Tobbzn
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Posts posted by Tobbzn
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No.
Give (1-completion %) back. That system you wrote up is abusable by starting production with 1 engineer, waiting ten days, then boosting it to 30 engineers thereby reducing "total construction time".
Though, I think money should be gradually drained during construction instead.
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I know you can "revive" people who've just been knocked out, and I seem to remember a post stating that there's a "chance" for a downed soldier to survive with grievous wounds. Did you have a medical center when this happened?
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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.
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Alien Precision Plasma is actually not marked #### for me, but Scimitar is. I haven't tried them in the latest version, but throughout the experimental builds, Assault Shields have also been ####. Both research and production projects.
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This is also true for pistols. I assumed it was intentional since the Pistol doesn't exactly fill up its slots.
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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.
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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.
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You mean, like the "Make sale/transfer" button on the storeroom window, the "Relocate vehicle" on the hangar/garage windows, or the "Relocate soldier" button on the soldier screen?
=)
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I'm concerned you may have deleted too much if you deleted "the entire line", so I've uploaded the fixed version here. This version unlocks all relevant tech but doesn't try to change the background image.
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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.
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This is very easy to mod to your taste. Just open "aircrafts.xml" in some excel-like program (like OpenOffice or LibreOffice) and set the range to whatever you want.
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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.)
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Confirmed, after dodging a missile, the first Condor into cannon range got instantly destroyed, whereas the two others went down relatively slowly. Has only happened with Corvettes and Condors for me.
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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.)
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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.)
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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.
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It appears to be related to every research that changes background images; Base Upgrade, Alien Alloy Fabrication and Fusion Reactor all have the SetCurrentBackgroundLevel("1") in their Researches.xml.
EDIT: Confirmed, removing that part of the xml fixed the bug.
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Start a new thread xeno7, this thread is about research screen not closing.
In addition to Alien Alloy Fabrication, Base Upgrade can also not be closed.
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Shields disappear quite often, but the entire sprite only disappears for me with Alien Plasma Pistol + Shield when standing diagonally with respect to the grid.
Urgh. They could avoided all this if they'd used the system X-COM did...And what was that?
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Confirmed, seems to be a bug with Alien Alloy Fabrication - I cannot close it either. I did not finish it as anything happened, it bugged out by itself.
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Both. You can reduce it to ashes faster by splitting up
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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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I haven't really had much problem with not being able to carry ammo for Lasers, and for Plasma, how about using looted alien plasma cells for our own ammo?
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Use confiscated alien weaponry? It doesn't work very well for sniping gameplay, but it's excellent for tighter industrial maps and breaching.
Enemy Within Offical Site
in Off-Topic
Posted
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!?