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Xenomorph

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  1. Aaron, i'd like to share this. It is not cool. 2013-06-26_22.38.07.sav Geoscape. My transport just finished a terror mission, and is returning to base. It's not far. Out of nowhere, 3 interceptors pop in from a LONG distance away, head straight to the transport and kill it. Maybe it's intentional, but it's not cool. So i reload a save from the mission, finish it again, and guess what happens? Exactly the same. The 3 same interceptors appear, and i lose the transport. Really not cool I'd accept it perfectly in a high difficulty setting, but NOT on normal. Way too much "finger of god".
  2. Picked up this terror mission in transit from a crash mission, 2 of my soldiers still have Alien weapons. It always crashes during alien turn. No mods, no edits, plain steam 19/2 vanilla. Save attached : Autosave3.sav Edit: Loaded save from end of crash mission geoscape, and restarted terror mission. This one did not crash, if you want to compare both: Autosave3Copy.sav
  3. I like the way it's going, in terms of gameplay and balance, but i agree with you. It can be kept simple, yet challenging and fun
  4. And i just found out that 3 Mig with plasma torpedoes vs 3 Interceptors = Interceptors 3 - Mig 0. It's impossible. Can't kill em, can't shoot and run. And with the corsair repair rate as is, well, i won't even consider it they might just win, but will take a beating while engaging with cannons. So, i can't fly. Can't put anything on the air that won't end in a perpetual chase until i lose planes or transport, because they'll run out of fuel. I think this perpetual chase mechanic should be reconsidered. I spent 25 minutes of my time trying to get 3 Mig to base, chased by 3 interceptors. Not fun, not at all. I REALLY don't want to touch the game files... but things look really grim
  5. Air combat is quite interesting, and we really require more then one aircraft to kill any single UFO - one decoy, other kills. NO complaints here, makes perfect sense At least on the cruiser/Heavy fighter phase. It got a little complicated with Interceptors, but i got plasma weapons right after. Should balance it, hopefully. But the fact that we have our hands tied on developing a capable air force makes it way too hard - still not enough dough, long refuel times, insane repair times (specially for Corsairs) means that occasionally that UFO so much needed for the finance boost might just escape, because we need to clear the skies from other scum as well. Hope you have enough time to look at these. Missile defense on larger UFO, will make air combat unnecessarily hard. As for now, we need 4 sorties of 3 Mig for large UFO with escorts, 3 for single UFO. It's always really tight, unless the UFO is close enough to the base, it will escape. As for single Interceptors, we need those 3 Mig, either for a heads-on approach or using decoy. The Mig have a rough time locking torpedoes in Interceptors due to their high speed, when using decoy, for the head on approach we need to have 2 to cover the defensive roll and fire immediately, or we will lose a plane. As for missile lock delay, well, it might be a not so good idea, but maybe it's just me. Their range is pretty small as it is, really no place for errors, and lock delay will just be another annoyance, not another challenge. If you make UFO switch targets, we will be losing planes left and right. You'd have to make them very cheap, very tough or very quick to repair. Please consider this well maybe on a later stage, when everything else is balanced enough? ---------------------------------------------------------------------------- I think one VERY USEFUL change you could make is to have our planes leading the UFO, not the speed/course vector, whatchamacallit . That will help IMMENSELY keeping the sights aligned without the manual guesswork.
  6. You need to upgrade that 486 to something better. Or you can make sure there's no 9999999 other things running on the background, clogging up ram and making the CPU squeak in pain.
  7. I think you let them have too much gum in transit, and they spit it on the floor. Then they get stuck
  8. Tho 30k in exchange for the life of one or more soldiers (if ironman else scum) is anything but acceptable... that's a story for another time, perhaps?
  9. Same thing as in when you aim a gun, right click to heal more
  10. I think i understand what you mean. I also went through a phase on the invasion when i didn't get enough bones to chew on, and someone suggested that maybe i was shooting down too many UFO. If you're not getting anything that will crash into a mission, try letting a couple fighters time out and fly away. And be patient
  11. LOL if you mix them both, that's the only soldier you will ever need
  12. We have to make some decisions as for how the current economic balance of the game is, maybe not as much for what weapons and armor do. It is probably a good idea to upgrade to, at least, a few laser snipers. If you have machinegunners, leave them with the .50 or whatever it is. Tho, with a bit of extra effort and caution, you can skip lasers and opt in for plasmas straight from ballistics. That will leave some extra funds to get your airforce up to standards (you might need 6 Mig at some point, for cruisers) As for armors, Wolf is optimal for base assaults, but i prefer the Buzzard for everything else. It's working as intended, and is a good deal, lots of mobility. Forget the jackal. All weapons use the same TU to fire. Whatever accuracy penalties they might have between tiers are offset by your soldiers experience, so with a good soldier with a sniper rifle, you can move a little, and still fire 2 50 AP shots with 50% ACC. Don't really worry about Armor weight. It's nothing you can't balance by skipping a grenade or 2, that you probably won't use anyways. By the end of February, the Buzzard still provides adequate protection. Alien plasma shots won't just tickle, but won't one shot any of your soldiers, unless you get in the unlucky line of fire of a burst. If a soldier dies, well. Stuff will still be there. But the soldier is more important then his equipment, RIGHT? The wiki seems to be quite outdated. I wouldn't refer to it. It might be a good idea to skip vehicles and opt to have all soldier instead. I look at vehicles as something useful on hard+iron man, when you don't have enough soldiers available. You need to give them as much training as possible, if you can fit them all in a rotation, better. Hope this helps
  13. You need to be patient till it gets fixed. But i tell you from my current experience there are ways to avoid this issue: - on deploy phase, DO NOT put any soldiers on the right side of the room. All in the left. - alien bases are quite the same in layout. Once you do one, it will all be about the same, at least for now. DO NOT stay near walls you know aliens will be firing at, and avoid splash damage. - while it's a bug, think smart: they fire at you, you know where they are and how many there are. Use it to your advantage - DO NOT try to assault alien bases with rookie soldiers. I'd say at least 100 AP, so keep doing missions and give them some proper training, then go and steamroll them aliens. - Have fun playing even as Beta as it is, it's already a good game
  14. They both happen. Props reappearing is quite common on load is also quite common.
  15. A rainy day, late December A spy detected an alien base Plans were made, guns prepared To take the battle to another phase Full of courage, adrenaline rush They entered the hole, so dark and cold All rehearsed, a set formation The leader orders "load and hold" "The deafening scream of silence, the blinding flash of darkness itself A rookie soldier drops his gun, and stupidly mumbles "WTF, it fell!" The beating hearts, the smell of fear, in a second of painful eternity Something roars, outside the door, the meaning of "Welcome to HELL!!!" Balls of death, screams of pain, through the walls, fiery rain No where to go, no place to hide, a hero screams "STEP ASIDE! He locks the rookie, straight in the eye, and yells cruelly "It's all on you!" His face distorted, his drooling mouth, the soldier smells of fu*** poo RIP Sargeant watchamacallit
  16. Brothers in arms, side by side Time to roll, Aliens can't hide Alien in sight, time to go bad! Pulls the trigger, maybe a sneeze, Maybe the wind, He shot the other dude in the head Overwhelmed by grief How could his aim have failed A ball of fire, from across the land Hits him in the face, and gets him nailed His murderous rifle dropped from his hand The others realized it was about to go sour "Pull back, pull back!!", all left to be had Civilians in panic, they run aimlessly Getting in the way, all over the fray Doing what they can to ruin the day So many injured, so many dead No where to go, no Mom and Dad A single survivor in such a mess Pulled the pin on the nade in his a** RIP CO. ward
  17. If you get enough practice on it, you'll see it can be easier to lead an assault on an alien base with 2-4 soldiers, leaving others as backup. But they'll need to be well trained first, don't go on bases with 50 AP rookies. It's suicide. About the Geoscape, we'll have to be patient while it's being balanced. I'm quite sure a good chunk of us here at the forums raged at how hard it can be right now. Also don't forget, this is not a game you get in and finish in a couple days; there will be a learning curve. Remember when you were learning how to ride a bicycle? Exactly. Takes some practice
  18. Been having similar problems, props that'd been destroyed aren't there after loading a save. Wonder if it's not a feature tho. But it might surely means bye bye to quite some $$$$...
  19. Multiple sorties are what's happening right now for medium size UFO (mostly cruisers), but vanilla finances won't allow for much expansion. End of January, massive UFO are popping in. All i have is 2 Corsairs and 6 Mig split in 2 bases, no way i could have any better and have my soldiers decently equipped, unless i completely skipped Laser weapons. I also went from no armor to Buzzard, what i can afford, and had to completely skip any sort of ground vehicles. Are you focusing on Geoscape balance and finance at the same time? Things are quite tight, might lead to premature end game for lack of assets it could be helpful if you tweaked finance on the easy side for now, so we can keep going without fear of losing for some silly mistake made months before, and have to keep restarting over and over. Can't find bugs in later stages with more advanced tech if we can't get there without tweaking files, which might lead to false bugs Also, keep in mind that turning the game into a $$$$ lockdown may make it very linear - drive straight or hit the ditch... EU comes to mind. Xenonauts should be distant from any arcade influences...
  20. Xenonauts Feat. Flash Gordon!!!!!!!!!! Just keeps getting better and better
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