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noname19

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Everything posted by noname19

  1. Yes I saw that vehicle-mounted variant, not on the battlefield though, only xenopedia entry. I prefer to train my troops, not employing vehicles that gain no training.
  2. It seems strange that you can't make the equivalent of alien plasma cannons for your troops. My bazooka-equipped soldiers would worship you for sure. Long-range and accurately-delivered explosives are awesome way to clean area of that troublesome cover pesky aliens crouch behind. Plus, my bazooka guys are begging you to make rocks destroyable. I believe they look at it as personal insult that no matter how many shots they launch at it, its still there. BTW, is it only my imagination or plasma cannons are much weaker and with smaller area of effect then bazookas?
  3. There is a real mess of where each researched entry is displayed in xenopedia. For example plasma bolt in Aircrafts instead of Aircraft weapons (aircrafts folder in itself contains mostly wrong entries), alien units contain Stun Guns, etc. I don't want to list all the things I believe is wrong as I don't have everything researched and the list would be surely incomplete.
  4. UPDATE: Similar mission, industrial area, landing craft, 4 caesans killed and mission successful. v19.7 .
  5. I am absolutely sure I left with full fuel load. It's fuel runs down to 50 percent just before enemy base.
  6. The problem with only first base being able to equip / assign soldiers is a known issue, but the range... never seen it even though I searched for it.
  7. UFO landed, my transport arrived. I killed two aliens (caesan soldiers) and mission was over. I didn't even enter UFO.
  8. I noticed Australia is going deeper and deeper into negative funding over the month, even if there was no UFO activity and no loss of life. Aircraft patrols found alien base and I promptly assaulted it and destroyed. By that time, Australia was -90k out of 90,088$ they were paying. I expected the money issue to be reversed as I completed hard mission in their territory and stopped alien influence. That didn't happen an Australia is no longer paying anything. I would concider it a bug.
  9. V19.6.HF2 Recently I have found really annoying feature. Chinook and Shrike both have same range and it's not enough to reach anywhere on map where you need them. My base is in Middle East. Alien base is in top-west America. As I can't transport soldiers and chinook to another base that is closer (CTD while assigning soldiers to transport while they are not in first base), I can't reach that alien base. It's sucking money out of America and I can't do anything to stop it. The same problem would be with terror mission or crashed UFOs. And relocating people and transport to different base just for single attack and then relocating them back would be pain even if it worked. The obvious solution to that is increasing transport range so they can reach anywhere on globe. So far, they can reach *most* of it.
  10. Well, if you can identify the molecules in the blast that belonged to aliens then yes, you see alien body parts flying away:)
  11. I completed mission against crashed landing ship and saved. I noticed the mission didn't dissappear, classic crash site duplication. Tested by clicking on it, CTD. I started game again, loaded the save, CTD every time. I am backing up the save now if you want it. Edit: CTDs are caused by equiping electroshock grenades. I guess that's known bug.
  12. 1) I agree, I really don't like the feel "T1 rifle, T2 rifle, T3 rifle, T4 rifle". It's been the same in Firaxis's game and I wasn't exactly in favor of that even then. Same for aircraft weapons. Missile with explosives, missile with better explosives, even better explosives, "alien nuke". Same weapon with bit higher damage and icon. Keep in mind though that it would need lower-tier weapons to be comparable to higher tiers. I don't care if I can hit nine times of ten with laser rifle compared to clumsy plasma rifle, if most of the shots just "glance off" or do minor damage. Lasers, for example, could be awesome for auto fire, no recoil and all. That can partially offset their lower damage in single-fire mode. On the other hand, last tier should really have some advantages and there should be a reason to use them. 2) Partialy that's already done, as infantry weapons are separate from vehicle/fighter ones. Again, less stereotype = more fun. Truth to tell, I don't expect such changes, that is quite a lot of redisigning to do. Not likely in beta stage. Modders though can do it later.
  13. Yes, both bases have 1 free slot. I Checked. As I said, I can move Foxtrots without problems, or they were lucky and were not affected. That one Condor however was affected several times, maybe it's all because of one small bug in save and no other ship would ever have such problem, I have no way to know.
  14. v19.6 HF2 I moved Condor from base 1 to base 2, sometimes it works, but suddenly condor is in the air, at the same place as the base it was transfered to, and stays there. If I tell it to return to base, it returns to base 1, but in base overview it's parked in base 2. If I try to intercept UFO with it while it has negative fuel, CTD. While hovering this way, its invisible except for its radar circle. I tried to move Foxtrots around a lot and no bug, so maybe its Condor specific. Again, I have save but no way to upload it here.
  15. 1) I have two bases, when I tried to equip soldier on second base, CTD. There are several things that can crash, but after 5+ tests, I can tell it always crash before I equip him. Unequiping assault rifle can cause it, equiping machinegun can cause it. Or adding machinegun ammo. Or granades... you never know which one will CTD but you can be sure it will crash before you are done. 2) after 1.5 months, before I researched alenium explosives, I found out that suddenly my rocket launchers that had equipped stun gas missiles are shooting explosive ones. I loaded stun gas missiles at base again, sometimes it works, sometimes it does not. Tried to send you my safe but it seems I don't have right to upload files. Update: moved all soldiers to base 1, equiped them, no CTD. Moved them back to base 2. Attempted to assign them to charlie-2, CTD. Seems something is rotten in base 2 or soldier operations only work right in first base.
  16. Where are you building your bases? Myself, I start with middle east base, so I can get missions over Europe, Africa, Soviet Union and Indochina. Second base in north/central America. Of course, that leaves Australia completely out and if I build the base in North America then South is without coverage. If I build it central America, half North and South is undefended. Also, most of Indochina / Soviet Union is unprotected by default if I don't build another base there.
  17. Who said anything about selling corpses and live aliens? We are just having an auction for... memorabilia! Yes, you see those awesome statues? Almost lifelike, you see? And here are some combat throphies. Everything completely legal.
  18. Happened to me in v18 stable a few times. Definitely bug, but I haven't been able to isolate the problem.
  19. Actually I know Foxtrots are awesome, I use them all the time. The problem is, as always, money. I don't use armor because I don't have money to make it. I don't use laser weapons because I can't afford to assemble them. I built one Foxtrot and I was working on another one (in v18 stable I had several wings of Foxtrots, but enemy battleships have some impressive offensive and defensive capabilities resulting in much less Foxtrots). Air tactics are not a problem, money is. And alenium, for some reason, because having 10 alenium after two months screams bug somewhere. I completed about 10 of missions with intact UFOs and at least twice that much shot down UFOs. Why we can't at least sell equip for same amount it was built for? Also, as I said before, manufactoring times (at least in v18 stable) of some advanced fighters were insane. My fighters were being slaughtered by enemy battleships that usually appeared in groups and even with cheated money so I could test base specially made for manufacturing, new fighters took really long time. Of course, when my fighter's couldn't engage the battleships, countries around the globe were "not happy". I can't speak about higher level fighters as I didn't have them thanks to the long manufacturing problem. It seems to me though, if Foxtrots are only fighter you ever need, then there is something wrong. There should be a good reason to build higher-level fighters and there should be a good way to do it. As for vehicles, my recomendation still stands - add special slot not usable by xenonauts to transport. That way, you don't lose space for xenonauts and you only decide if you want or don't want added firepower / cannon fodder. Lowering cost of new base is nice, but you still need to build very expensive buildings there (radar for 200k for example). And you have to do it soon, otherwise countries not covered by your radars and interceptors will cause problems with your funding. All in all, I would prefer more money to be made from missions so you are not dependent on monthly income so much. You should be able to start manufacturing new equipment and fighters at other times then at the beginning of new month. I know some people already cry that it's too easy -there are *always* people who find something too easy. When you make a game that 95 percent players never finishes on easiest difficulty, you will find someone who finds it too easy on "impossible". As someone who played UFO all those years ago, and then UFO Terror from the Deep and UFO Apocalypse and more, I have some knowledge what I am doing. I can still say that Xenonauts on normal dificulty are not easy for me. Of course, part of it is beta status, but other reason is there are so many ways to screw up.
  20. For me, the best reason to actually add vehicles is if transport had special slot (lets say its hanging under the transport) just for them that can't be used by xenonauts. Taking less people on missions is, thanks to their long learning curve, bad idea.
  21. Our X-COM inteligence defence unit discovered alarming trend in our fighting capabilities. 1- New directives from Above reduced the maximum number of soldiers in our default landing chopper to 8 (in v18.x). Those landing choppers are barely half full when they arrive to fight alien scum. Thanks to that, adding vehicles to our operations is contraproductive. Not only they are bigger and easier to hit, their guns are so inacurate we believe alien malware is corrupting their targeting units. What is worst, adding vehicles further limit the number of soldiers on mission. No missions, no training -> dead soldiers. Training fresh soldiers later is horrible pain, as enemies are more and more dangerous and our soldiers more and more dead. Few of our more brain-limited analysts recommend turning those dead soldiers into zombies and sending them first as cannon fodder. Not a bad idea if geeks find a way to do it. 2- Another sabotage was discovered in our own manufacturing labs, as plans for crafting Foxtrots were modified and half their missile hardpoints eliminated. They can't shoot down even small scouts without reloading at base! Here is hoping new explosive tech will change that, but we are sure enemy will adapt. Not to mention they are throwing more and bigger ships at us all the time. 3- We are not sure if this is actually sabotage or just normal geek behavior, but our scientists refuse to give us progress on the stuff their are researching. I mean, look at them - the more you add, the happier they are, but you have no way of knowing if they will finish the project in a day or a year. We are not sure if they understand the difference, really. 4- Our engineers are extremely lazy *and* corrupt - thats the only explanation we can give you why it takes ten engineers four days to build one laser rifle. For 40k. Look at the market, we can sell it at best for half as much, and it's unique class of weapons. Later on, we noticed some project that involve staggering number of engineers that took month or more. We are fighting a war here, aircrafts going down in flames and pieces and they are sitting there, sipping beer and taking huge salaries. 5- The prices we can sell our developed technology are laughable. There is no way we can support our horrible economical situation with manufacturing and selling for profit. I vividly remember whole bases dedicated to producing advanced weapons for sale in the first invasion, all those years ago. Militaries world-wide were taking all we could produce and then some. Good old days... 6- While everything we buy is ridiculously expensive, including buildings and I have to repeat the manufacturing problems, we have only two sources of cash - selling alien weapons that noone can use and monthly funding, if you can call it funding at all. We need to expand worldwide, but we can't even pay for hangars, living quarters and radar. 7- Aliens started sabotaging their UFOs, our only source of Alenium. Two months of shooting down every UFO that moves (again, sorry for that Boing, it looked really suspicious on radar) and doing every available mission even on planes that landed on their own and we managed to gather only ten units of Alenium. As awesome power sources go, its no use if we can't get our hands on much more of that stuff. 8- Our engineers are lazy, we already established that. Thats the only explanation why reloading and refueling takes so long. They are probably taking a nap or two while doing it. I am sure we will uncover more alien interference later on, but thats enough for a start.
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