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Everything posted by Twigg

  1. I think this is a great idea and would love this either in the base game or as a mod. That being said, some of the major upgrades are too good, specifically: Double Tap, any single shot ability has a chance to be fired twice, always fire twice as Major. Band of Brothers, healing uses less from med-kits, healing heals back to full health as Major. Fisticuffs, melee does more damage by a set amount, melee stuns once Major.
  2. I think this could be a really interesting mechanic if it was properly balanced. Let's take a basic scenario, your soldier got a serious injury during the mission and will be out for 20 days. Your head scientist tells you that since you've captured and studied a live Sebillian he and his team has created an experimental drug that SHOULD rapidly increase healing rates but they haven't tested it on humans yet and offer to use this gravely wounded soldier as a guinea pig. If you order the soldier to take the drug one of three things can happen: 1) The healing time is reduced (this is the most likely outcome) 2) The drug has interacted unexpectedly and your soldier has become some kind of hybrid (better strength but poorer aim, along with some passive healing) 3) The soldier's body reacted strongly against the drug (longer healing duration but the experience has hardened the soldier leading to higher bravery and a big aim boost against Sebillians) Things like this could help distinguish soldiers and force players to adapt their tactics instead of viewing the individual soldiers as living breathing weapons that occasionally need replacing.
  3. Long war 1 and 2 (the overall mods for both Firaxis games) had a squad mechanic that was somewhat similar to this. Essentially each squad was built around 1 or more officers. These officers provided bonuses to each squad member that scaled (somewhat) with each successful mission. This was balanced by the fact that an officer had to conduct training (aka be out of action) every time they went up an officer rank. This really helped differentiate and humanize squads added to the tactical complexity of the missions (as you had to balance not just which missions required which squads but which missions were worth risking your high level officers on). This system also helped make certain builds more effective. Niche's like the spotter and the medic could use their officer skills during the times where their main skills weren't needed. I really think such a system would flourish in X2 and would wholly support some form of it in the game.
  4. I know this is a long shot but any chance that can be pushed up a few days? Those of us in the states have long weekend coming up and it would be a great opportunity for us to dive in and tinker with the new changes.
  5. You beautiful beautiful man, I think you figured it out. I uninstalled the game again and when I checked the steam folder there were some left behind files, including a folder called assets. I deleted everything that remained and reinstalled and so far its looking good. I've tested about a dozen ground missions and there seems to be no issue. I will continue to do some testing but I think that was it. Thank you Chris for your help debugging and thank you Krabill for that suggestion. Now the only thing standing between me and xenonauts victory is my complete lack of skill playing xenonauts!
  6. Just reinstalled and tested it. Loading the old save still had the same problem. However I tried a number of new missions and tundra and desert tilesets load with no problem. Once I got to a forest one however the problem returned. I don't see how the files themselves could be corrupted considering I just reinstalled the game, so I am at a loss to explain what the problem is.
  7. I don't have any mods installed, but I'll reinstall and see if that makes a difference. The fact that you can load the save without any visual issue means its not the save at least, I don't know if that's a good sign or a bad one.
  8. I verified the game cache and went searching for a new ground mission. The first one I found had the same effect. [ATTACH]3770[/ATTACH] You said it is probably the tile atlases, how would I go about fixing that? mapblack2.sav mapblack2.sav
  9. This was a day mission for me. Maybe it's an issue where my game runs night missions on certain tilesets regardless of time of day?
  10. I've had this happen on multiple versions so I don't think it's a particular version problem but I could be wrong. I think it's related to a certain tileset because I don't seem to get this problem on the frozen/tundra maps. As you can imagine this makes the game unplayable for me. I've tried verifying cache and completely reinstalling the game. I have no mods installed and have made no changes to the game itself. I'd love some help on this as I'm just about to finish up school for the semester and want to dive back into this game. screenshot save [ATTACH]3760[/ATTACH] mapblack.sav mapblack.sav
  11. This screenshot shows the TU bug. I was able to equip a medpack but doing so gave me close to 500,000 TU.
  12. I don't know if this is a bug or not so if this is in the wrong place I apologize in advance. I recently started a fresh v21 stable game (as I was having the black tileset issue with the experimental branch) and I have run into an issue I think is a bug. While out on a mission, most of the time I cannot use items in my inventory. I can't move a medpack into a soldier's hand, I can't drop a weapon to pick up another one, I can't switch rocket types from the inventory screen. On the rare chance I can do something with the inventory, that soldier's TU goes crazy and it gives him/her more than a thousand TU. I haven't played the game for a while so I'm sure I am missing something simple but the TU thing makes me think it is more than just a mistake on my part. Has anyone else experienced this issue and if so do you have any suggestions for fixing/dealing with it? Also is there another way of equipping items in the inventory other than dropping your current item on the ground and the dragging the new one from your inventory to your hands?
  13. I have a similar issue. I think it's related to the industrial tile set and not a save game issue because I started a new save with 22.5. I've tried re-installing the game but I still have the same issue. Anyone have an idea about to fix this because it basically makes the game unplayable.
  14. There definitely seems to a consensus that focusing on air superiority over other paths is the best idea, which makes sense. I'm also going to give grenades another shot (specifically smokes) as I don't think I've been using them correctly. If I smoke a guy in a ship, can I run up to him with the baton without him getting any reaction shots? That would be wonderful. In terms of research tree, I've tried looking into the xml file but the format there makes it very difficult to find paths unless you already know what you are looking for. When I played xcom enemy unknown I used http://cloud-2.steampowered.com/ugc/848075659485840866/9458CB1A6CF89FC7C5FE2D3A164CBCD8BC2D7D31/ and it definitely helped me plan out my research strategically.
  15. Yeah I recognize that I'm asking for a lot here, but I figure if there is anyplace to get some of these answers it would be here. Thanks for your help man, you've definitely helped me out. I didn't even realize you could get that far in the game, congrats lol.
  16. Hello everyone. After last years amazing Xcom: Enemy Unknown I've been itching to find similar kinds of games and I stumbled upon Xenonauts. While they are pretty different, I've fallen in love with the way Xenonauts plays and I an enjoying my time with it. Unfortunately the skills and tactics I used in the Firaxis game don't really carry over so I've been just getting stomped without much success. Last night I got as far as I've ever gotten (got to late January) before I was completely wiped by the crew of a shot down cruiser, with their bullshit bombardment cannons and hordes of angry androns. I was hoping you guys should answer some questions and throw out some tips because I really don't know how to do better, and I really want to progress in the game. 1). Scientists feel more important than technicians, is this accurate? I always hire more scientists and I feel getting the tech researched usually opens up more tech to research. Should I focus on technicians instead? 2). When I do research, I make sure that I have just enough scientists to make the research go 'excellent' and then put the remaining scientists somewhere else. This assumes that once research hits excellent it can't go any faster, is this correct? 3). How early do I need foxtrots and how many should I have? I found that up until I hit large ships (which I'm pretty sure I didn't have the tech to really deal with) 3 condors worked well. Am I missing something important about foxtrots because they seem kinda useless. 4). Is the hunter scout car worth getting early? How does it hold up against enemy fire? Is it worth losing 2 soldiers for it? Should I wait till I can get lasers for it? 5). Where should I focus my research, land upgrades or air? Should I go for weapons or armor? Is there a path that usually more effective/efficient? 6). What are some good soldier loadouts/compositions? I usually run with 2 snipers, 2 machine gunners, 2 rifleman who have shields and batons, and 2 rocket launchers who have shotguns. Am I missing something here? I feel like the rocket launchers and shotguns is a weird combo but idk how else I'm going to use a shotgun if not with those guys. 7). Other than flashing aliens when you breach a ship, when and where are grenades useful? I just can't seem to get the hang of them, they don't work like I thought they did. 8).Should I get laser or just skip to plasma? Is it worth upgrading all weapons or are there some I should keep as ballistic until much later? Are upgraded pistols worth it? 9). Who should get armor and what armor should they get? I used to run with unarmored snipers but if aliens swarm your ship they just don't last long. Is jackal armor on everyone worth it or just a few until I can get wolf? Where does buzzard fit in? 10). How many bases should I have and how quickly should I build them up? Is it ok to have only a single chinook base or should every base have it's own chinook and soldiers? 11). How many interceptors should I have per base? When I get upgraded ships do I destroy my older ones or is there a better way to use them? 12). How can I get better transports/chinooks? 13). What do I need to successfully breach or defend a base? Every time I've tried I just get swarmed and cut down? 14). How can I tell if I am keeping up with tech progression? At what point should I start feeling like I can hold my own in fights? 15). Should I have more than the starting 10 soldiers, and should I rotate rookies in so that experience is more spread out? 16). Is there a effective way to capturing an alien officer? 17). Is there a place where I can get a clear view of the research tree? I can never tell which research is a means to an end and which is an end of a line. I know these are a lot of questions, I appreciate any help I can get. I've been watching let's plays but most of those seem to be more about messing around and while entertaining I don't feel like I'm learning how to play the game (even though it's pretty clear most of those dudes are leagues better than me). I love this game and I can't wait for it's official release.
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