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VaeliusNoctu

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Everything posted by VaeliusNoctu

  1. I see ok...but i like your ufopedia and see them expanded is nice too...cant wait to read the stuff.
  2. Nice...do you Plan maybe add more Races to the Game? I would love it to see the Snakemans Floater or, Aetherer ingame from UFO e.g source: http://ufopedia.csignal.org/ufopedia/aliens.php
  3. I play actually the CE 31HF nice Mod. I wished i have the skills make such a MOD if yes i would invest time in it.
  4. I made one more playthrought after the new Patch (Veteran difficulty). Here my feedback: -The PSI Abilitys are Balanced now it seems my High Breath Characters Resists often enough. But some PSI for Xenonauts would be nice even only PSI Defense abilitys. Aliens can still use PSI from inside UFOs without LOS. -KI now uses Buildings and Roofs etc...very good!!!!! I wait so long for. Now the game needs some Maps with Focus on more Buildings and Explore them to hunt aliens down inside. I love more Woods, Farms etc..but a Mix would be nice. -Terror Missions still hard but better Balanced Gratulation! The Terror Missions needs some fresh Maps. Some Buildings with 6 or more Stages. And Bigger Maps. Different Maps: Terror missions in Military Outposts, Research Centres, High Schools, Facilitys etc some Levels with Focus inside a Building. -Grenades Kills my Troops with Sentinel Armour and max HP WOW. Normal? -Base Missions was though but fair now. I would like to see more different Templates for Bases. I like that i can shot the Locked doors and make alternative routes through the base. -The Teleport Aliens Acts often stupid. Teleports in my Team and i can easy Kill them in my Turn from a save Spot -Again i love your Xenopedia and the Story!!! -KI its better now but dont "cheats" anymore -By far better Economy!!! I do some failures in Economy Strategy and cant Build a third Base. That lasts the complete Gameplay i realy must look for cash to survive -good Job! The Game feels now rounded and complete i love the result. My suggestion would be add some Ambience Sounds: Birds, Wulf and Wind for Woods, harsh wind and or Storm for Arctic, Cars and randomly Screems in citys, Deersounds at Farms^^.
  5. Got it, i must start a new game then the Pictures appears. WOW very nice Feature every Mission Explained with cool Pictures and every Alien Class have its own Text and Picture.
  6. Hello, yes i have the Version 0.31 HF1. I have Selected the Lore+ 1.0(+X:CE Fixes) and its activated. Do this Mod change the Xenopedia Entrys and add this Pictures from you? The ones where i see the List of all Tier Aliens with Ranks and descriptions? Or this Mod changes only the look of the Aliens on Missions?
  7. Hello, i installed the Community Patch and have a question. Where ingame i can found the Pictures i see in the Spoilers? This Alien Classes? I found only the Standard Pics in the Xenopedia.
  8. How Long now to the Final Patch? So we no longer get Patches that break savegames? mfg VN
  9. I have some Questions: -Chris say no further Features, means that you dont plan to add PSI Skills for Xenonauts like in the old UFO and the X-Com Ufo from Firaxis? Thats lame. This was a nice Feature bevor so muuuuch jears and you cant implement it in a game, now, dozens of jears later? lol -Whats with the Special Bases (not the normal bases, was a new Feature in UFO Terror from the Deep) Ok thats not realy important. I have forgot the reason of this bases. Was some hard to find Artifactical Special bases, very rare. -Do you Plan add other languages as Standard? -Is the Final Mission now complete (more then a Victory Screen) in the Old Ufo after killing the "Boss" you get around 10 Pictures with Text (you Speak with the Alien Mind that offers you something, he tells you that he was the creator of the old Pyramids etc...yeah lame^^ but i like it^^and Bam you kill the Alien Mind...) btw the Final Mission is a bit booring, only few Huge rooms filled with Aliens? After all the work to come so far i hoped for something Special. -Hopefully no further savegame breaks?!? I thought its Standard after a realese Build that Patchs dont breaks a savegame (or missunderstud i something?) -What is with different Alien Classes? In the old UFO you can capture: Doctors, engineers, scientists, and technicians I hope I have not forgotten. From doctors we have a by random: get Autopsy or information about a survivor Alien, also info about the food, medicine, the aliens (which was mostly "technology" which served only the atmosphere and no purpose fulfilled) There was a handful of technologies an insight into the culture of the aliens and their way of life was. Alien Entertainment, food, etc. .. From engineers you got info about the UFOs From technicians about the inner workings of UFOs (drive etc) and by the robots of the aliens Scientists, which I have unfortunately forgotten, were probably technologies. Most of those were just the information simply enriches only the Ufopedia to nice stories, but sometimes something useful. That's what I sometimes miss most, it just was fun to dive deeper into the culture of the aliens. After all the criticism. Class work, I like your game. I have not had occasion the "new" terrorist missions to test (which for me was always the stumbling stone) but otherwise your game the best UFO successor by far. No unnecessary exaggerated 3d graphics, no lame stripped down version (at least almost ^ ^) and I LOVE the Ufopedia. The story is cool, powerful alien leader prevail over the entire galaxies. It still lacks a bit of oomph, then it would be perfect. I hope that will come. A UFO without more background (eg culture Technology more Story Elements and nice Pictures for the Ufopedia for more deep Ambience) and PSI soldiers, different alien classes etc. .. would just be missing something. Nevertheless Good work and congratulations on the realese. SEMPER FI!
  10. @Chris I get: atachment.php file after download the savegame and btw where i must copy savegames for xenonauts?
  11. Nice Patch, only Thing i hope its not a Problem was the reduced rifle range. Brilliant i found this changes: (you realy playd the game and get the Point) - All UFOs of Landing Ship size and above have had their crews reduced and their AI scripts mixed up a bit - Caesans no longer bring more than two psionic units to a battle (Battleships previously contained up to six) - Cruiser and Battleship Terror Sites have reduced numbers of aliens, and less aggressive aliens Thx too that you FIX this annoing Bug that late game 90% of all Aliens have AOE Weapons. I was not so far in the game like bevor, but atm its well balanced, the Aliens use different weapons. I cant wait Play the new Terror sites, hopefully i like them now.^^
  12. I have in Crashsites a Bug, allways a PSI ability from a Preator hits (not the projectil) the Game crashes. I can load my savegame and the game continiues after the Preatior misses with his PSI ability. I dont Test this with the other PSI Races, but if that happens too there i write it here.
  13. @Chris Do you Plan to make PSI avaible for our Soldiers? Like in the Old Ufo: http://ufopaedia.org/index.php?title=Psi-Amp. Would be very Interesting. I remember that i must in some of my playthroughts remove above 4 Soldiers from my Team and build new Team Members up to not get overwhelmed from the Alien PSI. My target was allways 2 Super PSI Soldiers and the others with a good defense.
  14. I reload my Geoscape savegame and in a new Landing Mission (UFO) the Game crashes in the Alien Turn.
  15. Hello, in a Mission the AI Kill one of my Xenonauts through a UFO Wall. The Wall was intact after the shoot its like the shoot was Teleported through the Wall, or the Wall was invisible for Aliens. Test it multiple times and can repeat the Bug.
  16. Moderator, Moderator oh, I see you're none. Only one busybodies. ^ ^ Anyway, our discussion was all about Ground Combat and was not websites filling Spam about Personal tactics. Then I could maybe understand the objection.
  17. Thanks i like this Setting i thought too about Change my Team and reduce the Rifle Mans (the Rifle is a so weak weapon). But You are sure with this Rocket Man? Is this not a Problem with civilians i can hurt? But whatever i restart the Mission and Test your Setting. Thanks! But what i mean is, i like this runoff not. I like more Tactical battles. Your Team Setting sounds very nice, do you use the same Setting in Alien Bases? mfg VN
  18. Terror I have made a Picture so you can see what i mean. I like your Game but your Terror Missions was like this: 2 Turn, 4 Aliens killed and 8 Remain in my sight range (it was more summary) that with a 8 Man Team on Veteran. Its the First Terror Mission and i have never seen a higher UFO then Medium with 2 Fighters. Later, after the Invasion Expands, you have much more Aliens to fight and the most of them 90% wear AOE Weapons. +The Aliens was so though that you can have 5 Hits with a Rifle and they still live, only 2-3 Plasma Shotgun shots (direct contact) or a good Heavy Weapon Hit kills them faster (only Caesians or the small Drones was weaker). I allways have Fun with this Game but Stop Playing the Game after the first few Terror Missions. I dont know what the Problem is. I think a to small Map and the AI Protokoll. Sure the AI should work as a Team but i think you overcompensate this Team Protokoll. +I Dislike this Crithit 50-150% the Aliens was hard enough but if you do a 50% damage Hit in the wrong Situation that can wipe your Team. I know I've said many times, but please change the terror missions. The Map should be larger and the AI on the map distributed individually or in small teams work. In no case, however, the whole group should be after you. At the end there are usually only one or two aliens who were probably hanging by pathfinding errors somewhere that you have to look. The rest you have normal immediately on the neck. p.s.: understud i this right?: The Alien Plasma Cannon is a powerful destructive weapon. As observed from gameplay, it is capable of one-shotting a poorly armored soldier. It is recommended that one of your really powerful guys pick up this weapon from a dead alien when facing even more powerful aliens as it can kill them in one or two shots. I can Pickup and use this Alien Weapon?!?
  19. True, one reason i stop Playing and wait for some balancing. Its booring that you Need 4-6 Rifle shoots (later) for the KI and even a Sniper rifle shot not is a Garanteed instant kill. Shotgun too Needs most two shots if you are in direct contact. Its a bit OP + i dislike the 50-150% damage thats a bit cranc. Better was 90-125%. And in later Missions (Ships, Bases, Terror whatever) 3/4 of the KI or more have this damn AOE Weapon that do 60 and more damage. Feels now a bit like UFO Aftermath where later the KI all wears Rocket launchers and hunt you through the map. Its a bit to hardcore for me now, but eventually other Players like that. Its more a Turn like hack and slay Game now.
  20. What I like and do not like: Good: - I like the new end game weapon ( but this is ridiculous she needs a Singularity Core ) - The hit accuracy of the AI is back to normal - The Brave New Graphics - The many small and large balancing Bad: - The terrorist missions PSI : Only the AI ​​controlled PSI Xeno PSI values ​​are invisible the Xenos no equipment for PSI protection have as the UFO Original This means that my soldiers at random a massacre inflict upon each other . This is not a challange or tactically good, but just bad because I Can do about NOTHING . A random factor despite tactically good planning just cost me soldiers. BAD with a big " B". At least for the moment . Maybe you let yourself be still something meaningful come . ^ ^ Until then I use generously saving and loading to the PSI attack fails. This solution is a shame, but at the moment the only solution. - Where are the old Mag weapons? I found that really cool. -In bases and terrorist missions later to 90% Andron (Robots) or from time to time Sebillians . Andron and Haradrians have 90% AOE weapons. It's annoying. Suggestions: -More Alien Races and Techs for a longer Gameplay Xenonauts 2 Revolution (add on?): other names: Projekt Liberty or something like this. The Xenonauts Organisation helps the Slaved Alien Races and free there Homeworlds from the Preators. Idea: A Great Mothership Started from earth and you must choose where you travel and free first. After free a Race you can hire them as Team members, get new Techs; Buildings etc...and can Build Bases on there Home Planets (Sebillian jungle, Caesian Metropoles etc...) On Planets you can get Ressources for your Projekt. (free the Races)^^
  21. I Test the new Alien Bases Maps. Lol i was in a Andron Base and found 9 Androns and 2 Haradrians. One Haradrian wear a Sniper rifle one Andron a Plasma Rifle and 8 Androns have this AOE Weapons (all was red Androns with muuuuch hp, only a full hit of a heavy Weapon can kill them, otherwise i Need 3 Xenos to wipe ONE out). I dont know if all Bases was like this, but if yes, the game was unplayabel.^^ I have Luck and can Kill 2 of 3 AOE Androns, the one with the Plasma Rifle and the Haradrian with the AOE Weapon. One AOE left and i still hoped ist a hard room and bad Luck, but 2 more walks in the Alien Turn in the Room, deadly unbalanced cranc. -.- It seems the complete Base was 90% weared with AOE Weapons. -.- Btw i have my Team eqiped with Plasma Weapons (Sniper x2, Shotgun x2, Heavy Weapon x2, Rifle x2). Result is i cant kill all the Androns with my Crew so i get overkilled with AOE damage. @Max Caine True the Accuracy in the versions bevor was cranc.
  22. The game crashes if i load a Game where a Xenonaut was under Alien Control. Mid-Late Game 90% of the Missions the Race was Andron (Robots) or sometimes Sebillians. Thats realy Boooring. Maybe ist random but realy much Aliens wear now the Weapon with AOE Damage. -.- Sometimes 3 in a Ro0m of 4 Aliens.
  23. I remember i catched a living Andon (Robot >Race) some patches ago. Is that Possible? I mean in any other way? Per Electric Grenades maybe? Because the AI upgrade that makes the AI ​​more aggressive. Do you have the terror mission feature revised or planning to do that? At the moment comes when the terrorist missions more the feeling of Mass Effect 3. The multiplayer part where you fight against hordes of enemy waves. But not the UFO emotion. It's just too much of a "good". What would make it better in my opinion would be: 1) Larger Map (less aliens would also be kind of a shame) 2) The aliens were to fight in groups. In one portion of the Map to them. Occupied and patrol this Section. This section should not overlap with other sections themselves. Thus there are many aliens on the map, but it would not attack all at once but group by group. This would prevent a terrorist mission is one neverending great battle. Normal, it should be like this: A battle and again have to search the next aliens, then again a battle, etc... Atm i hate Terror Missions...
  24. After my second Terror Mission i must say a bit better as bevor but still: 1) to much Aliens 2) to much Aliens in a Group 3) Map to small so you run every step in hordes of KIs 4) Overpowered Equipment (KI) 5) Balance between heavy and challange completely wrong. As the past releases: A super game by the bad balancing (in the terrorist missions) loses its charm and fun. It is simply an exaggeration to many aliens on too small a map with too crass equipment. In principle, it is a hack and Slay in circular fashion, this is not a UFO game more. I hope you can still find the right balance, at the moment it looks more like a tower defense game (because of the enemy masses) than to UFO. As far as I could test it it was ok at UFO crashes and bases. I was previously but only in a base. What are you doing in my opinion is wrong, that you just put too many enemies in too small a map. It takes a lot of time for such a mission and it's already after the first no fun anymore but is only stress.
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