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Nibelung44

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Everything posted by Nibelung44

  1. Are the reaper always insta killing people with shields btw?
  2. Hello, Great mod! Lot of things changed compared to vanilla. Definitively a major effort. Any plan to remove the obvious typos left there and there, like proyector (instead of projector) and remanant (instead of remnant), etc. Also is it me of the geoscape tooltips on weapons don't reflect the actual TU and accuracies of said weapons?
  3. The geoscape might benefit from an 'Alien Ticker' with a tooltip indicating what might comes next, optional stuff because some don't want these forewarnings though. I don't mind when it is 'too tough' and doomed is a very relative term I find. It is in the darkest hours that you can find your most awesome gaming experience! That said, if you believe you are walking a too thin rope, then you should probably lower difficulty level one notch. Lets take the example of the lab & scientists. If you believe that having a 1 month delay in that may cost you the game, because your soldiers or planes won't be properly equipped, then you are just too near your expertise level and you need to crank the game down one level, so you get back some margin of errors. Also remember that the game is very moddable and basically just released. Return to it in 6 months, where it will have received 4 patches or more and where mods opening up new game styles might be there. I find it very good and intent sticking to it for some time.
  4. I would not mind proximity mines really, is that something doable with the current engine? Put one on a teleporter, use the other, etc.
  5. cybrbeast has a good one here, if the timeout for crash mission is say 12 h, you might NEED this second team.
  6. Hi, When in fly, when you turn your soldier, the sprite remains in same direction, despite the LOS being updated.
  7. My 2 cents if you allow me, and it can be done by modding only I think. Crash sites. They should not give that much money, they should be the less profitable way of gaining money. What they give you is training opportunity and special techs/components unlocking if a large ship (and these special techs or components must be greatly expanded compared to base game). As it was said, requiring that item or vehicle X or Y demands a special item is probably a must here. (Airstrike gives a bit more money than crash site, is 0 risk free and gives no components or training) So small crash site is about training, large one is less about training (because dangerous) but gives you unique components/techs you might need. Alien base: gives huge relation boost when destroyed, gives a lot of money, unlock some others techs/components that you can't get with crash sites. This is not your best training opportunity, as they are tough, but you can get load of money from them. Terror site: your general pain in the arse that you fear. Very tough, average money, no tech unlock. You do them to save population though, so if beaten, huge relation boost, if unchecked or failed, same, large relation penalty. As you see, each event has a specific, they can't be interchanged by not doing one and while farming another. Early money can also be acquired by airstriking, this is to remove the grind factor. Small crash site: Training large crash site: components aistrike: money (slightly more than a crash site) alien base: lot of money,components, relations terror: relations
  8. Can you show me ONE example of the data fields to edit and then I can proceed with the rest perhaps.
  9. Roster is first the possible dropship(s) and then in the list of unassigned? We get also a vehicle, wooah!!
  10. This goes further, there are general immersions problems also. Why can't we move through windows is probably the worse, it seems silly to have to pass through the door and not break into an house through the window!
  11. +1 with KevinHann Your original work is really good. Propose a few maps with them and people will adopt it
  12. it's disassembling not dissemblig btw. I don't want to be a grammar nazi and don't have the skills for that, but I believe it's important that a mod has not too many typos in its text and descriptions, because it kills immersion. If you are using dissemblig everywhere, this can break it (the immersion). That said, thanks for your hard work
  13. Is the minimum delay (20 days) between 2 terrors or base attack a delay between the effective attack or the delay between 2 attempts?
  14. Just double (medium) or triple (large) the money drain they impact on the country they are in, and I'm pretty sure you'll not want to stay there for long.
  15. Thanks! I have edited the picture now, but it does not appear in my new posts, only in my profile (yet, there is a delay before database update?)
  16. Hi, I have modded all the maps (and yours too, who don't want to use them ) so there are more civilians and local forces on them. Do you mind if I propose a zip of that, acknowledging fully they are your?
  17. I see there is another thread about that. I know we can mod the selling value of all aliens stuff, so by toning them down, we can render airstrike more interesting. The game difficulty will be higher, so something to compensate like a slight reduction in upkeep of all base facilities can be used if need be. Best thing would be if Solver exports the airstrike variable, it is not exposed right now, that would be simpler and would satisfy people like me thinking that airstrike should be a viable option and not a last ditch effort. No game should force upon you grinding...
  18. I must be dumb but I don't see the proper menu to edit it. Or I'm too young in forum?
  19. Hi, Still using your mod, catmorbid. There are a few typos in the geoscape tooltips, I don't know if you are interest in me pointing them out. Also, some remarks: The Magnum 44 pistol is a bit too weak IMHO. I would say the 35% TU cost for snap fire can be a bit lower, perhaps 30%. Also reload cost of 35 is too much, I would say 25. The AWD pistol is slightly too good, sure the range is very small, but if you close in with high TUs, there is not much that can stand 10 bullets in the body. I would reduce magazine down to 20 probably, and perhaps bullets to 8 in auto mode. The shotgund is really nice (although the picture is not that nice), but recoil 70 is too much if you play with unmodded stats. I know you propose higher starting stats but for me playing vanilla stats, strength 70 is just too much, I lowered it to 60. The combat rifle is really nice, although the picture is too grey/cartoon IMHO. For the heavier weapons, I'll soon start using them. Can't wait trying the grenade launcher and the minigun All in all, your mod is awesome, I really like ballistic weapons and you gave me a lot to play with.
  20. I believe Kentsfield summed up pretty well what I wanted to convey. Don't mistake me, I really enjoy the game and I enjoy generally doing the tac missions, they are the heart of the game, but somehow when you reach the 150-ish mission you are presented with a choice each time, which is : 'save real-world time and do an airstrike' or 'maximize my in-game assets and do a tac mission'. Some to the point quote: and Sure, no one really force us to click on airstrike. But who has not suffered at least a bit from the 'grind experience' in Xenonauts, where you know this is again a 'Downed medium UFO' mission without much fear of losing anything, still you'll ''want'' to do it because it gives more profit in game and you can't compel yourself in clicking Airstrike...
  21. Hey, It came to me that there would be something worth of investigation here... That would be that sending an airstrike against a downed UFO would bring on average MORE money than doing a mission, and not the contrary. This would be achieved by upping what the airstrike provide but also by reducing the worth of the alien salvages. This way you would have a fair choice, either do the mission to train your soldier and gain some money, at your own risk, or do an airstrike to get slightly more money, but no training or risks. And that would remove also the grind factor. I don't know about you, but I'm reluctant to do air strikes, even if this will be again 'yet another mission' because we get more money plus training. by the way, if someone knows if airstrike income and salvage worth is moddable, that would be great
  22. thank a lot, very informative, I'll work with that. I must confess I have been a bit disappointed by my first base attack, but that's perhaps normal as this was the first base to be attacked, so perhaps a small base? There was no more aliens than in your average corvette UFO, it made no sense. Also, looking at the number, like 4-4, it seems all spawn are deterministic? Would it be not better to add a 'fun' factor of uncertainty by having a range? Anyway, really great game, I have a load of amusement already! by the way, is 'aggressive' meaning to move forward and seek the xenonauts? I have been ganged up in a terror mission by Sebillians all on attack and it was tough as hell!
  23. perfect, thanks, I do have notepad++ and Excel, no problem. Thanks for the values, this makes sense. 1. There are some preplaced aliens though in the command room, how they are set up to always appear here? 2. For others, they can spawn anywhere, right? 3. About Xenonauts base attacks, how it is setup? 4. About terror mission, that's only specified by the UFO type doing the mission or there is something else to fill up?
  24. Thanks! How to add aliens then, there is no editor for these files I believe, so do we edit directly them? <Row> <Cell><Data ss:Type="String">4-4 Caesan_Warrior_Defensive</Data></Cell> </Row> What is 4-4? Where do I see the coordinate of the alien?
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