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svidangel

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Everything posted by svidangel

  1. Might want to make the portraits a bit smaller if they are gonna do that. It already gets a bit crowded with 16 xenonauts in there.
  2. Seems a bit more involved, but if there is actual alien interaction and collaboration (I forget if countries leaving the XCOM project here is "alien collaboration" or just withdrawing from the project), I could see the aliens attempting to find the XCOM base right from the outset. So here is a rough example of missions: Sept 1: Light scout: mission search for xcom base Sept 3: light scout: Information gathering Atlantic ocean Sept 15: 2 Light scout and 1 scout: Search for Xcom base Oct 10: 1 Corvette: Gather information on location of XCOM base Etc. Basically at the beginning of each wave there are missions dedicated to finding YOU. You'll want to shut these down, or else they will be knocking on your door, but it also means that the biggest and newest ships will first show up in range of your main base, giving you the best chance to deal with them. Not knocking out all the other missions or decreasing the randomness of THOSE events, just adding in missions that focus on you.
  3. In the last two games I played I have never seen a UFO brought down by another government, but I have seen ones that crash in the water close to land show up as crash sites. Anyway, the way it is right now, you can sort of have it both ways. Play it Rogue-like and deal with the aliens showing up where they may. Don't play it rogue-like and if the aliens show up somewhere else, reload and next time maybe they will show up near you. All alien activity is random, even pathing if you save and reload while a UFO is in midair being tailed. This isn't like the Firaxis game where so many percentages and such are fixed to prevent scum saving (although that made them just as open to other kinds of exploitation).
  4. You shoot them while it's their turn, if they move and don't just spin in place you get a reaction shot. Preferably with pistols so that you miss a lot and they live long enough to skill up all of your soldiers. End result is something like this
  5. Usually this is a Reaper, so one thing you can do is run all of your characters flat out till they find the reaper, in order to change it's behavior so that it doesn't get stuck.
  6. http://www.goldhawkinteractive.com/forums/showthread.php/5737-Drunky-s-gaming-advice-tips-because-I-m-drinking It's been somewhat fixed in V19 as the Sebillians have been given just as long of a sight range as the Xenonauts. If you are still using the standard Steam build, though, you have a longer sight range than the Sebs and can just sit at the edge of being able to see them and shoot at them. They will keep running away till they hit the edge of the map, then slide along the edge of the map without ever shooting back at you.
  7. Now I know why the Caesans are so mad and invading. Look at how small his.. probe is. I'd be mad too.
  8. Nice, though the Sebillian's no longer have poor eyesight. /bitteraboutherding
  9. Hmm, now, replacing the grenade with a smiley face bomb would be fantastic...
  10. I'm actually not as much of a fan of starting the player farther behind as I am making the advancement curve they have to keep steeper. Punishing the player right from the start before they've had a chance to even make any good or bad decisions... meh. Course I don't actually understand out said ticker works. Could be that making the ticker go faster is more of a V^2 increase than a V increase, in which case I don't want to make it THAT bad.
  11. Sounds like an awesome source of cash! And tbqh 16 vs 30ish aliens doesn't sound too bad since you can stay grouped up.
  12. ^ Sounds good to me if we can get it added in. Might give GJ a fit though if he hasn't thought about adding something like it.
  13. Ok, I like that. I think that we are ending up in the same "gameplay place" ideally. Normal geoscape seemed a bit easy for me in 18.3 once I got the hang of it, so I was imagining the "running faster" already happening and so increasing the invasion ticker would help compensate for the player improvement over beating it on normal. But either way works for me. -From what I saw in 18.3 running faster resulted in me slowing the invasion ticker by about a month by January, so whether making it tick faster so that Massive ships show up in Jan., or reducing the impact of what the player does so that on a harder difficulty so that massive ships show up by Jan. doesn't matter to me.
  14. Suspect so, since once you suppress an alien, it often takes only spitting at it to re-suppress it. Guessing there must be some sort of removal/gain system.
  15. Wonder if the hypervelocity being added back in is connected to the design decision to have all the misses fall short rather than blast through things behind the target.
  16. Recreate: 1. Drop combat shield on ground. 2. Open inventory of any unit standing in square where combat shield is on ground. .... 3. Profit.
  17. The workaround at the moment is to not have your base attacked until base defenses are fully implemented =/ They should probably just have put in a popup that says "your base got hosed."
  18. Sounds like the usual fastforward into air combat bug, just listed differently.
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