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svidangel

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Everything posted by svidangel

  1. Ah I just ran into this too on an industrial map. Posted on the missing roads thread, but just now I ran across the teleports. Fun stuff. Industrial actually has the "teleport test" files in it's map folder.
  2. Going to guess based on that folder set listed above that this is an industrial map.
  3. I am actually looking at something very similar to this but on a different type of map. I see a lot of barrels and beams bundled together, and the occasional second story roof, although there are no walls to support it either. All the mapped sections are in squares like the farmland above, with swaths of some sort of basic filler tile for most of the map.
  4. I just found this too, and remembered the thread title. Thanks, I was able to find the shock batons but I don't see anything about advanced medikits?
  5. I'm not sure what brought this on, but perhaps after I reloaded (having exited the game) I found that when I attempt to hire new soldiers, it pops up the window that usually has the list of privates to choose from (heh, heh, heh) but that list is now blank. I suppose this will make my current crop of soldiers all the more precious... I have plenty of living quarters space and can still hire scientists and engineers.
  6. Maybe the message was because I had fighter tailing it to make sure it didn't take off...
  7. I went to a landed UFO site just now, which went fairly well although in the urban kind of tile set some of the doors you opened you couldn't go through because there was a cabinet placed too close to the door. Anyway, after killing what I assume was the last alien, the mission ended, I figured I was victorious... only when I went back to the Geoscape it flashed me a message "UFO has escaped into space." Did I need to rush into the UFO to prevent it from leaving? Or is the game resolving completed landing sites as the UFO "escaping" since it is removed from the Geoscape? 16.1 and not sure its a bug, just a question.
  8. On the topic of the Escape key, would anyone else prefer it to exit the inventory screen in combat, rather than bring up the menu over the inventory screen? Maybe I'm just too used to using escape to get out of everything, but that seems more intuitive to me.
  9. I think it might be that particular farm map/maps. I seem to get it on a mostly featureless green map, but as long as I pack up and avoid that one, I haven't had many other problems. Stalking aliens through the snow at the moment.
  10. Yep, just getting started here and I have a lot to learn. I think the mousewheel to change soldiers isn't listed on the options screen.
  11. Yes the mousewheel! Thanks, I am too used to using that for camera zoom. And as for the alien indicator, yeah, I was thinking of something on the 1-8 soldier interface with the TU bars etc that shows which can see... something. Not sure how a tradeoff between detailed/cluttered would end up, but just highlighting the unit box in red when it can see something would be good.
  12. Not sure if this is the sort of thing that is worth suggesting at this point then, but another interface tweak that would be nice is some sort of highlight or tick mark on the soldier interface showing which soldiers can actually see an alien. When I have a whole bunch of troops spread out, it would be nice to see at a glance what soldiers actually have eyes on the enemy. And anyone... are the invisible shadows running around... civilians I guess? I haven't played enough to be sure, but they don't trigger the red alien head on the right side of the screen and blowing them up with missiles doesn't leave much behind.
  13. Yes, I like that one! Think I mentioned in another post how it was nice in EU that there was more of a purpose in interrogating and dissecting most aliens vs the one or two useful ones in the old XCOM. Also I think it would be a shame to avoid the few good ideas EU had, simply because they came from EU.
  14. Well, only thing I can think of right of is not wanting to shoot the aliens you are trying to capture. Maybe you don't want to have to move your soldiers twice and trigger a shot from the enemy, but also don't want to risk taking a reaction shot and killing your precious sectoid commander, etc. Just glad they actually had that binding on the PC since the other overwatch numerical key jumped around depending on the soldier.
  15. Good point, I added some spacing that I thought I had done when I was bumbling through it. Also I knew it was going to be a long post and felt equally awkward post-bombing another discussion with it.
  16. I really like the idea for a reduced size, reduced cost base. While it might be easier to shift the cost from base purchase to module purchase, it wouldn't really force a decision like using one of your potentially larger base slots for a smaller, faster expansion!
  17. I see that there are both bindings for each soldier 1 through etc plus vehicles, but I think it would still be nice to have a "next soldier or vehicle" key, in whatever order is easiest to code unless someone else has a better idea. Also, a set of spots in the key binding section where we could set the reserve TUs to a given settings with a button press would be nice. How I see this working out would be... Say I rebound Tab for next soldier, and Q for reserve to snap shot, and then W for no reserve. Liking snap shot for most of my characters I could quickly Tab/Q through my squad to set everyone to snap shot for most of the map, and then when I wanted to take a shot at the end of a move, hit W and click to shoot at whatever it was I wanted. Next round I could tab quickly through to find that soldier/soldiers and Q them back to snap shot reserve (or burst, if I wanted to bind Q to that, whichever!). I think this might streamline the combat a little bit without requiring too much in the way of changes. Also being able to hit Esc to exit the menu would be nice! Thanks, and enjoying things so far!
  18. Same thing here, second map on my first playthrough. 16.1, downloaded yesterday evening PST (not through Desura). Haven't actually seen more than one civilian, and can just catch the edge of the crashed UFO on a mostly empty green map before the game CTDs consistently on a particular turn. I have the file saved if it is needed.
  19. Thanks! Totally missed that, somehow, despite needing to use the above sticky to avoid the Desura download.
  20. TLDR Hi all, looking forward to more xenonauts and... I'll need to look into how to get the preorder to show at some point!
  21. Hi all, another xcom/tftd/apocalypse veteran, wanting to jot his thoughts down for both reference and for anyone else who wants to read. It will meander a bit as I do enjoy the drink, but feel free to ignore! First off, I did play almost 100 hours of the new XCOM EU, and while I was amped about the whole thing at the beginning, I hadn't actually played any of the demos (busy with Guild Wars 2 and Borderlands 2) so I was actually hoping for something more like Xenonauts. I might have even gotten the two confused. Nevertheless, at 100 hours I imagine I've gotten my money's worth, even if I did end up just blasting through impossible to be sure I could do it and be sure there were no surprises. Ended up with a partial normal game where I got my ass kicked because I didn't appreciate the 20 day build time on satellites or just how important satellites were in general, and then wrecked normal, classic, and impossible in turn (though I lost two countries on impossible, sadface). A lot of what I'm including has been said before, but I'm adding it all in as a summary for my personal impressions. I don't think I'll feel any need to revisit it so many times like I did the original and TFTD. I enjoyed the game for what it was. Not XCOM in the classic sense, but a fun enough quasi tactical game that took a lot of elements from the original XCOM and used them in a more "mass appeal" sort of game. I started out with high hopes, and managed to enjoy some aspects of the game, although that largely involved turning the whole thing into a drinking game. I found the graphics to be fine, I didn't need super realistic graphics for a strategy game like this. The music droned on nicely. Nothing edgy or amazing, but I also felt no need to mute it and turn on a playlist most of the time. And the game itself... well it was a decent game. It kept me interested. The AI was shit, the forced choices were a rather blatant gating system after years of playing MMOs, and the removal of large amounts of control from the play in order to force the choices and gating system grated on my nerved, but I found an easy counter to that. I took a drink every time something reminded me that this wasn't really XCOM any more. So... basically every time tactical combat was interrupted by an unskippable cutscene or I wished I could blast a hole in the side of anything without using a rocket or a grenade. I definitely feel I got my 50$ or so out of it, but I was also disappointed by what it ended up being. 1. Difficulty level = how deep of a hole will we start you in. Honestly, after the first 3 months, none of the difficulties felt too terribly different. Once I was up to a squad of 6 and had at least laser weapons and a few promotions under everyone's respective belts, well it was mostly just mowing down aliens as they magically popped into existence. 2. Squad size: worked very well for what the game was. In order to make the streamlined squad size work, however, they had to linearize all the maps, and replace randomly (or cleverly if the AI was up to it) wandering enemies with "spawns" that just happened to be in your way. Terror missions were actually some of my favorite missions simply because it actually felt like the aliens were THERE before I actually triggered them. Most of the time. If I drank enough. 3. Soldier promotions, skill trees. I actually really liked these and felt this was an improvement over the original XCOM. Admittedly, with the squad size of 6 and dynamically spawning enemies it felt something like Dragon Ages 2 of XCOM (and don't forget to take cover!), but I liked the flavor that it gave to the game, and the utility it gave to individual soldiers. 4. *B#@^ing: I wish to hell I had found out I could mute soldiers earlier. I swear "I've got my eyes on" is going to haunt me. At least they had that option for the people who found it, and disabling SOME of the action cam scenes. However the inability to skip the voiceovers after the first game (YES explosions destroy gear, THANKS, can I shoot them now please?) or the silly animations whenever you spawn an enemy was irritating. 5. Given that you could only have one Skyranger, thus forcing artificial choices into the game (I really do wonder how much I might have enjoyed the game if I hadn't played XCOM, or if it hadn't been named something related to it), I actually didn't mind having only one base. Until I started playing the Xenonauts preorder. Sigh. The fact that you could intercept or get a Skyranger to anything you could intercept was just one of many things that made the game feel like a collection of mini-games, and not a "world." 6. Ruining the immersion. Well, in addition to the single Skyranger (lets see, the first thing they said was that the aliens were testing our defenses... no one figured it might be a good idea to build a second and third skyranger for this?) being able to reach anything that landed or crashed, and interceptors simply reaching anything that appeared over their continent (or in the case of the firestorm, reach the overseer... anywhere), there were several other things that bothered me even through my stupor. Credits? I can sell an alien propulsion source for 75 credits? Has the world come to a massive recession? Too many zeros scare people away now? Oh, and the ground combat. Oh god the ground combat. I've already seen the complaints of animations failing and soldiers firing backwards (worth a drink), or a crouched alien firing through an entire semi truck, a wall of a building, and its roof to hit my squaddie! At least that I could forgive eventually since for me it always worked both ways, but the fact that shots couldn't miss and hit any other alien kind of ruined the immersion and made it feel like a bunch of dice rolls. This terrible resolution of shots in combat was fine once I got used to it (that's the game, may as well beat it!) but it ruined any kind of feeling like there was an actual world there, not just a bunch of percentages getting played out. Hell I could shoot the soldier right in front of me multiple times... and do no damage since it was just a miss on the alien I was aiming for. But again, that combat resolution worked both ways so I was willing to put up with it in the end. It just felt more like a card or dice game than a much much older game had managed to do already. Add to that the AI dropping enemies WITHIN your squad when it decides to spawn something... (and I'm talking about crash landed ships here, not the "incoming waves of XRAYS" from some missions). It really felt like a game. A game for drinking, and that was how I played it! 7. Research and the foundry. Like the solider perks and leveling, a big +++ from me. Making the interrogation of live aliens have a real and tangible impact on the progress of the game, and not to mention making all of the alien autopsies potentially useful in some way was fantastic. How many times had I just not bothered to dissect a snakeman because... well, fkit. Who needs a ufopaedia entry the 15th time they are playing the game. Aside from the one base one Skyranger limit they did to force "choices" I found a lot of the levelling and research changes to be quite nice. 8. On that note, pure opinion, but where the @#$^ were snakemen. Really? Thin men? Get #@$^ed. 9. Soldier inventory. More unrealistic dumbing down in the name of forcing "choices." Wait, we could have spawned 5 or even 6 enemies at once if we'd given them an expanded inventory? nowai. 10. Item use for the interceptor fights was nice, although the limited number of interceptions and limited ways you could engage kinda took the punch out of how nifty I found it. Nice to see similar things in what little Xenonauts I have played. 11. Bugs vs Ironman. I haven't actually given an actual ironman game a try due to the bugs I encountered on normal. Too many turns stuck on alien activity that I had to reload and force the AI to change it's procedures (easy enough to do once you've seen enough) to avoid the bug becoming a problem, or autosaves just plain not happening before a CTD. I'm sure it's possible, I just don't feel like risking it vs playing with saves. I was very happy to see the ability to name saved games in Xenonauts! I'll blame consoles for the lack in EU. 12. Story. I actually liked the story in EU, and while I hated most of the characters and the voice acting, I felt like it tied the whole thing together fairly well, for what it was. It also helped explain the complete lack of a morale/panicking mechanic in the aliens, which annoyed me at first. 13. Inability to sell gear you crafted or found via stunning aliens... well, I could sell those laser rifles for 300ish credits to a country IF IT ASKS. But heaven forbid I try to pawn them off to anyone who wants them for less. It may have fit the way they balanced the game, but with all the balancing and forced choices they used to create "the game" it became less of a game and more of a set of structured hoops to jump through. Speaking of hoops to jump through, I don't think I ever felt any more obviously than when I was trying to shoot down my first Overseer UFO. 14. On the upside I liked the way the council assigned missions mixed things up. Especially on impossible it was fun racing to disable the bomb or covering the path out for the VIP. Such mission options definitely added to the game, and it would be great to see something similar in Xenonauts! Really looking forward to xenonauts, it's nice to feel my excitement growing for the game as I play, not my alcohol tolerance. So far the base interface and the aerial combat have been great! Ground combat... well, aside from the game crashing very frequently, a couple more keybindings would be nice! Especially "Next soldier" and an option to set a key to any given TU setting. It would be great to just hit a key upon selecting a soldier the first time to reserve snap shot! Or another to go back to "none" so you could take a shot without clicking off. Or maybe I am missing something, I have only explored about 4-5 CTDs worth.
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