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Xydonus

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Posts posted by Xydonus

  1. do you mean having a "NO SOLDIER PRESENTS IN BASE?",well i also have this issue, it looks to be something when you dont have any soldier selected to your dropship(or only one,if you have more than one)

    the only workaround i found is just going into the personnel page,and then assing at least one person to every dropship you have,this should make appear the soldier management screen.

    This is a bug related to SOLVER X:CE ,we are working in a fix right now and we hope it get done soon :), thank you for your time posting your bugs,if you have any other please inform us and hope you keep enjoying the mod :D.

    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. Just started a game using the Into The Darkness mod. Haven't even gotten into a fight and love all the extras so far.

    Some notes:

    Hovering over the AK47 in the inventory section doesn't divulge any information to me, instead the popup only reads 'Ballistic Rifle'. For some reason its magazine capacity is limited to 20 rounds, when AK magazines have always held 30. Also, the additional magazines button beside the rifle is the same as for the M16 rather than the characteristic banana mag.

    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. All things considered though, vipers (particularly early ones that make you wish you got a couple of flamethrowers with you) remain my favorite feature and new enemies by far, although I do loathe their eggs with the stunning missiles since they're in literally every mission and you have to guess at their attack range while approaching to toss a grenade. I understand the concept but I think it translates in very same-y gameplay and gets pretty boring since there are so many.

    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'.

  4. -snip -

    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! ;)

  5. :)

    Xydonus,

    I understand you is an experiment, we want to see the reaction of gives teleport to this kind of units. The solution, give us the feedback and thats it. We know that difficulty is partial double edge sword, but is not all. Balancing this game is a huge thing, even a single change of one value can shake the entire balance.

    We are planning a Balance update, just take away any angry or dissapointment about dealing with hardcore race of aliens. Forget about it.

    What are your suggestions?

    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...

  6. Have you consider at any point to pick what you can and retreat to base ?Because in this mod we want to encourage player to learn how to use abandon mission button in menu.I bet that 80% people who play vanilla never use it (and why would they ?).

    P.S Remember retreat and pick up whatever you can in situations like this don't just waste your squad.

    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:

    I feel it doesn't make sense for these to be teleporting. We already have a species that teleports; the Wraiths. Now these other ones can teleport as well, which kinda sours the unique feel that the Wraiths have. This is just my personal opinion, but that's how I see it. I don't think they should be given such an ability plus utilizing that deadly ability so early on.

    It's good that you acknowledge damage values that need to be fixed. I think the same needs to be said for the early ballistic weapon damage against early vipers/xeno's and Gargon's. I believe there is an inconsistency within the Xenopedia that states that the ballistic weaponry will still be effective against Gargon when in fact the only one that is relatively effective is the sniper, all others even shotty's at close range do little to no damage to both Xeno/Gargons. With all that said I think the core issue here is the balance and the implementation of these aliens so early on with that ability. I personally think they should be stripped of that ability but that's just me.

  7. I was enjoying this mod, despite the increased difficulty (which I found to be manageable), up until the

    teleporting alien

    . 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

    four teleporting aliens

    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.

    *Just to avoid confusion, I'm not talking about the wraith, which is a late game addition in the vanilla. I'm talking about the viper type alien that has the ability of the wraith and is far more deadlier, and occurs early on rather than late.

  8. Few things2) There are not true successor to XCOM.

    ^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.

  9. 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.

  10. 2K FPS one isn't even planned to be XCOM from start, they just named it XCOM once they realized they own series about defending humanity from aliens and figured out they could cash in on that.

    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"...

  11. just wondering, where do you live? My price for xcom is 45 EUR after 10% discount on GMG. Xenonauts are three times cheaper for me but if xcom would cost 15 EUR as well, I'll pick xenonauts anyway :)

    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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