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Chilly

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Posts posted by Chilly

  1. Now I'm not talking about mind control, but how about suppressing aliens with psi powers in later gameplay?

    You would need to catch a ceasan alien leader, interrogate it and then build a psi lab where you can train your soilders, just like in the OG. They then gain the ability to use their psionic power to suppress an alien, just like weapon fire would, but without doing damage. Androns are immune and high rank aliens and Ceasans are harder to suppress.

  2. I just had a crash to desktop while fighting ufos. I'll try to explain what happend.

    There was a squardron of 3 Ufos, 1 small (scout) and 2 fighters (worst ones). I sent 3 Condors to intercept. The Condors killed 1 fighter and damaged the other fighter and the scout got 99% damaged (sigh) All my Condors were destroyed from the remaining ufos, since the condors had no ammo left. So I sent another 1 Condor to finish the job. All went as planned, but after the 2 remaining Ufo's got killed and the Plane Fight was finished, the Game crashed. ( I destroyed the scout first, and after that the fighter)

    hope this helps

  3. Aliens throw grenades at you from inside ufo and shoot with guns against their inner hull while your outside, can't see inside buildings through windows anymore, hidden movement screen doesn't go away anymore when you get shot and killed, aliens easily panic or sth. and put down their guns.. That's my first impression.

    update: just tried to finish my first ground batlle on normal difficulty, but everyone gets killed from alien grenades that get thrown from inside the ship. And they have unlimited grenades. Impossible to play, sorry

  4. I think that the ufo's don't have enough aliens onboard. Maybe there should be some low rank aliens that are easy to kill and dont' have good weapons to fill the empty rooms..

    because when i enter lets say a carrier the 2nd floor is always completly empty. I mean there are 9 aliens in the smallest ufo there is but maybe 20 in a very large one that is 10 times the size or even bigger? That's not very realistic.

    Something more to shoot at while exploring a large ufo and less empty rooms would be nice.

  5. I've noticed that every time i begin an large Alien Base Assualt, the game crashes after deploying soilders and starting the attack. The game however autosaves and you can reload it and play the Base Assault. The Game then seems to randomly crash during the attack.

    Also, I am at a point in the game where it always crashes (geoscape CTD) after a day at a fixed in-game daytime after loading my save game. I reloaded the save game about 10 times and tried to do some stuff to prevent it, but no chance. I can't play any further now and am now waiting for the next build. I would add a game file, but don't know how.

  6. If I click on a closed door, open it, then click on it again and I cannot reverse the action, that door is unclosable, even if I can close said door the next turn. It doesn't matter a fig to someone coming to this game if they can close the door the next turn, because in the turn, and indeed the action that person wants to take that door is unclosable.

    Then again, EU2012 never gives players the option to close any door they opened. There's lots of sighing in the 2K boards over "I wish I could close doors" but not rabid hate.

    sometimes i wish i had 100 millions of funds, you know what i do then? i just cheat :D

    but well, i'm happy with whatever the majority of people wants. you can't be sure about that on forums though. Also, It's not THAT big of an issue. is it?

  7. I can imagine the complaints if doors became unclosable.

    noone said that doors should be unclosable. You could still close it the next turn if you opened it, and if the aliens opend the door you can close it, no problem.

    This is a difficult decision i guess, but while this game is in development you could try out a few options and see which is the best (or just code it the way you think will be best of course). There will always be the option of modding it the way one wants it, presuming this is possible.

    Anyway, accidental opening of doors will always be a problem, so i suggest preventing that by some means.

    so far

  8. thanks for explaining how to turn that grenade-waiting-crap off ;-)

    on a sidenote: grenades and explosives in general in the OG were much more powerful compared to Xenonauts, so one cannot compare them directly in my opinion. I loved to blow up stuff back then.. I remember how lovely it was to see entire buildings loosing walls by some boomthing and then burning to the ground completly slowly, killing anyone in it or making them unconscious due to smoke . That was just fun.

  9. I'm not keen on the idea of preventing doors being opened/closed more than once a turn - I've seen lots of complaints from people who accidentally open doors by miss-clicking on them, imagine how annoying it would be if you accidentally closed a door you need to go through, and then were just screwed for that turn because you couldn't open it.

    I will have a think about other options - I do like the idea of giving aliens a reaction shot attempt against door opening Xenonauts (by that I mean they would do a check to see if they can react, and do a reaction shot if they pass + have AP - I don't mean all aliens immediately hose opening doors regardless of AP).

    I opened a few doors by accident too, so i understand the reluctance.

    Accidental opening of doors could be easily prevented however. for example if you would need to click on a door for 2 seconds for it to open..

    or maybe having to click twice on it - if clicked once the mousecurser then shows some sort of opening-graphic and after clicking a second time it opens. that grafic disappears after a second when you dont click twice to open the door and you can continue with whatever you wanted to do. The door could show that graphic instead with the same mechanic too.

  10. I thought there was a TU cost for toggling doors?

    That's true. But still, its somehow silly to be able to open and close them several times a turn. If i open a door and see that there is danger i just close it again and do whatever is required to negate that danger.

    Which means most times i just put all of my guys in front of a door to a room with enemys, wait a turn, open it and see whats there. If i can shoot without the danger of reaction fire i do so, otherwise i close it again and move some guys so that i can shoot without danger. Then i open again and shoot. Then close again and wait for the next turn. I also always have 1 person next to the door whoose only purpose is to open and close that door.

    Although with the new stronger shields i may change that routine a bit for a little more fun

  11. well if this is unrealistic then maybe an option to let them explode right away without the delay. The original game had this option didn't it? I'd like that too.

    Hmm i remember an official post (patchnotes i think) that said it was changed so you had time to run away if the grenade didn't quite go where you wanted it to go. ( I didn't read the entire forum though). A button to let them detonate would take care of this.

    Or how about better Flashbangs for later gameplay... something that creates equal suppression as elektroshok grenades with imidiate detonation?

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