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radek

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Everything posted by radek

  1. I dont agree with that. It means that either u will win at ease or lose completely. Just imagine the situation where player A controls all the skies and player B has some problems. You are not making the game more difficult for the first one but for the second. This is not our point. Pretty much the same thing as above. But slightly better.
  2. Yes and thats what Im talking about. Of course we can ommit Offiers cause up to this point in time, game is balanced already. Im not sure if it is possible but for example lets assume that capturing large base with super defense gives u something that u cannot normally get. And now u have something like an additional objective. U dont need to fulfill that but if would u could cause it gives a very nice item (like i don't know better radars/walls/medicenters/whatever)
  3. I totally agree. Or maybe for example each captured commander (after the first one which is needed to end the game and up to certain amount in total) unlock additional tech? Same for large bases. Like for example (taken out of nowhere): Ceasan commander --> +5% dmg against alliens Sebilian Commander --> Even Better super extra medicpacks And so on.
  4. And dont forget about the fees charged by the Steam and Desura. But anyway GH is probably fixing bugs right now. And modders are rly workful. Ofaurse we cannot expect anything to be done tomorow but in a matter of weeks or months modders will make this game really better i believe.
  5. You are absolutely right. But look it is just a pure mathematics, each level is a label on the "skill" axis right? So by managing rank requirements u differ the concentration of the ranks. That mean your ranks are some kinds of label that only more on less indicates ur soldier general usefulness cause the real skill is hidden behind the label. And now. In my games I lose statistically lets say 1-2 soldiers per mission (I remember I had 2 commanders once and that's it). So they die relatively often. With ur modification I would have only low level soldiers (but well trained cause as we only change rank progression not the skill progression) and it would ruin all my game cause I wouldn't be able to distinguish very experienced soldiers from the less ones. I think your problem is that u are too good and your soldiers never die. So in your case u have to extend the rank progression axis to actually have something different than only the commanders. Am I right?
  6. Doubling the requirements is not a good idea i think. Cause rank in this game is something like a "level" indicator. I like to have highly ranked soldiers (i mean ranked appropriately to their skills) cause it shows me what their rly can do. Like in the RPG games. But if u meant the strange situations where u sent Majors and Generals into battle and want to lower the amount of high rank soldiers then I agree. But it a different case and should be corrected in a diffrent way (rather changing rank names instead of rank requirements).
  7. Maybe u guys are just to good? Stop killing those poor aliens let them build a base in peace. Then wait a month or two. They will build their first ship maybe another base. Wait! Stop! Dont send any forces! Look at them they start to perform first terror attack. Go aliens GO! Maybe that will help.
  8. Its not a big bug tho. Those couple of extra hours doesn't rly increase your victory chances. But it has to be immediately reported to Chriss.
  9. TD ?? What the hell are you doing here I though u are from the Itaaly. Do you learn german? BTW I do so maybe I will check that out to improve my excelent skills
  10. I dont like this cause it also increases aliens TU stat. And alien can perform more shoots at higher level of diff. I think at least fire ratio should stay at the same level when we increase dmg accurency and many many more stats.
  11. This is great. I just, like the man above, dont like the new geosphere which is in my opinion less readable. And also, but this is very player specific, night and base attack missions have one difficult issue - u have to have photographic memory cause u completely dont see territory that u have already passed by. And paradoxically this is why at the end i dont like this mod (i just dont remember the map and keep turning my soldiers all the time to remember the map).
  12. I’m a huge fan of the Into The Darkness mod. So I basically do not play Vanilla at all. This mod is great I rly appreciate all of the work you guys have done here. Great job!!! Technical Stuff: XNT 1.06 XNT Into The Darkness 5.1 Music Pack for ITD Sktiso’s Opressive UI Skitso’s Mega Mappack Blood mod Difficulty level: Veteran I usually lose 1-2 soldiers per battle. Now I have 25 of the December first year. I have lost only one battle and it was base defense mission. Didnt have any ground terror missions. I started with 3 bases. One (first) for technology (3 labs later 4). Second (this one I have lost recently) was for manufacturing (7 workshops) and 3rd just for air control and (later) for a extra dropship. === Feedback === Music: Please delete Day Ground Combat 3 cause this is a bull crap and should be removed from the game. :] Base Defense: I was lucky. Both Missile Defense Systems hit the target. In this game this is matter of life and death. Before attack u can equipped almost all of your soldiers to make them ready for the worst. Why almost all? Cause for some reason those who are in the hospital cannot be equipped (and also lost their previous equipment). My poor soldier spent the rest of the fight inside command room pretending to be some kind of super commander of the Earth and the Last Big Boss (without armor and weapon btw). I truly believe that every single alien who would have come into that room would either run away in fear or take stun weapon and try to fulfill alien’s goal “capture human officer for interrogation”. ;] Base defense missions are generally very funny and intense but in my opinion a little bit bad designed. I mean they are funny to play only because this game is funny to play. First of all forget about the balance or something. I was freaking lucky that’s all. Not only aliens attacked my base very late. And I had well equipped and highly trained platoon ready to fight. (8x 4-5 level soldiers, Zephyrs and Bazookas + Coyote armors – which is at this moment of the game better than everything aliens can send against you.) Secondary my Defense System actually hit the Landership(or whatever it was) twice which is 100% LUCK because normally they can only miss. That lowered amount of aliens by 50% and number of “entrances” by I think 50% as well (from 4 to 2). Also they sent only green and blue robots and light drones. Again lucky weak attack. Now look at what have happened in my previous game (same mods and version, difficulty normal). Neither of the defense system hit. Attack was lunched in the middle of the October. I was unprepared completely (1st Platoon was off the base). 10 rookies with Jackals and m16’s couldn’t even kill ONE STUPID ALIEN and I lost the game. It leads us to a sad conclusion that Base Defense missions output (which is extremely important cause losing a base means most of the time game over) highly rely on the pure luck. You can be either attacked by unstoppable alien “Zerg Rush” with officers, 4 entry points and those teleporting dudes in the middle of the second month or by bunch of “free kills” that came into your base just to give you extra 200k $. There is also another problem with base defense. THERE IS ONLY ONE LANE OF DEFENSE. Who the hell designed this base is stupid. How the hell aliens can choose where do they drop. Why they have the first turn. Why there is no fucking first lane of defense. Oh wait actually there is… it’s a COMMAND ROOM. The first and the last lane of defense. During the briefing some smart dude tells you: “Try to protect all the base rooms from the alien to save money and after zillion of turns god bless will give a sight and blah blah blah.” OK. HOW? First turn and I’m pinned to the wall. 3rd turn and either me or them are dead. Really entire battle is happening around the HQ. I think HQ should be localized at the bottom and you should be able to dislocate your troops around the HQ and in the squares next to it. And aliens should have spawn points only at the north or something. Or base should be a rectangle 5 x 7 squares with HQ 3x2 at the bottom. Alien could also attack in waves. Like wave 1 – dead. Wave 2 dead. And so on. (just a suggestion) Area around HQ entrance is where 80% of the Base Defense fight always takes place. Rest 20% is hunting some “hooligans” that came into your base not to play with the other kids but to break down public property. Base attack: It is ok, aliens do counter attacks once per year to keep you happy. Rest of the time they try to defend. Relatively easy missions. Very good. There is just one problem – I think there is not to many different alien base maps cause I got Déjà vu after a while. Morale System: Morale system is still a lottery for me. During one mission one of my soldier (rank private) panicked just at the second turn. We saw maybe one alien running across the street or something and she panicked. Mother fukin... aliens are so freaking scary. Thx god no one have jumped off the helicopter when we were getting here. Just imagine message like this: “Pvt. John Smith was unnerved by the whole thing and jumped off the helicopter. He had the keys to your Tank in his pocket. Do You want to continue? Really? Do You want to start a Terror Mission without one soldier and a tank?” Sometimes they also tend to flee towards the alien positions. Ok… Or soldier that had panic attack in the middle of the 3x width door. And stood there like a frozen statue… He didn’t even crouch… In general morale system is in my opinion way to randomized. It doesn’t reflect the situation of the battlefield. Tanks: “If you want to hit anything with your tank soldier, go next to the target - put the cannon to the target’s head – press fire.” – Driver Manual’s entry for the Hunter Scout Car’s drivers. Tanks still are just a slightly modified human version of the Big Raptor. From 1 square away tank can hit 8 of 8 bullets and literally fuk up enemy over the wall when from around 10 squares distance away they are become completely blind and can hit maximally with 1 bullet per burst. Not to mention that there is not any plating improvement tech. It looks pretty bad when we are able to invent 2 different types of personal armor out of nothing basically just after we get very first alien gun into our hands and we can’t invent anything similar for tanks. Also it leads to some stupid situations when soldier with Coyote Armor is more tanky than tank… Pretty illogic. Potential solution doesn’t even require new look. Just replace Scout Car with Scout Car V2 or something that looks exactly the same but have better stats. Aircrafts: I don’t really get what Appollo and Su-30 are for. Couldn’t figure it out. Waste of pixels. Condors are just better. Weapons: Very sexy (especially Zephyr) but technology is not very well balanced. At second time I just rushed to laser instead of investing another extra pistol. I think all advanced ballistics should be packaged in one tech. Cause it leads to stupid situations when u don’t use half of the roles cause current mg is worthless in compare to rifleman even despite rifleman do not provide any suppression. For example u don’t need shields anymore when you have Coyot armor. "Soldiers do you remember those times when we had to use one shield one mg 3 rifles and a sniper? Those times are gone. Our great sciencist have invented Zephyr so we dont need weapons becouse we are weapons. Our great sciencist have invented Coyot armor so we dont need tanks and shields because we are tanks and shields. We are strong enough to carry everythng with us and brave enough to not look behind us. We are not soldiers anymore. We are SuperSoldiers." - Generalissimus Motivational Speach - November, 17, 1979 That’s why Vanilla was nice with 4 Tiers of exactly the same type of weapons with every Tier being invented entirely (almost) by one tech. I dont want to suggest that the way you are going is wrong but is definitely more difficult. It seems like lasers are somehow at the same level as advanced ballistics. So the purpose is to have 2 types of weapons at once? Interesting. I have no opinion about it yet. Pistols have 3 levels of zoom when sniper rifle has only 2 ok… Double pistols for commandos? And also you have to manufacture special “double” version. Looks very unprofessional (“hey look our game engine do not allow you to hold anything in the left hand, but don’t worry pal our code masters will etc etc”). Never show such a technical details. Bugs: There is billion of them. Invisible trees. Aliens shooting through the walls. Game crashes. Soldiers throwing grenades under himself. ETC. Alien weapons: Very nice, especially stun cannon. But it is also very unbalanced cause u don’t need to bring any stun weapons anymore. Aliens will stun themselves automatically ;] (“How convenient for me!!!”) Economy: I really like the idea of producing items for sale but I think it allows to perform the “snowball” effect. More many u have more base u can have more base u can have more workers u have even more money u have. For example why not to build In every single base 7 workshops for example? Would be boring as fuck to click “produce more jackets”, “sell more jackets” but it is like 2-3 million per month for free. Unfortunately you have to go on every single mission (Airstrike gives like 3-4 times less money + exp). Please make some Ufos disappear after being shot down and recompense loses in money for player somehow. A.I.: Strong point of this mod. Very good. Just one thing. How the hell aliens know when we are approaching to UFO and somehow always decide to run out of the UFO and perform heroic counter attack? It looks so silly and is so predictable (happens in 90% of crashsites). Graphics: Destroyed objects looks like they would have been leveled down by bulldozer. Destroyed ground tiles, when there is many of them in one place, looks like some kind of a Turkish Carpet. Destroyed objects (some of them like for example trees cars may be randomized) should leave some kind of impassable rubble instead of passable texture. Damaged tiles and damaged objects looks very nice. New Aliens: Venoms are great. What is the difference btw between Zombies Venoms and Raptors? Do we really need all of them? If it is somehow explained by story then np but for me it was the same shitt :] Eggs are great! Good job!
  13. Is this or at least 1.0 Release availbe on Desura?????????????????
  14. Just out of curiosity, how many maps of those are used in vanilla?
  15. What about desura? When we will hae access?
  16. Ohhh those weapons looks awsome! Great job! Im waiting for next stable then i download this mod and GO!
  17. I would like Richard Winters. Male, white, HMG/normal rifle/sturm trooper and nothing else pls
  18. Heehe Yea, I think is going in a good direction. Girs have to be girls
  19. Im not sure if it was mentioned somewhere or not: I have to suggestions for now: 1: Swapping units inside dropship by just dragging them over other units. Now u have to place puzzle game there. 2: When i click on unassigned soldier, then assign one to the dropship focus goes after me and shows my Chinook group. But i dont want. I want to assign one soldier then another and one more without clicking on "unassigned" after every single assignation.
  20. I dont like them. For Xenonauts are like Space Marines. Have super infantry unit. And should looks dangerous. This is like United Nations Peace Mission Corps To Provide Peace And Love And Rainbow All Over The World. No offense but never ever.
  21. Some feedback V22 Exp 8 + ITD 3.4 + Blood Bath Mod Game difficulty: normal / normal Finally game is not insanely difficult and I can play it at normal difficulty. Thx god. I used to lose like 1-2 troops per mission. Now its almost always zero. I was doing almost all crash sites to not bother my self with workshops. and it was fine. For now i survived until lasers. Have 6 bases. And aliens are at medium ufo with androns level. Economy: In this mod doing crash sites is veeery profitable. You can get 30k for airshow and like 140k for ground mission. It means that no matter what u have to go on the crash site. And another one. And one more. No avoiding crash sites. Its a bit boring process. I like the concept. But what about making ufos more destructible in terms of surviving air combat? Maybe only 60% - 70% of UFOS should be able to crash site at all? As to air combat there is a bug. When u shoot down an fighter above the ocean u still gets some alien alloys. But u dont get anything from normal ufos. ( Fighters can swim? ) Ground Combat: Seems like soldier get boosted up. I like that. Finally rookies do not suck. Btw one of my veteran soldier have 104 hp (bug?) New weapons are sexy. And a bit overpowered i think. Especially new pistol in compare to old one. I would suggest reduce his potential a little bit and just get rid off the old one because new pistol is god damn sexy. You should make this kind of pistols for all other tiers (and replace those single shot crappos). But lowering pistol a bit is crucial cause it makes shield troops op now. I notice that ceasans are more vulnerable to ballistics and sebs to energy. And Lasers are weaken than before. So it seems like changes are going to replace old 4 tiers weapons system to something like: Tier 1, Tier 1+, Tier 2, Tier 2+ instead of just T1, T2, T3, T4 . U invented lasers but auto pistol is still in use and even more effective against Ceasens. It maybe be a good idea. It would provide more dynamic to weaponry but shorten technology tree at the same time. New LMG and Rifle. They are cool (sounds could be better and there is no descriptions and also both rifles looks the same which is weird) but what is the reason to keep older versions? They just weight less. For me it was just annoying to scroll down the list to get better rifle. Maybe if they were somehow limited or requires certain stats (like 65 strength) to be used then it would be a choice. But for now just after release I forgot I have any different weapons than those. New weapons also appears really fast in the game. So old ones just do not exist anymore. Bleeding system is terrible. Simple example: -25 at hit, -28 every next turn. Joke. And its also very randomized. I made a hot fix for my self cause i couldnt stand it anymore.: <BleedingWound damageAmount="7" chance="75" hpLossPerTurn="3" /> I it less randomized and less annoying. Explosives in my opinion should be throw able (low range super grenade). Now they are useless. I wanted to blow up a house with alien inside and when I get close alien just run out and shot me down. How the hell do they always know. Same for UFOS btw. Aliens full charge just when u are getting close to the door is pretty certain. I get used to that and I just wait for it to happened. Else: Everything else is more or less fine. Ai is better (inside UFOS) but i guess its thx to Vanilla. Armors are fine. Jackal is pretty light now. But its ok. Grenades seems to be more accurate. Explosives crash the game. My tank wreck disappeared after single shot (it is easier to destroy tank wreck than wooden fence - much wow). Sending soldiers to hospital resets their equipment to rifle with 1 clip. Interface its sometimes annoying. And so on.
  22. Great job. New weapons looks great. Are they replacments for pistol and rifle? Or u have to manufacture them? Is it difficult to invent them? How far away from laser this thech is? BTW: I was watching ur game and was amazed by ur skills. Medium UFO only one soldier dead. Wow, wow, and then KABOOM! Camera man died there probably, cause we have lost transmission This game is impossible without save loads. But great skills anyway. GJ!
  23. I think ur nick or name should be mentioned in the credites somehow for the effort u made for this game. At least small font in the "special thx to:" zone
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