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kabill

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Posts posted by kabill

  1. I don't know this for certain, but you might find that the funding change displayed is capped at the present level of funding (this seems to be the case based on wha you've written). So, for example, there might actually be a forecast change of -$100,000, but because you're only receiving $54,360 that's the mostyou can actually lose. Thus, to not be reduced to $0 at the end of the month, you'd have to do enough to turn a reduction of $100,000 into a reduction of less than $54,360 (which would probably take a lot of effort).

    Don't know if this is true, but it would explain what happened with Europe in the example you gave if the actual reduction was much larger than what you had left to lose.

  2. Sorry if this is in the wrong place - wasn't sure where to post this question.

    I've had several save games lost through corruption (i.e. when I go to load the save, I get an immediate CTD). I assume that it's known that this happens, but would it be of use to have copies of these save games for debugging purposes?

  3. In EU1994 UFO's didnt fly every 3 days in such huge numbers. Imagine if you need to produce everything, including ammo. That will take ages, so production times will need to be reduced. If production times will be reduced then you can build certain things too fast. Then, to manufacture everything on yourself, need money and resources because crafting out of thin air would count as freeby too.

    You don't have to increase production times; this could simply be used to encourage workshop building.

    As it is at the moment my engineers are sat idling almost all of the time. All they have done in my present game is build planes, and a workshop full of engineers can make a Foxtrot in ~2.5 days. Now, it's looking like better weapons and armour might be more useful earlier in 19.6 (the terror missions are hard), but that's still going to leave a lot of idle time. Giving engineers something to do, and making early workshop building a viable and useful strategy, doesn't seem to be a bad thing in my opinion. (This said, I can't decide whether making ammunition wouldn't get frustrating with all the fiddling. Would have to play with it).

    As for resources, the amount of funding you get could be easily tweaked. I think, coming off my post re: research, overall I'd like to see a bit more of a sandboxy economy which leaves room for various choices and therefore where investing in research/manufacturing was meaningful. Sadly, at the moment, the Geoscape game of Xenonauts feels quite rigid a la XCOM 2012 (and as much as I enjoyed that game, the strategy layer was not it's strength!) only rather than building satellites you have to build hangers and planes!

  4. I noticed an issue with smoke grenades not wanting to fill certain sports, creating a line.

    Seems like it could be a submap or seam issue, no idea, I have no expertise in that department.

    I've seen something similar where I threw a smoke grenade where there was a destroyed wall and it only filled spaces in front of where the wall was and not behind it. I thought it might have been the wall still blocking the tiles even though it was destroyed, but it could be a submap thing equally. Sadly I accidentally deleted my pics of it.

  5. Now we can do it, too! (Under specific circumstances)

    I'd noticed this before, but if there is a cover prop adjacent to a full wall, with an alien on the other side of that wall, then it is possible to target the alien:

    2013-08-04_00001.jpg

    2013-08-04_00002.jpg

    Neither of the soldiers in the pictures should have LOS to the Drone because of the wall, but the tank in front of the wall seems to allow the shot. This definitely isn't related only to that prop/wall as I have seen this before. Stupidly, I forgot to test whether the shot could actually hit (i.e. it might just be a UI issue) but I *think* from the previous time I encountered this I could make the shot and therefore shoot through the wall.

    2013-08-04_00001.jpg

    2013-08-04_00002.jpg

    2013-08-04_00001.thumb.jpg.17324adce9be5

    2013-08-04_00002.thumb.jpg.fa73cbd520cd0

  6. I've just tested this on a Corvette map - the same thing happens with the inner doors which lead into the command centre. I did the same tests as before. Looks like its an issue with (UFO) doors generally, not just the Light Scout ones.

    In case you want it, a save game to play with:

    https://dl.dropboxusercontent.com/u/32960771/2013-08-04_17.14.13.sav

    EDIT: Also had a chance to test this on a regular (non-UFO) door. Exactly the same thing again. So, it looks like it's all doors.

  7. Re: suppression - I was of this opinion, but having had some tough fights with 4+ aliens engaged at the same time, it's not feeling as overpowered as it did on previous missions. I'd be happy to see it knocked down a bit (for single shots, anyway), but not massively.

    Also, reaction fire is now a thing again for the aliens. Turning corners is horrible; It's like playing UFO: EU. So. Many. Corpses. (This is all a good thing!).

  8. Playing a downed Corvette ground mission. I'm fighting a group of Caesan psions. On one of the alien's turns, the psions seem to 'duplicate', a new alien spawning next to an existing one which then proceeds to act like any other alien. When I killed one of the 'original' aliens, the duplicated alien also disappeared at the same time.

    [Hmm - I'm wondering whether the spawning aliens is intentional - is this the hallucinate psionic power?]

    At the same time, I'm having some game freezing issues usually (I think) when I kill the spawned aliens. The game locks up and although I can move the cursor, it doesn't take any unputs.

    Here's a save file:

    https://dl.dropboxusercontent.com/u/32960771/2013-08-04_13.01.01.sav

    EDIT: Yeah, really doesn't like those psions - can't seem to do anything which doesn't result in a freeze/crash eventually!

  9. The trouble with scouts any earlier is that you risk giving away alienium much too quickly.

    This is true, but I think that this raises an entirely different issue with regards to the Geoscape part of the game - research.

    At the moment, research is highly limited by the stages of the invasion rather than the resources you allocate to research. The 'choice' you have in researching things makes little difference - between say weapons and armour it might make the difference of getting one a few days earlier than the other, which is maybe a mission or so's difference. It very easy to research all the first stage tech without trying, and 15 scientists seems like its enough to keep pace through the first 3-4 months of the game so long as you don't have bad luck with the UFOs you encounter (and don't screw up the air game). Indeed, the main 'choice' in the research game is actually at the manufacturing stages, because manufacturing times are often longer and money often tight so you can't build everything you want to.

    Relatedly, air power seems to have more impact on your research development than scientists. If you don't develop air power quickly, you fall behind on tech because shooting down UFOs to get better tech becomes more difficult. Labs therefore function almost like a safety net, so if you fall behind you can catch up more quickly. But you're better off avoiding the problem in the first place by building hangars and planes. I find it telling, in this regard, that I research alenium explosives before anything else when I can because the cost of not doing so is amplified (all other techs put you back having that thing for a few days; not having alenium explosives can put your research back weeks by making it harder to shoot down UFOs).

    Personally, then, I'd much prefer the research game to work much more like the OG, with access to a lot of the tech basically from the beginning of the game but with longer research times such that what you spend your time doing is more meaningful and forces a choice. For example, you might prioritise explosives research for better air combat at the cost of not having done weapons/armour research. You also get the option then to spam labs/scientists if you want to try and get all the tech quickly (which will have the disadvantage of having less resources for manufacturing/buying planes/building bases). In other words, rather than railroading the player's tech development rigidly to avoid them 'out-pacing', you give the player the chance to develop their own research strategies.

    If this was the case, getting alenium early wouldn't be a problem, since there'd be a cost of developing it by knocking back other bits of research.

  10. Dammit, just remembered another.

    Moving items around in your backpack uses TUs, even when you don't actually change what items you have equipped. This might be working as intended (but in which case it's frustrating since sometimes items will be dumped somewhere inconvenient forcing you to move them somewhere else manually) but I wanted to highlight it just in case it isn't.

  11. Dunno if this is worth adding, but I've noticed that it seems to happen on some missions more than others (related to alien type?). And also that sometimes it happens during a mission, then stops.

    For example, a terror mission I did today started with aliens trying to shoot at me through walls, but after a few turns it stopped. It doesn't seem to be related to whether the aliens could see me or were busy doing something - towards the end I did a lot of hiding as I was down to a couple of soldiers and was vastly outnumbered and outgunned, but still there were no efforts to shoot my few remaining soldiers through walls.

  12. I'd agree entirely with what Ishantil has written there. I got unlucky, I guess, in that I didn't encounter anything other than Small Scouts for the first two months of the game. This made a lot of the early game quite dull, but also meant I did no research in month 2 at all. Indeed, at the moment it seems quite easy to have a bit of bad luck (no larger UFO, or a bad air battle) and have your research set back quite seriously. Getting some Scouts around the end of month 1 might help?

  13. Last one finally!

    I had researched Alenium explosives then built a Foxtrot interceptor. When it was built, it automatically equipped Avalanche torpedoes rather than Alenium Torpedoes and I could still select Avalanche Torpedoes:

    2013-08-02_00007.jpg

    I guess it's possible that this is intended, but I was under the impression that Alenium Torpedoes are a straight upgrade to Avalanche and therefore rendered obsolete.

    2013-08-02_00007.jpg

    2013-08-02_00007.thumb.jpg.2d3f445fa5c11

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