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Minttunator

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Posts posted by Minttunator

  1. 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).

    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. :D

  2. If you've not destroyed the power cores, the door will not let you walk through it - but it also should not be openable / destructible.

    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:

    Currently it just says something like "the aliens are defeated but not without cost". Would it not be cool if it changed based on whether or not your guys make it out of the alien ship, i.e. whether they manage to blow up the power cores (once that bug is fixed)?

    So, if your guys don't blow up the cores, kill the Praetor but end up dying to the Reapers, the Victory message could be something along the lines of "The alien menace has been destroyed thanks to the heroic sacrifice of the Xenonauts, their bravery will never be forgotten etc etc"

    ...and if at you do blow up the cores and manage to escape with at least some guys, the message could be something like "The alien fleet, leaderless, scatters and is shortly defeated - the surviving Xenonauts are welcomed home as heroes etc etc"

  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. :P

  4. completed in "" because it bugged not letting me through end door however when quitting the game it gave victory message strange

    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

  5. 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.

  6. 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

  7. Btw, Reapers shouldn't approach unless they are certain of an attack/kill.

    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. :P

  8. My objections to Psi are twofold, First, there is no defense against it. Of course, in the OG you could train your soldiers to have some resistance to Psi, and even determine who were susceptable and who weren't; however, as near as I can tell, no amount of Bravery or Morale will keep a squad member from becoming an Enemy, which brings me to my second point. /---/

    AND if I never see "PlayerX is filled with Dread" again, it will be way too soon. If you want to sap a third of my TU's just freakin' do it. /---/

    In closing, I suggest you give me the chance to train my troops against Psi. Failing that, backing it off to LOS and a 20-ish tiles might work.

    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.

  9. 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.

  10. 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

  11. This is my base configuration - it's fairly similar to what everyone else has been posting:

    7ATVu1p.jpg

    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

    7ATVu1p.jpg

    7ATVu1p.thumb.jpg.d409b09a422ba9e615209c

  12. 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. :P 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!". :P

    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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