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Nibelung44

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Everything posted by Nibelung44

  1. Hi, Can someone point me on the right files to mod number and type of aliens per mission, including when they defend or attack a base? Thanks much!
  2. thanks I have some questions, how many days do I have before assaulting an alien base? Or there is no limit but they constantly create accidents and raids reducing your income?
  3. Hi, I put down a Caesan psion with 3 stun grenades, but the after action report indicates: destroyed? Should he not be sent to interrogation instead, or perhaps he don't qualify as a leader? Probably that now I think about it, but confirmation would be welcomed!
  4. Good point! I can't say I see a difference in cunning between them and others sub-races.
  5. Escalation Weapons seem good. It is a mean to the right end. Can you add flamethrowers? Guess it might be difficult. Or Mortars
  6. Just got my first terror mission in early december. 8 xenonauts in Jackal/Wolf with advanced ballistic weapons (that's a mod, I would say this is equivalent to laser tech in power). I got swarmed right off the bat, a lot of Sebillian close to the dropship, on the 3 sides, all were in black armor, I think they are elite right? An officer appeared rapidly and then 2 reapers. I got my arse totally handed, full wipe. I managed to kill 1 Seb on turn 1 (they take 180 damages to be down, that's not nothing for my squad), then 2 on round 2 and again 2 on round 2. But then with their 100% regenerative power, I could not concentrate enough to kill one so it amounted to nothing. So I'm probably too newbish. I plead that my squad had perhaps not enough preparation. Also I tried to help the civilians so went out of the dropship and deployed but this seems to be an error from what I read. This is not realistic (and courageous) behavior though, to stay in dropship while the civilians get butchered. And then, why all the aliens are deployed very close to the dropship? Also Sebillian regenerating 100% of their damage is just OP I find. So I'll probably end up touching down and aborting the mission. Not very interesting and my very first disappointment in the game. I imagined a hard mission, but not this ganging up against my squad as soon as they touch down, I thought the alien would do as in XCOM:EU, they would hunt down the civilians and be spread on all the maps. This sounded like Alamo.
  7. UI wise I think the most demanded feature is possibility to delete a custom role (not the base default ones), so we can safely add then remove them.
  8. Then kudos and that extra cookie to you Gijs-Jan! To develop a bit on my example, I had a single guy watching over the entrance of the UFO for 8 turns, while the rest swiped the map. Nobody ever went out of it, except on the ninth turn, the turn where I approached carelessly (no cover, no end turn crouching) with my 2 wounded lieutenants. Guess what, the next alien turn saw an Andron pop out and launch a burst killing both lieutenant. I'm 100% sure there was no alien spotter left alive on the map. So this can only be nice luck from AI (coming out this turn from the UFO) or ... cheating. But I trust your word.
  9. I have some significant doubts now that the AI always perceive where are all the Xenonauts on the map... Is it confirmed or only a figment of my paranoia coupled with some quite devastating and surprising assaults of the AI?
  10. Hi, How hard and feasible to have some maps setup so that the security forces are no push over? Aliens would be stronger too. Imagine for example a map with 15 soldiers fighting the aliens, you would be for a nice show of firefights, explosions and shouts I imagine. With more aliens, the soldiers would still have their clock cleaned and you as the Xenonauts would have to deal with them anyway. I know maps have spawn points for aliens and NPCs, so does it requires changing stuff only in the particular maps I want to edit, or there are others things to do? Also, what are the game limitations on number of units? Is 25 aliens vs 20 security forces/soldiers feasible and supported by the engine?
  11. Hi, It seems to me a lot of the soldier faces are never used, there is no less than 136 soldiers images, only for the males, but for me it is as if I only see the same 20-30. Any idea how to mod that?
  12. Using and liking these weapons, they are nice! I find them a bit too demanding on strength (recoil) though. Minor remark, some of the images have white pixels around their silhouette.
  13. Hi, I would like to mod medals so they give a bit more thing, can someone point me where they are defined? Will it be dynamic in current game?
  14. The stats increase seem very loosely related to the performance of a given soldier on the field, am I right? I can't say there is a big difference between someone not killing an alien and another soldier killing 5 in the same mission. There might be a slight bonus, but this is not super obvious... So, ideas?
  15. Hey, A very obvious bug, the 'fill bar' for ammos and fuel in the base screen, for planes, is totally off. Often your planes won't have any ammos and only part of their fuel, but the ammos bar will be full green. If you can find a few more mn by adding the ETA before fill up (of ammos and fuel) in same interface, that would reduce guess work about when the plane can take off again.
  16. Glad to know! It only applies to ballistic weapons or it applies to all non 'heavy' weapons?
  17. Hi, Just wanted to know if firearms lose punching power in addition to accuracy with distance? I don't think so?
  18. yes, please don't change, it costs 2x3 TU per turn doing it!
  19. Modular modding will be a must. i.e a player creates a tiny mod for a grenade launcher, another one provides another set of weapons. We should be able to install both, even if they edit the same XML file.
  20. ok, did not know that, thanks a lot for the answers!! This game is better and better. I possibly found a semi exploit, you tell me. If you escort your dropship with a condor, if you get intercepted by alien fighters, you can retreat without too much trouble. The alien fighters will move away and then you can retarget the alien crash site. Basically, I can 100% guarantee that with a single condor as protection, I can land my dropship even if the air is patrolled by alien fighters. Seems abusive to me, right?
  21. I'm not too sure if crouching gives also a bonus for not being hit, or that's just a bonus to your own accuracy? I try always ending up crouched, to reduce my silhouette, but is it used in game?
  22. Hi, There are a few good ideas in XCom:EU that would benefit Xenonauts. One is the 'I'm behind a corner but can still shoot' which seems to give more immersion than 'I'm behind cover, I move out of it, then move back' but that's not the point of my post. The problem is the 'last alien problem'. You know, when you have to hunt the last alien in Xenonauts. I find that boring. Can we please have a visual cue as in XCom:EU? Every other turn, the general direction of said alien, because you are supposed to hear 'something'? That would be a real boon to this possible source of boredom. That said, the game is really nice!
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