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Tobbzn

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  1. A few steam achievements I found on the official forums. Looks like something you might want to wait to discover for yourself, though, so only click if you don't mind some feature spoil, or if you still doubt this being a worthy XCOM expansion pack =)

    Secondary source (direct steamworks link dead)

    All Hands on Deck

    Get at least 4 kills with XCOM Base Security personnel

    They Shall Not Pass

    Eliminate all alien waves

    Elite Defense

    Beat a new special mission without losing any assets

    Guardian of Earth

    Designate a highly decorated soldier as the Volunteer

    Zom-B-Gone

    Eradicate the infestation

    So we have base defense, some sort of wave-mode possibly based on it, and medals confirmed. Possibly a Chryssalid Hive mission!?

  2. Sure. I dual base too, but I actually do other stuff with it. 5 interceptors in each but I use my first base as a workshop and my second as a lab. I do sites out of both too, so I don't have to use complete rookies when I upgrade my main dropship, at which point I start using vehicles as well, since training new guys takes so long.

    If I do very well I'll set my third as an interceptor base.

  3. Thinking over it, I also came to realize that it's is nigh impossible to get someone who can fire off two aimed shots or two burst shots in this game. Xenonauts will die, unless you save scum like mad. Getting a unit from 50-60 to 80+ TUs would mean that they're someone who had survived nearly that many battles, which is extremely rare in a game like this, where a single shot can kill a guy.

    Shields and armor on every soldier, rotate rookies as shield-dual-wielding scouts to preserve your elite squad, who cover with sniper rifles or rocket launchers.

  4. They used to show up outside your range, but to be honest, it just motivated building a second base sooner. Sure, the nation that got the Terror mission wasn't pleased, but they're not pleased with normal UFO activity either. On my current playthrough, I've actually been successful enough with my interceptor coverage from two bases that I haven't had a single Terror Mission yet - at the end of December.

    The issue would instead be Local Forces-downed UFOs at the start, but since those are kind of cheating to get you access to a UFO anyway, I'm sure they could be spawned closer to your base without upsetting game balance too much.

  5. I disagree - inherently accurate low-damage soldiers reduce the impact of positioning. If I run up to an enemy and blast him with the close-range aim bonus I feel like I've done something clever with my positioning, whereas grinding an enemy down with rifle shots across the map is comparatively boring, and you should have to invest in sniper rifles to do it effectively. If you're choosing to take shots with low accuracy, you're choosing to take a risk, whereas knowing you're going to hit and fail to kill the sebillian because you know it always takes ten shots is just predictable.

    Besides, even missed shots can suppress and destroy cover - it's a very useful tactic.

    It comes down to realism vs gameplay - if everyone is realistically shooting accurately from 500m away, desert fights would usually involve one side being slaughtered before even seeing their enemy, and it'd take ages to move across the battlefield in any meaningful way.

  6. I've posted a fix in http://www.goldhawkinteractive.com/forums/showthread.php/7447-v19-stable-hotfix-geoscape-Can-t-close-xenopedia-research

    On Windows, open the disk where your game is installed, press ctrl+F and search for "Researches.xml"

    Edit with Notepad or something like that.

    Find Alien Alloy Hardening, Fusion Reactor and Base Upgrade and remove the part that says SetCurrentBackgroundLevel. You have to remove some of the symbols on the side too, but compare with the other researches to find the correct syntax. (I don't have the exact phrase that needs to be removed since I already removed it from my install, but I'm sure you'll figure it out.)

  7. This is a duplicate thread.

    On Windows, open the disk where your game is installed, press ctrl+F and search for "Researches.xml"

    Edit with Notepad or something like that.

    Find Alien Alloy Hardening, Fusion Reactor and Base Upgrade and remove the part that says SetCurrentBackgroundLevel. You have to remove some of the signs on the side too, but compare with the other researches to find the correct syntax. (I don't have the exact phrase that needs to be removed since I already removed it from my install, but I'm sure you'll figure it out.)

  8. On Windows, open the disk where your game is installed, press ctrl+F and search for "Researches.xml"

    Edit with Notepad or something like that.

    Find Alien Alloy Hardening, Fusion Reactor and Base Upgrade and remove the part that says SetCurrentBackgroundLevel. You have to remove some of the symbols on the side too, but compare with the other researches to find the correct syntax. (I don't have the exact phrase that needs to be removed since I already removed it from my install, but I'm sure you'll figure it out.)

  9. Right now it's more of a heavy machine gun that can do single shots than it's a shotgun. I always pick them up and use them as long ranged spray weapon. The misses may still hit and even if not it does suppress and destroy cover better than a rocket launcher, giving my snipers a better line of fire. This makes it an ideal weapon for breaches, accuracy penalty be damned.

  10. I think recovering a datacore should give a temporary research speed boost. For example, a Light Scout Datacore boost could give 10% faster research, lasting for an additional 5, 4, 3, 2, 1 research points for the first five recoveries.

    It would keep you proactive when it comes to research throughout each wave, and it'd provide incentive for doing some crash sites without incentivizing doing all of them.

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