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Teoes

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Everything posted by Teoes

  1. Your problem stems from comparing to XCOM 2012 - Xenonauts is more like the old games. If you’re not used to the genre, try a lower difficulty setting. Dead soldiers is to be expected, although you may wish to re-assess the way you go about things, to minimise casualties. It’s definitely supposed to be like that in the early game though as the whole point is to be emphasising just how inferior the humans are to the invading aliens. If someone’s standing in front of me and I fire a gun forwards, I should expect to hit them, most likely; if they’re crouched in front of me, I should expect to shoot over their head. I don’t see how this is an issue? Also, are you able to move through people in real life, or do you have to move around them? I think that was the logic applied here. If you allow soldiers to move through each other then that seems to open up the possibility of them ending their turn occupying the same space. Don’t know about you, but I can’t occupy the same space as another person. You may have not seen the explanatory tooltip (and it’s the same in the old games too), but there’s a damage modifier on all shots – they can land for anywhere between 50% and 150% of their stated value. This explains why a shot will hit for 5 and then a consecutive hits for 30. There is an RNG element to the combat and this is intended. As Chris said, if you’re playing on Veteran or below the damage numbers are shown. They’re not shown if you’re playing on Insane. How does accuracy work? On percent chance to hit basis, as shown in the game. You landed all three shots when each had 15% chance to hit? You got lucky with your roll, nice one. You missed with 80% chance to hit? Well, you had a 1 in 5 chance to miss, so that shouldn’t be a surprise if it happens. The other day I had one of my soldiers on the tile next to an alien and he missed a 95% chance shot. But that’s ok – it wasn’t 100% chance, so I shouldn’t be expecting a guaranteed hit. The doofus fumbled his gun, or was scared looking at the ugly alien, got a fly in his eye or sneezed right as he pulled the trigger. It happens. I think you should look at other games when they use % chance to hit. You’ll find that if you’re not given 100% chance to hit, there’s a possibility you’ll miss. Pokemon, Ice Beam, 90%/95% hit chance or something. It misses sometimes. Same here. Of course you should be bothering to crouch and/or hide behind cover – it decreases the chance you’ll be hit. Doesn’t decrease it to zero though. Is a shrubbery supposed to negate the burning hot plasma being launched at you? You rearrange the bloody dropship thus: in Geoscape, go to your base; click on the Aircraft menu and then on the Dropships sub-menu. It’s a tab on the right, where the default view is listing your various interceptors. You’ll see an image of your dropship with green circles that represent your soldiers. Click and drag these around to put them where you want them. Try again, try a lower difficulty setting, try reading a beginner’s guide first – there’s one or two good ones on this very forum.
  2. Thanks. After I made the change, booted up the game and headed out on a mission, I was understandably cautious when the inventory showed a shield in the off-hand but my soldier appeared to be just standing there with a pistol and nothing else. "Uh Sir? I don't appear to actually have the shield I was told I'd have." "It's fine, Rookie! There's only one way to find out - so get out there and get shot at."
  3. Related question on this topic, please. I went with the above advice (thanks, Tobbzn) although opening the file in Excel made it look like a spreadsheet so I didn't see anything that really resembled the above quote box. I did find the entry for the assault shield and changed the later column from whatever it was originally to "UnlimitedOnResearch" - although to get it I had to copy/paste the value from another row, as it wasn't an option in the assault shield's cell drop-down. In-game the assault shield now shows up in the soldier equip screen and I can add it to my troops' backpacks and equip it on ground missions, but it doesn't display on the soldier at all; they still just appear to be holding a pistol and nothing else. I admit I didn't try sending the poor guy into a fight to test whether the shield was there but "invisible", or bugged out and not actually equipped/providing any benefits. Here's a screenshot of the xml file as I see it, after editing. First time trying to get an image to this board, fingers crossed. Is there more I should be doing please?
  4. Hi. Wow, that is a lot of questions. Let's see what I can do from my limited knowledge - I'm on my first playthrough just now and only on Easy, at that - before someone better comes along to help you more and correct me. 1) I've found they're equally important, as you of course need to be able to manufacture what you research. My playthrough so far has had an equal amount of scientists and technicians; I've maybe sometimes actually felt like I needed more technicians if anything, as manufacturing has generally felt just a little slow for my liking. Maybe that's the point! Across my bases I've been working with 60 scientists and 60 technicians for the last few months and I'm in April 1980 I think. 2) I don't know and would love to find out. I tend to go all or nothing at the moment, even if I'm a few scientists over the Excellent threshold. 3) Foxtrots were one of the first things I researched and I tended to stick to the set-up of working in squadrons, consisting 1 Foxtrot to 2 Condors. Probably could've gone for a while longer than I did with just Condors though, although later on the range and damage of the torpedoes has been useful as otherwise I don't see the third Condor getting close enough to actually attack; two Condors doesn't look like it could cut things easily enough. I could be wrong and just need schooling. 4) I didn't bother with the hunter in my run, although I think that's more a case of different viable options rather than it being useless. I've given the Hyperion with a plasma turret a couple of spins since though and it's been a giggle blasting aliens. 5) I'd say Air/Aircraft weapons/Explosives > Armour > Weapons > everything else. Without keeping up in the air fight you can't down UFOs, which means less money and continuing to struggle. Armour next as you can't shoot when you're dead. Wolf armour rocks. 6) To each their own on this one I think. I typically went with 2 assault shotgunners, 3 riflemen, 1 HWG, 1 Team Rocket and 1 sniper. I've since swapped in some more shield/pistol/grenade users though and can see how useful they are. 7) Situational, although breaching is where they get the most use. Your guys don't have much of a throwing arm otherwise. Damage isn't great on the frag grenades just now so you'll get most out of flashbang/smoke/electroshock I think. 8) I just skipped to plasma, but might've gotten away with it for just being an Easymode noob. It worked out ok and my technicians were busy building armour or aircraft-related gubbins when I wasn't bothering to build laser weapons. Take laser cannons on your interceptors though. 9) Take what you can get as quickly as you can get it. I prioritised my frontline troopers and let the snipers/Team Rocket (and even to an extent the HWG) lose out on armour until I had enough to cover everyone. Even then you may find your rocket launcher (unless they're doubling as a shotgunner) and sniper will be ok in Jackal as they shouldn't be getting shot anyway. Again, Wolf armour is fantastic and will serve you very well until Predator and Sentinel much later. I didn't bother with Buzzard this time. 10) Whatever you can afford as early as you can afford it? Bear in mind it takes nearly a month to get the radar array built so that's why you need to try and be early with it. Try for a new base every couple of months, although I think a fair few people are doing just fine with only 2 or 3 bases. 1 chinook base can easily cover 3 total bases (other two being research/manufacturing/interceptor bases only), placement-depending. On my easymode playthrough I've got chinook bases in the Middle East and North America, with interceptor bases in Indochina, Australasia and South America. 11) I work to squadrons as noted above. At least one squadron in each base, with a couple of mine having two. I've just kept my old ships for now and used the upgraded ships becoming available as an excuse to expand the hangers in my bases - so those new empty slots were being filled by the new planes I was building. I think general consensus is that the Corsair is good but not a massive upgrade to the Condor, while the Marauder is the ticket. Apart from that I'd say the aircraft's weaponry is more important than the aircraft itself, as a Foxtrot + 2 Condors can handle any UFO including Battleships, if the weaponry is good enough. 12) Erm, research the right things. I can't remember, sorry! It ties in with the research on items you'll salvage from UFOs. 13) Very very carefully and with liberal application of explosives. Set up a firing squad at a door, open, fire, close the door and hit end turn. Small bases are fine as they're pretty much linear, but large bases branch so you need to be careful and watch your back so you're not hit from behind. You may wish to split up if you think your smaller squads can handle it. 14) I have no idea again, sorry. 15) Yes. You need replacements and they need a share of experience so they're not useless when you need to rely on them. 16) A LOT of stun gas from several rockets and grenades, as they can be less effective than you may like. If you can, get one in the last room of a UFO/base as they're not going to run around as much and the cloud can actually get them. Smoke yourself, huck in the stun gas, close the door and wait. Repeat until gassed. Either that.. or some trooper or two with a lot of TUs, a stun baton and a massive set of balls. 17) There's a partial disjointed one on the Xenonauts wiki, although it's not massively reliable looking back on it. Very much subject to change and doesn't include a lot of things. Chris has been on to say he'd prefer folks didn't actually consult one and just explored the tech tree as it's more fitting to the theme of the game, etc. but nothing will stop one being created and/or people looking at it anyway. http://xenonauts.wikia.com/wiki/Tech_Trees
  5. Is it possible you tried to blow the wrong door? If a door is blowable you should get through it with a single C4 or a couple of rockets.
  6. Hello everyone. I've started playing Xenonauts at last, having a great time. This post has been quite informative on the nature of the stat increase mechanics, thanks. Regarding the strength increase by carrying at least 80% of the current maximum weight: is there any point therefore in purposefully overburdening soldiers (which of course reduces their available TUs)? I'd watched Yeti's Xenonauts LP and he'd been dumping a little extra weight on his troops to boost their strength but the above suggests this was unnecessary. Thank you for your time!
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