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Harmor

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Everything posted by Harmor

  1. Is there any info yet when build 19 will turn official?
  2. Okay, I realize Xenonauts will take some time to be called finished eventually, but it's a bloody fun game, isn't it? So let's see what else could be done - seeing how you guys have rather successfully brought the original UFO game into this day and age I have a question that might sound a little weird at this point in time, but - will we ever see a 'modern' version of XCom Apocalypse? I love that game and would also love a new version of it, and who better to make it than you Goldhawk guys? And again, I know Xenonauts will take some more time etc etc ... this is just thinking aloud (and wishful thinking at the same time) but still, it's what a forum is for, no?
  3. Right - UFOs don't regain health after the initial fight I take it? I couldn't quite tell because so far, they either died during the first encounter (scouts, fighters) or didn't seem at all fazed by my planes (Corvettes)...
  4. Didn't know that, thanks! On a sidenote I think some balancing should be done to the pacing of the Geoscape, aka, on lower difficulties players should get more leeway. Right now it appears that small mistakes you make early on can be a drastic predicament to overcome later. Don't get me wrong however, I really like that the aliens don't obligingly wait for you, but right now it's a little out of whack I think (it has been years since I last properly played the old XCom games, saying I'm a little rusty would be like saying the devil is a little cranky in the morning >_<). And a question: right now with this current build, by what time should a second and third base be set up? I'm asking in particular because of the fact that everything in the game costs a ton and I can't seem to get the Geoscope stuff right without being constantly on the brink of my organization going belly up ^^.
  5. It's crazy - Xenonauts is less than 20 Euros, how could anybody whine about that especially considering it takes just a LITTLE longer to finish the game than certain other games out there...
  6. Does this work with the current version? The mod looks fantastic - but I'm somewhat lost on where to install? I don't really want to delete the vanilla stuff...
  7. Right - I just don't really like the idea of having to do it multiple times tbh. I'd like it better if you could send more than just three planes into a dogfight at any given time. Good thing about the scouts though. Incidentally, is transferring resources broken perhaps? I tried to transfer alerium and some alloys from one base to the next and instead, both just disappeared from the first base yet never showed up at the other one.
  8. There seems to be another vehicle to research, but it hasn't even a name in the game and only shows as #####. Has anybody researched and used it so far actually? What is it?
  9. Oh certainly - I used to play the old XCom games on the high difficulty levels too. But Xenonauts right now is a little too unbalanced for me to enjoy it on higher difficulty as it becomes a chore quickly. That's some good info there though - but rest assured I wasn't playing it save. It's just that my airplanes can't take out those medium UFOs at all as it seems their torps and alerium missiles don't even scratch the bloody things while the planes splode after a volley or two. Try as I might, I can't really defend the earth when I can't harvest resources...
  10. Something I noticed when playing today was that sometimes, the game sets rifles to burst mode without the player's input. It seems to happen randomly and I'm not sure how to recreate it, but you won't notice it everytime before you fire.
  11. I would love if soldiers would stop shooting into the cover they're behind as often as they do - it's quite immersion breaking among other things. Another thing is when you have two guys on the same grid, no matter how many tiles seperate them a missed shot seems to ALWAYS hit the guy in front of the shooter.
  12. Eh, I have alenium explosives researched and my Foxtrots use torps, but they can't seem to even scratch medium UFOs. Two hits from a medium kill a Foxtrot, plus I can't seem to be able to have them dodge (the button simply doesn't respond) so they die even quicker than Condors. Eventhough I will believe you that it's somehow possible, it shouldn't be like this on easy at all. I have no issues with tactical combat (besides a bunch of bugs that is) but the geoscape forced me to go easy for now...
  13. I accidentally posted this in the wrong forum so I'll repost my experience with the geoscape here again: 'So I've been playing for three months ingame now and I've noticed a certain discrepancy/imbalance when it comes to UFOs attacking with the potential of being game breaking. I either get fighters, which simply get destroyed, or medium UFOs my Condors and Foxtrots can't do jack about. The Foxtrots might if they could carry more payload, but with a total of 2 torps and 2 missiles each this is a futile attempt because you can only have 3 planes per squad and even with all missiles hitting, it didn't seem to even annoy the Corvette.' Additionally, I think for a 'medium' Ufo the next tier plane after the Condor should do the trick, seeing how the medium UFO is more or less the aliens' second tier craft that bothers to fight back as well. Then I researched the X-37 but lo and behold, I can't build it because I'm out of alloys and UFOs my planes can take on no longer spawn. This also means I can't upgrade my soldiers' equipment, and I have a pretty bad assumption of where this will lead down the line. A possibility to solve this would be to either have those small UFOs drop more (a LOT more) alloys, the Foxtrot needing to be buffed or medium UFOs nerfed. As it stands right now, I'm somewhat certain that a vastly experienced player might be able to salvage this situation, but alas, this was easy difficulty like I said. Right now, at least for me, it is indeed game breaking >_<...
  14. So I've been playing for three months ingame now and I've noticed a certain discrepancy/imbalance when it comes to UFOs attacking with the potential of being game breaking. I either get fighters, which simply get destroyed, or medium UFOs my Condors and Foxtrots can't do jack about (the Foxtrots might, but with a total of 2 torps and 2 missiles each this is a futile attempt because you can only have 3 planes per squad. I researched the X-37 but lo and behold, I can't build it because I'm out of alloys. This also means I can't upgrade my soldiers' equipment, and I have a pretty bad assumption of where this will lead down the line. Now, obviously there is the possibility of me doing something hideously wrong at the start of the game, but err, this was on easy because I wasn't all too comfy with the strategic part of the game just yet. Furthermore, it's not like you get to do a whole lot with the starting funds. In all honesty, it should not at all be like this on the lowest difficulty and imo needs fixing asap.
  15. What you're talking about is the geoscope balancing, which isn't exactly very fleshed out at the moment. They'll get there eventually though
  16. Oh, didn't know that about grenades - I think it's a bit simplified though, not sure I agree with that system as it could and most likely will cause issues like this down the line up until the full version and beyond. It's a bit immersion breaking when a trained, no wait, anybody really throws whatever kind of object straight into another object right in front of him, let alone a grenade >_<. I figured that was the reason for the weird line of sight - doesn't really need to be changed I think, not a big deal at any rate and when you know it, there are ways around the issue. And yes, the guy was wearing jackal armor. Was it you btw who said in another thread that jackal armor should (for some reason I didn't catch) rather be avoided? If so then why? Gotcha about the hidden movement screen - they're bound to change that I read so let's see what they can come up with. And a note about the difficulty settings which are not quite right just yet I read of somewhere else - I just hope they keep the amount of aliens as they are right now. The reason however why I'm currently playing on easy is not the combat (aliens only have less HP on easy but the rest is the same on any difficulty, right?), but the geoscope (scape?) which I'm not too down with just yet. I might have some thoughts on that eventually because it certainly has its quirks, but imo it's well playable right now. Also, for early alpha I've got to say it only crashed once in seven hours of play so far - not too shabby I think.
  17. So after finally getting to play uninterrupted for a few hours there were a few things I noticed I thought I'd share (and hopefully not repeating anything already said >_<). First of all, when you engage in a night mission you get flares which is nice - not so nice is that your xenonauts can't seem to throw them over cover. There's the throwing animation but that's that, the flare seems to sink straight into the cover object instead of being thrown over it. It seems to work with grenades but to be honest, haven't really dared trying after the flares did funky stuff. There's some stuff related to the game being 2D I reckon too as it's very obviously tile based when you're trying to shoot at something from an angle and the game tells you there's no line of sight. For all intents and purposes, this happens especially around UFOs because of their shape it seems (not so bad behind square objects I noticed). There have been those moments when I couldn't fire at an alien yet I should have been perfectly able to judging by the overhead look. I realize this might be tricky to get right, but just wanted to point this out anyways. I also had a rather hilarious moment with my RPG guy - he misfired (which is fine by itself) yet instead of the missile ending up wherever, he shot it into the ground one tile ahead of him. ... Facepalm! Now, the interesting part was he didn't actually die, but took very minor damage all told. Both these things need some correcting I think - I can fully see someone who never used a rocket launcher cock things up so badly, but please, no trained soldier. It just looks awkward. And secondly - if there were any such incredibly mishaps, I highly doubt anybody would survive it. And a question if you like - I get that line of sight for human soldiers had to be a little on the short side for the size of the maps, and there's nothing wrong with that. But will there eventually be a kind of system in place where soldiers actually 'hear' movement in the sense that they can 'guess' the location of an enemy? This could be based on skills, obviously - as it is humans and aliens alike appear deaf. This is one part of the new XCom I liked - and why not have the aliens in Xenonauts be capable of this too? Furthermore, there could be some aliens that make almost no sound when moving while there could be researchable 'stealthy' stuff for the xenonauts as well. I guess I'll end it there for now. It's a very fun game on a sidenote - I think once this gets some more updates I may finally be able to uninstall the old XComs and the Firaxis one ^^
  18. Well no it's not about the tile not fitting, it just won't let me build anything on certain tiles. Think of the first base layout and there's an open tile in the bottom right, with buildings to the left and one tile above the one in question. It wouldn't let me build there for whatever reason. The same happened when I tried to put an additional hangar to the left of an already existing one - I had to place it a row of tiles lower, otherwise it wouldn't let me build the hangar.
  19. Well for starters, high everybody, really dig the game so far. But I ran into an issue - I tried to add a hangar to my starter base, and also set up a second one and both times, the game didn't let me put buildings where I wanted them at times (I had enough funds for it btw). Certain tiles just didn't accept a hangar or a lab or whatever - is this a known issue or am I doing something wrong?
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