Jump to content

Xenomorph

Members
  • Posts

    277
  • Joined

  • Last visited

Everything posted by Xenomorph

  1. 3 Migs will work just nice, one for each fighter. When you get into air combat, slow down to give torpedoes time to lock on. The fighters will dodge the missiles, but not the torpedoes, if you're lucky, them 3 migs will survive..
  2. Every super soldier trying to save the planet from overpowered Aliens has always been a lousy shot, from the very beginning when computer games were invented. Someone mentioned Farm Joe being a shotgun sniping ace compared to out early game soldiers, it's all true!!!! They could have been Commandos, Rangers, Seals, Green Berets, SAS, who knows? But when they get through that base door, they go back to shoot just as well as a 5 year old. What the hell happened to that dude that could shoot an egg from a mile away? THAT'S A BARN DOOR RIGHT IN YOUR DAMN FACE, HIT THE F**** THING!!!!!!!!!!!!!!!!!! alas he can't, maybe the gun has a crooked barrel. Someday, there will be a game where special forces soldiers WILL BE special forces. They wont miss a damn shot unless they're outta ammo; it will be all about weapon power, armor resilience, smoke and mirrors. Take that for a challenge.
  3. OMG, so, if we could hoard aliens because we could see further then them, and that was fixed for being an exploit, that means if they can see further then we can, WERE BEING EXPLOITED!!!!!!!!!! FIXIT! Of course i'm joking
  4. Absolutely right, i thought the same exactly. That's why i changed my game a bit to reflect this; recruiting costs nothing, but they do deserve a good paycheck. When the war is over, they will have enough for a good vacation with plenty of sun and no alien guts. It just feels right, and the impact on the game is negligible. I also lowered the astronomic upkeep costs on many things, the citizens of earth realized how priceless the Xenonauts efforts are in saving the planet from impending doom, and volunteered by the thousands. They want to help save the only home they have, it's heroic. ----------------------------------- I'm quite certain that ANY x-com nostalgic would love if someone would merge both EU94 and TFTD, and finally make it all global. With the awesome modding capability of Xenonauts, i wont be surprised if someone does this. Adding some more aliens, planes, guns, maps, and cook it all together should be cake for so may fan teams out there with tons of time to spare. Like Jagged Alliance 2, that game had many complete face-overs and its still being modded to death, Xeno might just have similar legacy, and we'll be playing it 20 years from now, who knows
  5. I may kick them in the sack first. Sure way to guarantee they'll stay down, and unlikely they will produce any more Amoeba-brain offspring to turn into Alien eggsacks and ruin my score. !
  6. Yep still happens. I can give you a good example from my yesterday's session, an alien that was pounded by 4 snipers and 3 heavies at med range, completely suppressed, got up on his turn, walked a bit, bombed twice and killed the dude that spotted him. F**** cheater Don't trust them suppressed aliens, i say
  7. Some will get killed, some will survive. The lucky ones. The ones who will eventually follow soldiers around, thinking they'll be safe, then park right in front of them blocking LOF for that life or death critical shot Can you fix this, please? Just have them run back and stash somewhere, when we get close enough, somewhere where they don't get in the way. Pretty please
  8. FOW always baffled me on x-com and alike games. We do approach from above, so we should know the terrain, the exploration part of missions is completely passable. About knowing where the ufo is, random or not its not a problem, without FOW. FOW is just a waste of time, IMO. JA2 has no fog of war, still, its an awesome game with awesome gameplay. By the way, is it possible to remove FOW from Xenonauts?
  9. Chances are it will happen as a mod, soon after the final release. But we need to play vanilla first RIGHT?
  10. That explains the overall bad relations, so i'd assume successful missions in my AO also count towards global standing, in a lesser scale?
  11. That's my point, and it looked like there were just way too many of those, i got stuck in a loop. According to you, AS missions spawn if i'm doing ok. I was actually, but then how can my standing with most, if not all, countries on my AO - if im doing ok enough to spawn SO MANY AS missions -be bad?? Anyways, maybe next time i can just sit back and let them go away. But if it happens again a week or 2 later, something is not quite right... i smell evil code!!!!! Looking forward for the next release, big hopes for stable!!!
  12. It would be cool, then, if there was a weekly check to see if the player downed any UFO and did a mission, and toss one of those to help mitigate things a bit, like my awful alien heavy-fighter air superiority September, that got me into a big messy situation. Spending a whole month with $500 wasn't funny, i had nothing else to sell
  13. The planned hidden movement screen will not be a full screen, but an overlay taking just some screen space on the middle, so it might fit the need I really don't care if it's full screen or not, if i can see everything that happens within my soldier's surroundings/FOV. It does make it more tense... but i do agree that we should have a couple choices.
  14. Note that those are just balance features i noticed, so far, but brought me some grief. It's my point of view balance is not just about numbers, but also events. There is a hint of "rush needed" in Xenonauts; I could compare it to Apocalypse, for example, where we start getting bigger UFO based on score, not a ticker - i do agree with both, as long as it's stated that there is no room for laziness, and we really need to get our hands dirty. Point is, if there is none or poor event balancing, in this situation, it's game over way before you can notice it; just wasting time, fighting for a lost cause, you don't get enough action and the ticker eats you alive... The first para on my post is about that. It would take off some of the rock-paper-scissors mechanic from the geoscape, let us start the game with a base NOT in North Africa but somewhere else reasonable, and still be able to do something with it. If you think of it for a moment, you can see how that could add to your individual challenge preferences? - build a base in Australia, and you'll only get a small patch of land to get your missions done. Why? Because you may be Australian, and like it rough. Right now, build a base there and its game over from second one. All games have some degree of rock-paper-scissors. I've been playing games for 30 years, i now right? Now, i may be getting old, grumpy and senile, but i do have eyes to see how many craptastic games have been released over the past few years, compared to how many awesome games. Why? Why do they make craptastic games? They might have good engines, a very polished game overall, but they're still crap. Things devs don't notice, or choose to ignore, things that have been proven to add value, just left out for whatever wrong reasons they could imagine. Should i mention EU? Tons of polish, but still crap. I played it, i know. You play it once, it's all you'll ever see. You know how it's going to be, exactly what's going to happen, and what to do. I think Xenonauts has TRIZILLIONS of more potential then EU ever had or ever will have. I do want to see it succeed where others have failed, not because i will yell at them to do what i want, but because they are opened to suggestions, and i do feel there is some stuff i can toss their way that can make something tick, because we know they're not sitting around watching soap operas (hopefully... ), they're busy thinking of ways to make it all batter and fix stuff to make everyone happy, and maybe they read this stuff and figure it may help solve some problem, even tho i doubt it And in the end, it will be the sprite-based 2d engine awesome game VS the millions-dollar budget super high tech fluff stuff fails.
  15. As it is right now, i find it quite unplayable, unless you're lucky enough to get the right set of events, which i haven't been. The reason for Increased alien activity over a specific region has a purpose. May be the right site for a base, resources, terror sites, or just plenty of cows to chop, they like doing that kinda stuff, and kidnapping farm folk for parts I know we can them then till over land, but when you get then running over sea ALL THE TIME, it gets frustrating. So there are no missions, there is no money, game over, hours wasted, and there are not that many available in a day. I always built my base on North Africa, and i never though the Mediterranean and that small patch of Indian ocean could have water so valuable for them aliens. Maybe they like jellyfish. Aliens are weak in the beginning, but in September, all i've been getting are Alien air superiority missions. Heavy fighters wont give you anything but headaches. If you don't get a second base quick, youll lose a lot of territory. It's a fact. Besides, you REALLY need it, if you want to build at least ONE of the good aircraft. You cant cramp enough workshops in one base, can you? I never got missions for UFO brought down by the AI. It's just fluff, as far as i can tell.
  16. From other threads posts and stuff, i doubt we'll get any of these as standard features for vanilla. But in my game, after researching Alien Electronics, my scientists managed to fit the Wolf armor with a built-in NV/thermal, and mitigate the extreme risk of night time missions. Now my boys can see just as well as Caesans. Take that you ^&$^%#*^__+(_ alien scum! The device is still a bit buggy (in the lore part of it ), but what isn't Just have to change a couple values here and there.
  17. Maybe these have been suggested or mentioned before, and they're a bit obvious, so forgive me if i'm being redundant Balance: UFO missions could be somewhat more focused around the area where the players builds the first base, and all around in a minor scale. To make this somewhat realistic, at the start of the game, a. INTEL report stating that alien activity seems to be focused on one specific part of the globe, and suggest the first base to be built there. This doesn't go well with the player building a base wherever he wants, but then, we can build a base on Australia and lose from the very beginning. Right now the only good and viable starting spot is North Africa. I think this would add some freedom and variety. As an alternative, letting the player build wherever he wants and tune the AI to have increased activity on that area. That would ensure fair game and steady income. But still, building a base an New Zealand would be "at your own risk", good luck being a fisherman UFO over sea/water: Maybe i've been unlucky, but it has been happening A LOT. I'd hate to invest hours and lose a game because of such thing, either most just fly over sea, or they run and get destroyed there (or escape, if i have to RTB, after so much cat chasing rat). No missions-game over, and chased aliens should know better if they get shot down over sea, its byebye for sure, no chance for rescue or quick fix. Not to mention it destroys marine ecosystems! Immediately having having to rush for a second base makes sense, but it might end up in a dead end, like it happened to me on this playthrough - i rushed a second base on NA, got almost no activity for 1 month (a couple UFO over sea), and still lost the territory. Sure can still shoot down UFO there, but the funding is gone, and almost all activity is over sea (thus the ranting on the previous para). As someone mentioned on some other thread, a weekly or monthly activity report would help immensely. There has to be some sort of INTEL, right? Additionally or alternatively, there could be a report stating increased UFO activity somewhere else on one or more locations, and suggesting a base. Feature/mod: Radar stations: Deploying shorter range standalone standard radar stations, instead of having to build a whole base from scratch. Mentioning requesting cooldown/limited time/availability AWAC missions from countries may be a bit too much? This wont necessarily make everything much easier (because our aircraft may not have enough range to get there), but may help determining where things are happening. We're not swimming in funds. after all, and it's quite easy to get a truck with a radar on it. Alas no additional sprites, just a dot and a circle!
  18. Are there any plans for an official hot fix for this build, or will the next one come out next week, as predicted? I managed to get to the end of november on this playthrough, but its turning out to be quite unplayable... so many bug and balance issues, it does feel it was quite a few steps back from the previous build A few other bugs ive noticed, during missions: Destroyed objects will sometimes respawn, after reloading. Soldiers may get trapped on them. One of my soldiers got stunned, and after a couple rounds, his body disappeared from the ground, but looking through inventory it was still there, and got back to base. On a couple occasions on terror missions, soldiers didnt restore AP on the beginning of the round, and were not suppressed. Maybe the Mig-32 is not supposed to have 4 HP, but it does for now. If its supposed to be that way, but we can only change 2 of those HP, the 2 missile HP sometimes get stuck with sidewinders, after researching alenium explosives. I do hope they keep those 4 HP... Oddity: On an alien mission base, i sat on spawn and watched aliens shoot walls for 25-30 rounds, every single round. That's a lot of ammo. But if i kill an alien on the first couple rounds, he has but a couple, or no clips. I wonder where they get the rest???
  19. Don't think it matters really, most games have it but it's just a cheat for visual fluff. I find it amusing when games that have that stuff as a bar load before the bar is full, seconds after the bar is full, or what they have spinning wheels that keep spinning even after the game crashed. Lolz
  20. This is a 2 edged sword. If the AI too aggressive, we can win everything using mostly camping tactics, like in Apocalypse or JA2. Which is actually NOT a bad thing at all, but Xenonauts is different, and i'm quite confident the AI won't be the camp galore it is now, or totally suicidal.
  21. Im hoping for insta loads, from a raid 0 6gb/s ssd setup
  22. Pretty much, those were the "win" button. It was a very good decision to leave them out. By the time we had enough blaster launchers/bombs, we wouldn't need any loot anymore, it was all about vaporizing everything and get it over with quick.
  23. As of V19 much needed grenade range changes, with low lvl soldiers, flares can only be thrown at a range similar or lower then soldier's view range. Sort of defies the purpose Maybe max range should be bumped a bit, so we can a fighting chance at night? Makes me think Pistols could have special bullets: a longer, low velocity and highly stable hollow projectile filled with some of the same stuff as flares; stabilization is provided by very small compressed fins that deploy when the projectile leaves the barrel. The projectile breaks when it hits, releasing the goop and "illuminates" the target for a couple rounds, providing extended visual range/squad sight and an acc bonus to squad. For use on night missions only. Just tossed the idea for some lols, but it could actually make ballistic pistols useful throughout the whole game.
  24. I couldn't get the file either, so i made the changes myself. Smoke on smoke grenades and stun grenades is not disabled (you'll have to wait for it to wear off if you use them), but everything else is. Fire chance is disabled for everything. weapons_gc.xml obsolete/removed I dont think this will be the magic recipe, tho, there is still smoke on UFO, and i have no clue how to disable that.
  25. Maybe for fluff, but here's a few things that make it unnecessary: If we look through a window and see something inside, it would be unlikely we would vault in, instead just hang in there, shoot through the window if there's enough AP, and stay in cover. Instead of storming in, have no AP left, and hide under a table. And if we don't see anything, we'd probably keep going down just to make sure there's no alien around the corner. And chances are there will be a door nearby It did look cool in EU, but many cool things on it didn't make it a good game. And of course, it's not stealthy, and can rip nasty holes on the uniform. Ouch.
×
×
  • Create New...