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TwoTonGamer

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  1. Assigning Xeno placement in the dropship is very difficult (Aircraft Equipment-Dropship). Need to see each Xeno's class under their name in that screen. Very difficult to place the right class of troop where you want them when the Xeno's class is not shown. In the Soldier Equipment screen, the area that has the button to change the Xeno's class, it always states "Assualt Trooper" and not what class they actually are. Why is the 2nd Radar placed next to the hangar where it is? Don't most people use the top spaces of the initial base for a whole row of hangars? Maybe it's me or maybe we don't need six hangars in the initial base anymore. I think the 2nd Radar should be placed just south of the first one. In the Research screen it would be nice to see all the information up front instead of some of the info in "Manage Research" tab and some in "Hire/Fire" tab. There is more than enough space and fewer clicks is better UI. (it would hide the artwork, though...) Also, the font color of a tech being researched is light blue on white background and almost invisible. Maybe this is intentional but a darker shade wouldn't hurt. Thank you for all your effort making this game. Keep it up please. All the fans of the original and TFTD need to get this.
  2. Some impressions with current release. Played first mission. Local forces have downed a UFO. Geoscape time speed not slowed when "Local Forces down UFO" popup occurs resulting in instant Charlie arrival and "Engage Enemy" screen when selecting "Send Forces" popup. Very jarring to go from Geoscape full speed to Charlie landed and ground combat started and no option to equip soldiers if the player has not already done so or even see where the UFO is on the Geoscape. Love how aliens seem much more mobile in ground combat. !!Hidden movement screen showing during soldier reaction fire and hiding the action.!! LMG's seem really weak. I pair a LMG and sniper together and LMG was not able to connect with any shot while sniper connects consistently. I also frequently see a lower chance to hit when crouching with LMG as opposed to standing. I'm never sure when to crouch them or when to stand them. LMG doesn't seem to suppress very well or destroy cover very effectively or hit the alien, so seems pretty weak. Very hard time infiltrating Light Scout UFO. 3 Ceasans inside. I saved scummed a dozen times to try to take the UFO without a slodier loss. Flashbangs not suppressing very well at all. I've thrown up to 3 in before aliens suppressed but lose a soldier each toss due to reaction fire. Tried smoke outside UFO and alien reaction fire targets my soldiers in smoke but I cannot target out of smoke. Tried smoke inside UFO and can stand next to alien and not be able to target them. Tried hiding my soldiers around the corner outside the UFO door and tossing flashbangs in from farther away but still no suppression and get reaction fire on each toss. Very difficult time cracking the Light Scout this build. One save scum the aliens came out of the ship! Very awesome to see them kill me that way, haha! I did not have shields this mission. Perhaps they are necessary. I also love the increased difficulty of infiltrating the UFO. The previous build it was simply open door, toss flashbang, run up to suppressed alien and shoot them. I also love, love, love the aliens coming out of the ship that one time. That was awesome and resulted in 2 soldier deaths and 2 alien deaths from my soldier reaction fire. Not acceptable losses but very cool!
  3. If you move the file "hiddenmovement_small.png" out of your Xenonauts directory ("C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\gui\GroundCombat\hiddenmovement" default Steam directory) it should disable the picture and allow you to see the action. That fix was suggested in another post and it worked very well for me. I just put the file on my desktop for the moment until hidden movement is fixed.
  4. I can confirm moving "hiddenmovement_small.png" out of the "Xenonauts\assets\gui\GroundCombat\hiddenmovement" seems to work really well. I didn't want to delete the file so I just moved it out and now the hidden movement graphic no longer hides the alien/civilian movement we are intended to be able to see. Totally playable now.
  5. I'm getting nowhere in air combat. Against 3 Heavy Fighters (or a Medium ship with 2 Heavy Fighter escorts) I've tried 2 Condors and a Foxtrot and I've tried 3 Condors. All with Alenium Missiles. I don't see how to do it. Sometimes I can knock two of them out and lose 1 or 2 of my ships if I replay the battle over and over but mostly I just lose all ships. Is it possible to do it with Alenium technology?
  6. This is happening on my system as well. It appears that if I save a game while transferring personnel between bases then that save game will be corrupt and loading the save will CTD. I don't know if it corrupts saves transferring items but it is for personnel. My workaround is to always save in a separate save slot right before transferring personnel or items between bases and then hope the items can make the transit before I need to save again. I haven't had to save in Tactical while items are in transit so I am not sure if those saves would be corrupt, too. BTW, this game is AWESOMENESS! I've got 38 hours playtime and I've reached Dec 3rd in gametime. It is so much like the original and with a lot of extra details and new layers of complexity added. I was getting destoyed in Air Combat until I learned the basics and how to control the planes. This game rocks and every fan of the orignal 1990's X-Com should fork over 20 bucks right now so the dev's can finish this game and hopefully get a nice paycheck for all of their wonderful work.
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