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Everything posted by thixotrop
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Still don't buy reaction fire
thixotrop replied to Xenomorph's topic in Xenonauts General Discussion
The post Mercent mentioned was mine. Yeah I don't have two shields in that mission and never have seen them really helpful. Tried the C4...soldier dead before he can retreat as he is killed as soon as the C4 is dropped. Tried the smoke tactic...soldier dead when smoke is dropped. -
Ok, maybe this is possible, just wanted to say that it looks strange and like a bug. If the engine could handle light effects better - traffic lights, street lamps, light in buildings and so on - a flickering or a slow fade in/out of light intensity of the floating chemlight would be cool.
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Actually I found out that you can use the transporter up and down while standing on it in that mission. Before that I thought you had to step off and back on. Silly me. But I did that, three times in a row, with both transporters, no reaction. Maybe the Androns thought: "Strange behavior of this human-thing using the transporter that way, but let him play if he likes." I kind of remember that in the OG you could throw something up the transporter, but I don't think this will be possible to add and then I don't think it is necessary if this camping doom will not happen. When the one soldier fired or tried to move around, the Androns near him reaction fired and killed him. The others didn't, only when a soldier appeared on the other transporter. So everytime you fire, no Andron will die, but your soldier(s). I don't have two shields with me in that mission. Once my "you-are-the-dedicated-victim, pal" soldier was dead and the Androns came down they just walked past my waiting soldiers, turned and shot them in the back. Having up to three Androns doing that at least one soldier is dead, one or two other badly wounded. Two rounds after that my squad is down.
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Skitso's Xenonaut noob friends thoughts VOL.2
thixotrop replied to Skitso's topic in Xenonauts General Discussion
I agree to that, the roaming aliens are encountered quite fast, but then the site is empty. The aliens inside the ufo are too passive. It is not your mod, the column header and the selected aircrafts have the same background colour. Funny, I thought this was just me. When I start a new game after some time and want to build a new base I always forgot to know where that button is and looking for quite some time. Tried that also, but the geoscape map moves when you use your mouse wheel for zooming in and out with the cursor at the side area of the map. Did not concern me as this is quite usual with CAD software, for instance AutoCAD. -
Ah sorry forgot. It is v21 stable. Yeah I have Wolf Armor but not all much at the moment. Also not all of my soldiers can wear Jackal or Wolf, because the lose immense amounts of TU, despite they are Commander or Majors. Quite annoying. But I send up the Wolf armor guys, they died nevertheless. And shields don't work there. I lost two shield guys with three/five hits in other missions. Sometimes the shield vanishes after the second hit. Maybe the next level shield is better, will try that.
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Don't bother to count because no one entering will be able to tell anyone. Now... Crash site of a cruiser ship in industrial/railroad site at night (maybe one of Skitso' or Ol'Stinky's maps as I am using their map packs). Had some decent combat outside with three Harridans and some Androns, overall sum of 6 I think. Then map was empty of roaming enemies. Entered ufo and all silent there too, many dead Androns. There were the two transporter tiles, and suddenly, yeah an "oh shit" moment, big time, end time, game over. Seriously: In that room waited 8 Androns all accurate as hell. Not my guys. Needed three to down one, the dead behind the crouched soldier. All of them there died after they have turned to face the next Andron. I have tried to solve this puzzle in different ways: - send one guy with C4; died before dropping C4. - wanted to drop smoke before C4 or some shots; died in smoke. - bombed the lower level, no Andron cared to come down. - rushed in to reach next room to distract them; died at door. After each attempt with the first soldier down, the Androns kicked into action. They approached down, all of them, killing my whole squad. Is this ambushing Androns intended? What is the tactic to survive/win that? And please don't mention shields. This is so quickly wasted and useless. I don't like it.
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Ground Combat Balance - V21 Stable Candidate
thixotrop replied to Chris's topic in Xenonauts General Discussion
35% / 39% / 76% / 58% / 29% / 82% / 62% I haven't seen any over 90%. But even with 29% and trying to throw near the max throwing distance...2 tiles away. Come on. What I understand in the percentage value is similar to shooting. It is the probability if the shot/throw ends in the target, alien for shots, tile for grenades. Maybe this is wrong? If it is the actual throwing performance the soldier will do that has a probability to fail, then I think it is gravely wrong. I would expect that the grenade will land wrongly around the targetted area. When, with the lowest number of 29% from above, the end tile of the grenade is two tiles away from the soldier, where is 5%? Between the boots? And the target area will require then something about 99.9999% with the tile next to it being 98%...ok I exaggerate here. However, I think the actual throwing succession seems to have nothing to do with the %-values. Maybe something interferes after the % are calculated. I have seen that the %-throwing-value of a soldier crouched behind a small metallic wall inside the ufo was the same as when he stepped one tile backwards having one tile between him and the wall. Near the wall the grenade landed near him in all trials. Stepped back the 2/3 success could be seen. -
Minor issue... Chemlights that are thrown on water seem to swim. It just looks strange. It might be better to kill the light instantly when landing on the water, even better delete the sprite, so that it is submerged. Posted in mapping thread here.
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Definitely not frozen. Such blue ice is only possible with lots of chemicals in it, like in toilet water of airliner jets. And I don't think the arctic places are used as deposits for that Actually I think that is a minor issue. I just wanted to know if this is normal or "your doing". But I will post this in general thread just to let the devs know avbout it.
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So my guess was correct that the red circle was too much coincidental with the aliens above. I haven't played many ground combats with V21 up to now, and this was my first landing ship, so there wasn't many ufos with a top level. Therefore I don't know what you mena with the void. However the two aliens in upper level did not move at all. Even as my soldiers entered the only crouched and reaction fired.
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Have played now with some map packs and I have to say I like them a lot. Skitso, the desert map flea market is really good. Also that the ufo entrance was very near a house wall. Quite some difference with that small space there. In general I think the aliens spawn much closer to the landing ship, so the action is starting right after landing. One thing that was also new to me, but I don't know if it was one of Skitso's or Stinky's maps, was an arctic crash site with the ufo clamped to NW edge and a large water area in the middle. Also nice map by the way, the snow looks not as homogenous as before. It was a night mission and one chemlight was thrown into the water...or onto the water. That looked really strange: Is that normal behaviour? If yes it might be better to kill the light instantly when landing on the water, even better delete the sprite, so that it is submerged.
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Crash site with a landiing ship of Caesans. When boarding the entry room two alien spotted symbols but none to see. Roaming with the mouse showed red targetting circles (see image). Don't know if there was an alien present as my soldiers did not hit that spot. However, it can also be possible that the alien from above, the next level, was somehow connected to this. Because from outside and before boarding the interior and the two aliens at that level could be seen.
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Ground Combat Balance - V21 Stable Candidate
thixotrop replied to Chris's topic in Xenonauts General Discussion
Had now a game with a Caesan landing ship. Throwing grenades is so untrustworthy. Three of my soldiers should throw grenades from entrance into back of entry room to lay a carpet of stun gas. But 2 out of 3 manage to drop it max 2 tiles away, hence stunning the whole boarding team. Was annoyed and reloaded, same result, other soldier, reloaded..same and so on, unless I saved when one grenade was ok, and tried the other two. I don't do that reloading normally but with grenades... But maybe we should be lucky. In v19 grenades were constantly stopping at obstacles, however small the little daisy flower wqas the grenade had to overcome. -
Just installed Stinky pack 2 annd all of Skitso's and will start to play in a minute, but I had an idea how you can "leave your mark" on the map. For each map type create a special tile with your initials or logo that will be placed at one corner of the map or near the dropship at the edge of the map. Don't use extreme colors. A much better way would be to have your initial/logo as a grafitti/poster/whatever on a wall somewhere, but I think that would be toug to read and may be too tiny. But now: "Game on, Garth":)
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OMG, what stupid ideas in all those descritions.... I have read nearly everything from H.P. Lovecraft. "Dunwhich Horror" was one of the stories. The "bastard child" of Yog-Sothoth was nothing romantic at all but sick and disgustingly horrid to read. Imagining that as something in a "Buffy" TV-series (puke.barf.die-of-agony) exploited in that way is already a horror all by itself. Please Goldhawk don't go this way.
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Psi Powers, Berserking - any strategy to use?
thixotrop replied to dmholt's topic in Xenonauts General Discussion
I guess not all of the Caesan thugs have psi powers and can do mind control. If no protective gear is possible, wouldn't it be better to have a cooldown of maybe two rounds for the psi-guy-alien to be able to do the next mind control? Thus there will be mind control and you don't have a protection against it but it cannot be done each round and for all guys. And if that would be too much a nerf let the soldiers recover slow from mind control, meaning after the mind control is off, recover only 50% of TU's ("soldier is shaken by mind control effect") and next round only up to 75% ("soldier is still edgy due to former mind control"), and be complete over that in the third round ("soldier has totally recovered from mind control effect"). And don't stack the effect so that a 50%-mind-control-recover guy that is mind controlled again is downed to 25% regain-TU. The recover percentage should be on the unchanged max TU or the current wounded-max TU. -
Whaaaat?
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Psi Powers, Berserking - any strategy to use?
thixotrop replied to dmholt's topic in Xenonauts General Discussion
I did that in the OG a lot when the mind control was really intense at late game. And it was a as intensely annoying either. However, I kind of remember that the soldiers were using the grenades then. -
You know there is also a community with tons of maps? Look here: http://www.moddb.com/games/alien-swarm/addons http://gamebanana.com/maps/games/4214 and the link session here: http://alienswarm.wikia.com/wiki/Custom_maps
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Thanks for answers. I will test then at the weekend. I really would like to know if a map is from a certain author. From the current in-game maps I really like the industrial / train / city maps. They are so crowded and look resonable to me. I haven't seen terror maps, but i am eager to go there.