely outbalanced I will simply fail to see how it can be defended. If the aliens are going to have that ability, then at least nerf their attack. This is in relation to their attack against Jackal armor wearing soldiers so I'm sure their attack is reduced further with other armors, but having them this early on and being extremely deadly for what they can do, it's just far too much. Plus the main issue is that they should serve as a nuisance rather than a slaughtering machine, for which they currently are considering what they can do. Again, if it was only one, I could manage it. Two, I'd be complaining but putting up with it. More than that it's just an insanely powerful weapon that the aliens have and far too hurtful to the player in terms of balance.
  9. In response to 321KO, as I said in my post, in which I was getting the same problem, this issue is not resolved by loading a game with the hotfix. It still remains, possibly because it's embedded in the save. Only way around this I found was starting a new game with hotfix installed, not encountered the problem since.
  10. Ok so after some quick testing (I'm going to bed shortly) it appears to resolve the issue. Had to start a new game, didn't fix the issue on a reload, but yeah I tested sending out Condors/Charlie and they returned. I'll let you know if I run into this nasty bug again.
  11. I can confirm that I'm having the exact problem as 321K0. Clean install. 1.08. No mods. Issue: Charlie/Condor will not return to base and gets stuck. A game breaking bug since can't reorganize troops or use interceptors effectively. http://dropcanvas.com/ngia4 - savegame
  12. ^This... I wouldn't regard XCOM Enemy Unknown as a true successor and I would imagine a lot of other fans would be the same. It is far too much streamlined to be considered a successor and as the developers themselves stated is more of a re-imagining in their own way. The design decisions, while I wouldn't agree with them all, make XCOM stand on its own feet. The one base concept works for the way the game was designed, so having multiple bases would not make any sense in the game as it stands. Even only having maximum amount of 6 squaddies feels right, again, down to how the game was designed around this. Everything has been redesigned and is very much its own game. Only reason I'm even on the forums here is because I know Xenonauts is going to be a worthy true successor to the original because it isn't redesigning everything from scratch.
  13. Have it on the pc currently. Loving it. I won't go into an in-dept review of it at the moment, but it does exceed my expectations considering I'm a hardcore fan of the original. The way the narrative is told is excellent. It actually makes you feel that YOUR the commander, that you're in charge and how the story progresses around you is subtle and non-invasive. There are far more positives than negative aspects regarding the game, overhaul it is a good game, not perfect, but excellent in quality. Regarding the cons - The atmosphere and music is lacking somewhat on the tactical missions. It just doesn't have that same feeling that the original had along with the subsequent sequels. Also, the AI in the game isn't perfect (no game has perfect AI), but sadly the promise of dynamic patrolling AI didn't quite live up to what Jake was saying about it. With the exception of the aliens on terror missions, most other missions will have the AI packed up in groups waiting to be discovered rather than actively moving. In some cases this may not be the case, but in the majority of situations it is. It just feels far too static, as if you stumbled upon them as if they were plotting some dastardly scheme or having a group hug... Other than these flaws, the game is rather excellent.
  14. Which is exactly what I'm saying and that's the problem I have with it, that they are using the XCOM name on a product that is vastly, vastly different, butchering the name almost. Which is why there was a lot of outcry (still is) and possibly one of the reasons that forced them to freeze development on it, do a few rehirings, then continue development with the exact same game yet call it "different, with a few new touches"...
  15. Long-time lurker on the forums here ... Just so you know, I got XCOM Enemy Unknown for 33 euro from Gamestop, although that was the Gamestop.ie. Should be able to find it cheap enough if you shop around, plenty of retailers listed on their main site. In regards to the OP, I've been a harsh critic of Firaxis XCOM since I heard about it, heard about the changes and saw the released screenshots. I'm a huge fan of the original and really do take a dislike to any developer who attempts to cash in on a name title with a crap game (Codemasters OFP)... Now that I've watched over 3 hours of gameplay footage, I'm sold. Have to get out of the frame of mind that its a remake, it isn't. It is more a re-imagining with their own spin. However, sadly, 2K studio are doing what Codemasters did to the Operation Flashpoint name, butchering it with their own godawful game, and that's a game that will have no hope of changing my mind. In regards to Xenonauts, I've been holding out but keeping an eye on it. Xenonauts seems every-bit like the remake of X-com that I would want.
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