Dranak
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Posts posted by Dranak
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And speaking of me being good at things, I forgot to post episode 4 here.
[video=youtube;6kjpAhUVrNw]
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I think I may have gotten lucky with some of my tank shots, but I'm not entirely certain of that. Turning the tank like that actually felt pretty safe most of the time, since it had already taken damage on the front armor and I was generally pulling it back at least a few tiles, which made it less likely to get shot due to simply moving out of alien vision range.
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It absorbs damage equal to the armor value, the armor value is then reduced by a percentage of the damage absorbed. This reduction lasts for the rest of the mission, and I believe it is around 20 or 30% I forget the actual value.
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Episode 30: Endgame
I meant to split this into two parts, but I had some extra time and I accidentally the whole thing.
[video=youtube_share;UAJh4uXywQE]
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You referred to the series as "Dranak Plays Xenonauts" at the beginning of the video there haha.
Haha, that's great. I am so good at this.
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Mutons now? is that normal for a long war game? I wouldn't know because I have never actually played it myself.
It feels a little early. I didn't really expect them until the end of the month.
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Episode 3 is up, where the aliens help us celebrate April Fools Day.
[video=youtube_share;Cbcf9s9t-HQ]
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I hold down C, makes them instantly crouch/stand.
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Episode 30 is live: The penultimate episode
[video=youtube_share;vKICAnvkODM]
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I thought soldier equipment could be destroyed by explosions??
Human explosives blow up bodies/gear, and so does dying while airborne.
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Episode 2 is up.
[video=youtube_share;uA0uYbPLgXA]
Names have been added and will show up in the next episode.
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Both of those are present.
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Hey guys, I've finished streaming/recording my I/I run of Xenonauts and the last of the VODs will be uploaded over the next weekish, so it's time to start recording for my next project: an XCOM Long War playthrough. I'm playing on normal, non-ironman (with minimal save scumming allowed) because I would like to actually finish the game instead of getting 100 hours into it and then having to restart.
And so it begins:
[video=youtube;oLRjZZBHzu4]
As always, if you want to join the team, just drop a comment and I'll add you.
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Despite being time-consuming and slightly quirky; Yes, it would work.
I didn't say it was a convenient option.
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The game is stable, and I have yet to hear of any problems caused by Skitso's maps.
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That map is pretty standard for a late game UFO, carrier/battleship maps pretty much all have that same long rectangle shape. But yes, my tactics have pretty much evolved to ones that are (mostly) totally safe against the vanilla AI. I believe CE aliens are less afraid of doors, and I have a pretty absolute lack of respect for alien grenades once everyone is into decent armor (partly because I think I've only ever seen two thrown at me).
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V 1.5 also has Skitso's map pack included with it, you just need to activate it from the launcher screen.
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Unfortunately the loadout is local to that specific save which means you have to re-make the loadout every time you start a new game of Xenonauts--something which can be rather annoying to Modders/Testers like me.
Would editing loadouts.xml be a useful option?
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You can already just create default loadouts for multiple roles and just use those instead of manually loading out each soldier.
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I wasn't around for the earliest days of Xenonauts, but I really liked what I saw from you guys in terms of community interaction. Even when you made major choices I disagreed with, you presented them in a way that made the reasoning at least understandable.
For bug reporting, having some sort of known bug list posted (and periodically purged) would be great so I can easily check if something has been reported or not, even if it wouldn't be kept totally up to date.
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Sounds interesting, I'm really looking forward to when you're able to make more concrete announcements.
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That "a bit" of course only holds if one doesn't count all the exploiting of the game deficiencies that you appear to be so good at finding. The attack would be less of such a shooting gallery even already with X:CE 0.32, where some of those you use don't work so well anymore. Hmm ... could I somehow lure you to defect to the other side? I still want to tweak the AI more on higher difficulties, and it would seem you'd be a good fit for taking part in that (and I have a hunch that rooting for the other side might make the game even more fun for you).
I'm always willing to discuss things, but I don't have a ton of free time available for doing a lot of mod playtesting. I could probably do a little sporadic testing of things.
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Losing a base is probably a game ender. But it's also pretty much the only way to truly lose the game.
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Don't your soldiers get killed easily when you play as you described? I'd think that lone soldiers would easily end up facing several aliens, or getting attacked from directions that aren't covered.
No, because I rarely end turn anywhere aliens could have LOS. My normal movement plan is for a couple high TU scouts (in Buzzard once I get it) clearing terrain and then popping back behind LOS breaks, then the rest of the team moves fairly aggressively through the cleared terrain. On contact, everyone with a reasonable shot takes it and then the scouts (normally the only one to be in LOS, ducks back to safety).
Here's an example of a carrier assault.
I get to cheat a bit here because my scouts have great TU, but I essentially play the same way with slower scouts, just with a bit more gradual advancement from them.
Dranak plays Long War
in Off-Topic
Posted
Episode 5 is also up, time for our first terror mission!
[video=youtube;iVqgSdUqv9E]