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Minttunator

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Everything posted by Minttunator

  1. So I did complete it on build V21 yesterday, though I will have to admit to editing the xml files a bit to: 1) enable MAG weapons (should be fixed in the next build) 2) nerf psionics to reduce Dread spam (still being balanced) So there's still some polishing and balancing to be done, but after my first playthrough I must say I'm really happy with the game overall! We've been waiting for 15+ years for a proper X-COM sequel and this is it - I tip my hat to the guys at Goldhawk for taking on this project, I'm sure it hasn't been easy. Xenonauts feels like the good old X-COM that has been improved on in several areas and it's definitely one of those rare games that gives me that "holy crap is it 3 AM already?!" experience.
  2. This isn't working as of V21 Stable (the door is currently always openable), here's my bug report: http://www.goldhawkinteractive.com/forums/showthread.php/9545-V21-Stable-Ground-Combat-Power-cores-irrelevant-in-final-mission?p=105296 I was expecting the final mission to be a bit longer, to be honest, but it's definitely a tough one regardless. Which is what you guys were going for, I suppose - i.e. not an extended slog through a huge base but rather a concentrated, challenging battle. I do have a suggestion about the text on the Victory screen, though - I feel it's currently a bit anti-climatic. Spoilers:
  3. The mission briefing states that we need to blow up the two power cores in the final mission for the escape pods to activate. However, this isn't currently necessary in V21 - I just completed the final mission yesterday and was able to escape with my guys whether or not I blew up those power cores. In fact, the door behind the Praetor Commander is currently openable even before killing him.
  4. I think reaction fire as a mechanic makes sense, but I feel it could be tweaked a bit. Currently the aliens regularly shoot 3 times at what seems like a low accuracy - maybe limit reaction fire to 1 shot per opponent (at a higher accuracy) or something?
  5. There seems to be an issue with the final mission where it shows the victory screen when quitting or loading a savegame from it. I've made a bug report describing this in detail: http://www.goldhawkinteractive.com/forums/showthread.php/9520-V21-Stable-Ground-Combat-Premature-victory-screen-in-final-mission
  6. It seems the mind control loading crash has been fixed in the V22 build. http://www.goldhawkinteractive.com/forums/showthread.php/9421-V22-Experimental-Build-1-Released!
  7. Yes, there is! Xenopedia spelling/grammar issues are being posted in this thread: http://www.goldhawkinteractive.com/forums/showthread.php/9312-Xenopedia-Issues-V21-Stable
  8. There's definitely some room for optimization - alien turns often take very long even with just a few aliens remaining on the map. It's probably not trivial to prune, though, if the game engine is actually simulating all the alien movement (even that which the player doesn't see/hear). Maybe it would be possible for several aliens to act at the same time, though - like it's possible to move several Xenonauts at once if the player gives the commands quickly enough.
  9. When trying to load a game from the final mission or when selecting "quit game" from the menu during the final mission (while I haven't completed the mission), the game shows a victory screen and quits to the main menu. I have attached a save just in case this is an issue with my particular game, but I'm guessing the trigger for showing the victory screen is just leaving the final mission without taking into account whether the player has actually completed it. IN ADDITION: after having seen the Victory screen, trying to load the final mission game again causes a Visual C++ Runtime Error and the game crashes. If the game is restarted, however, it loads fine. [ATTACH]3174[/ATTACH] Final mission test.sav Final mission test.sav
  10. Yeah, the Reapers I've met thus far have been pretty smart - i.e. they don't approach my guys unless they have enough TUs to attack them. This means that the only ways to kill them before getting zombiefied are to either snipe/rocket them from afar or save TUs and hope that the reaction fire of my soldiers kills the Reaper before he reaches us. I'm not sure whether they'd work better if they were slower but more durable (like Chryssalids) - maybe not, I think this might actually be a good change. I do feel, though, that the zombification shouldn't work 100% every time, ignoring all armour. I don't recall how that worked in the original game, but I think Predator armour at the very least should take a couple of hits to penetrate.
  11. I'd just like to agree with this - I am enjoying the Xenopedia entries immensely! This was one of my favourite parts of the original game and it seems that Xenonauts improves on it by quite a margin. Some of the reports are absolutely hilarious.
  12. This is a very good post and pretty much exactly what I'm thinking! The Dread mechaninc is escpecially annoying as it: 1. punishes the player without the player actually making a mistake 2. is AFAIK impossible to defend against - i.e. there are no steps the player can take to prevent it So in essence it's just a TU penalty that gets applied in missions where there are psi-capable enemies - which I could deal with were it not for the incredibly annoying "Soldier X is overcome with dread" messages for each and every one of my 10+ soldiers every single turn. I wouldn't lose any sleep if this mechanic was removed altogether - but if not, then there's got to be a way to consolidate these notifications. Ideally I'd also like for a way to defend against psionic attacks - either through equipment or training. A LOS requirement seems like a good start, though. The Dread thing could also be scaled down a bit - it would be much less annoying if it hit maybe 2-3 dudes instead of 8-10.
  13. I'd just like to state my agreement. I'm not a fan of the Dread mechanic in general, as it: 1. punishes the player without the player actually making a mistake 2. is AFAIK impossible to defend against - i.e. there are no steps the player can take to prevent it So in essence it's just a TU penalty that gets applied in missions where there are psi-capable enemies - which I could deal with were it not for the incredibly annoying "Soldier X is overcome with dread" messages for each and every one of my 10+ soldiers every single turn. I wouldn't lose any sleep if this mechanic was removed altogether - but if not, then there's got to be a way to consolidate these notifications.
  14. Sometimes when clicking on the soldier equipment button in base management the game crashes to desktop. I am unable to reproduce this consistently, but I've only gotten it if the game has been running for a while (an hour+) so it might be something like a memory leak. I'm sorry I can't be more specific at this time.
  15. This is what happened: 1. I captured a Praetor - hadn't captured an alien leader before. 2. Get 2 new research options: Praetor Interrogation and Alien Leader Interrogation. 3. Complete Praetor Interrogation and an empty Xenopedia pops up, nothing is added to the Xenopedia. 4. Complete Alien Leader Interrogation and a NEW Praetor Interrogation research option is created. 5. The new Praetor Interrogation works fine. So ALI is probably a prerequisite for PI, but if a Praetor is the first Leader one captures then he seems to receive the PI research option as well, which doesn't work properly before completing ALI. I have attached a save with the first (faulty) Praetor Interrogation about to be completed (step 3): [ATTACH]3171[/ATTACH] praetor interro.sav praetor interro.sav
  16. The attached save file is from a ground combat mission and it crashes during the alien turn 100% of the time. Don't know what's causing it - I later went back to an earlier save during the same mission and eventually managed to complete it. [ATTACH]3170[/ATTACH] End turn and crash.sav End turn and crash.sav
  17. There seems to be an issue with loading games where your soldiers have been mind controlled - i.e. if you save while one of your guys is under alien control then the game crashes upon loading that save. I have attached another example of a save like this to this post (this is also from the V21 stable Steam version): [ATTACH]3168[/ATTACH] Alien Mind control.sav Alien Mind control.sav
  18. There is still some polishing to be done, but it mostly works. I'm currently in the final mission - I'll post here when I manage to complete it (which would then mean the current build is completable).
  19. This is my base configuration - it's fairly similar to what everyone else has been posting: The ranges on the image are with 2 radars in each base + the base upgrade based on alien tech. I build the bases in this order: 1. Sudan 2. Nicaragua 3. Philippines
  20. Greetings! I've been a PC gamer since about 1996 and around that time was also when I first played the original X-COM (it was called UFO: Enemy Unknown over here). I also played Terror from the Deep, though I don't think I completed it - I think "butt-crushingly difficult" would be a good way to describe that game. I didn't play any of the later titles much as the franchise sadly seemed to move away from its roots with all the first-person shooters and other nonsense. I was very excited about the Firaxis game in 2012, even had it pre-ordered - however, when I got to try the demo I was fairly disappointed and ended up canceling my pre-order. I actually think they more or less accomplished what they were going on in the end - i.e. making a modern, streamlined console game that takes place in the X-COM universe - but I just wasn't the target audience as I was hoping for something closer to the original in terms of depth and complexity. Xenonauts seems to be just what the doctor ordered! I missed the Kickstarter but I did try the Kickstarter demo shortly thereafter and was really impressed. I finally got around to buying the game last week (as the devs claimed that it was almost finished) and my first session quickly went from "oh I have a bit of time, I'll try Xenonauts for a couple of hours" to "holy s**t it's 5 AM already and I've got work tomorrow!". This is a great game, it's exactly what I was hoping it would be - however, there are still some rough edges, some bugs and frustrating bits, so I figured I'd share some of my impressions on the forum as the devs here seem receptive to feedback.
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