OndieJ
Members-
Posts
59 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Everything posted by OndieJ
-
A lot of that kind of stuff is more 'cosmetic' so it doesn't REAAALY matter if it is a little broken at this stage of development. Even with the bugs that you get popping up I'm pretty happy playing at this stage, even more so now that I've gotten to get into the game a bit more with later ships and aliens and tech
-
Base invasion....do they actually invade?
OndieJ replied to Bellisarrius's topic in Xenonauts General Discussion
Androns have a habit of actually moving forward on your positions but they still camp a bit. Imagine the surprise when some Aliens DO actually start getting aggressive -
Could always introduce a soldier training facility to be built on base(s) that very slowly increases stats so you don't have to send them out on missions but they'll always progress quicker out in the field than training at base.
-
Extra benefits for completing night time missions
OndieJ replied to Boltdoc's topic in Xenonauts General Discussion
We can (and I do) always send the rookie in first -
I just got a TUs skill at the start of 1980 to go to 101 so maybe not
-
I never feel obligated to clear all the crash sites and only running one dropship limits my options But you could add a certain degree of randomness to the whole affair. As soon as a UFO is shot down in a particular country a counter could start as to when that country responds and subsequently clears the site on it's own accord removing it from play rather than it just 'disappearing' as it currently does. You don't NEED to have a negative effect, other than not getting any cash or experience, but that country will, sooner or later bomb or clear the site itself if left by the player without them having to 'donate' the site. It isn't much different but it offers an explanation to the player. As it stands you have random bombing of ships and ferry's and all that. Use the same mechanism to replace a UFO site with a 'Local forces clear and eliminate UFO crash site' after a period of time based upon the countries funding to the Xenonaught program. Low funding nations act on their own accord much quicker to do so as they simply do not trust the Xenos to act but countries that have a higher funding subsequently trust that the situation will get dealt with so the player gets more time to respond accordingly. Perhaps even penalize the player for not dealing with those nations (Maybe both sides of the coin?) that give the player more funding to deal with the alien incursions. I know you're not looking to penalize the player for not dealing with crash sites but it really does fit the theme of the game for nations to cut funding for the Xeno's when they leave aliens running around the countryside in favour of fixing other countries alien woes. You could have an option to carpet bomb/ICBM the site yourself so that you don't get any negative effects for not acting, or positive ones, but you'll need available aircraft/silo to do the deed. To reward the player for 'auto' dealing with the situation, you could get a minor cashflow bonus for clearing the site as well... either a flat bonus or relative to the fallen craft's size.
-
True that... so when you load them up at side doors they're not wasting TU's to turn around. Nice suggestion.
-
Do not give noobs to the player on first rooster.
OndieJ replied to Mordobb's topic in Xenonauts General Discussion
Troops freaking out from morale would be awesome... but give it time. May not even make it in I do still have nightmares after XCOM about random gunfire in small confines To back up the progression thing... I've JUST got to use laser weapons for the very first time and that alone has made (I am using ONE laser precision rifle in a group of 8), with a 75-80 acc trooper, a HUGE difference. My first base (android) mission as well and without that little punch... I could have lost more that one trooper. If everyone was kitted out with them it would be A LOT easier as I'm fielding a group of very experienced soldiers when running 1st tier missions The few casualties here and there do hurt but I have loaded on many occasions I VERY much look forward to playing ironman in the final more refined release I honestly think that it is very close to being spot on but I'd still like to see a little slower progression in skills so the very thought of taking on an enemy base when it comes up will make me go 'am I ready??'. -
V19 Stable Rollback to Candidate 3!
OndieJ replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Cheers ketham! If you were running a game in the 'stable v19' and then reverted back to 'sc3'... you're fine. You're saves will work as far as I have experienced. In fact... if you started with 'sc3' then continued on with the 'stable v19' and even after reverting back you're still good. Any other version and I think your saves are not compatible... you'll have to go a version before that. -
30 August Development Update (V19 Stable)
OndieJ replied to Chris's topic in Monthly Development Updates
Oh no... I just downloaded another patch... hopefully my saves are ok! I was doing so well! -
Extra benefits for completing night time missions
OndieJ replied to Boltdoc's topic in Xenonauts General Discussion
I do just straight up avoid night missions. If a ufo lands there or if a crash site will disappear... those aliens can go free. Terror mission at night? Sorry civilians but you're on your own. Xeno HQ is a 9-5 operation! -
Game improvement and balance sugestions
OndieJ replied to Gromitek's topic in Xenonauts General Discussion
Can't comment on the vehicles. Still only playing with the initial ones The bases though are easy enough to build. Just build a base and put a radar station and a missile silo next to it and leave it at that... might get bombed by the enemy but you know -
Do not give noobs to the player on first rooster.
OndieJ replied to Mordobb's topic in Xenonauts General Discussion
From a gaming perspective I'm against increasing the stats of the soldiers you start with. In the latest build, I'm up to month 3 and already have a Cpl of soldiers with 75ish accuracy if not more and let me tell you, those snipers hit more than they miss already. It may be annoying as all heck when you're missing shots at the start of the game and losing soldiers because of it but they're up against aliens!! When you've levelled up a bit and got some soldiers that have survived a few battles that are starting to land 2-3 hits out of 5 with the LMG at range you start to wooooo. Part of the fun of these game is making soldiers elite alien hunting machines. If anything... I'm starting to think that maybe the rate of improvement of your soldiers needs to be slowed down a little and maybe making the fresh troops with better base stats a little rarer... so long as you can look at a batch of recruits and go 'no thanks... I'll look around' and they 'reset' every so often to reflect scouting. -
I'm pleasantly surprised when I sometimes, and it seems to be a good number of times, run up to a UFO and before I have 'set up' the doors open and 3 aliens come rushing out Having said that though they do frequently like to try and flee so that they are just out of LOS and then sit in overwatch. Doesn't really work for them if you've spread out a bit though
-
For me I had a save prior to engaging in that mission so I went back to that, flew back to the site and ran through the same mission without a hitch. I've now done another 4 without a hitch as well. As a side note... on the corvette that was downed there were two instances of the crash site showing on the geoscape (IE - Ufo Crash site 17 x2 as if there were two ufos downed there) so I wonder if that was causing some grief somewhere as after completing the mission it was showing one of them remaining and then instantly CTD. I loaded the autosave and it was gone and everything was back to normal.
-
[V19] Alien fight only when cornered.
OndieJ replied to Mordobb's topic in Xenonauts Bug Reports / Troubleshooting
Are you using a new or old save? I don't have any trouble with the AI engaging me at all. They're constantly firing at me though it seems as though their accuracy is suffering quite a lot compared to SC 2/3. I'm hoping because I've mostly had non combatants so far instead of guards in a new game. That would make some sense. -
Send interceptors with 50% fuel tanks
OndieJ replied to Wormer's topic in Xenonauts General Discussion
Thus far I've been able to launch them with low fuel and its been handy when a ufo is passing near a base after they've just taken another one out. -
At least the enemy blast themselves in the back as well!
-
I've only had them play up on the odd occasion and when they have, yeah it's annoying as all hell, but it is conceivable that the alien b$tards saw it coming and shielded themselves.
-
v19 stable candidate 2 - first few missions
OndieJ replied to thothkins's topic in Xenonauts General Discussion
There's a laser era? Lol.. well I think I was just about to start researching something that would lead me to laser weapons... had 3 bases on the go loaded up with fighters which had just started turning around the funding war.. some pretty skilled up surviving soldiers.... but then SC3 comes along Back to the fresh meat!- 10 replies
-
- impressions
- missions
-
(and 3 more)
Tagged with: