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KevinHann

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Everything posted by KevinHann

  1. Regardless of replayability I'd recommend it, it's certainly a breath of fresh air for me.
  2. That's spot on. I absolutely enjoy the experience. Only thing that's a big downside for me is the story/overall sense of a campaign feels totally lacking, but that's literally my only complaint.
  3. Installed, looking forward to checking this in-game, as everything you touch is usually quality
  4. You have plenty of points to work on as far as I can see, how you would prioritize those is up to you but I think pretty much all of them are required to have a complete mod at your hands anyway. You could leave the fine-tuning of ticker and crew balance for the end since those are the easiest to tweak and the other points will probably put off potential testers more - you will need more opinions on the balance side anyway since it's quite subjective and shouldn't be determined by one or two players. If there are specific things you'd like to know about, you'd better ask directly.
  5. In that case I can't think of anything in particular I could contribute to further at this point, mate.
  6. Another piece of feedback would be I'm finding your UFOs significantly easier, especially with the destructible hulls. I'm usually able to send 2 assault guys on the second floor and they clean up alone. I think you could benefit a bit more from limiting a control room in the last room and stuffing a bit more aliens in the UFO. That's mainly feedback on the 2-floor UFO. It could also be an issue with how those are balanced against the ticker, it quite feels like I have the upper hand in terms of tech level by a lot.
  7. It is a good concept for sure and I'm certain a lot of people will enjoy it. The only thing I personally find lacking is how the classic UFOs feel in terms of looks, as the Xenonauts models are quite beautiful. Would you consider making their hull/floor/roof tiles more smooth in some outlandish way, maybe playing a bit with colors, since design is intended to match the originals and you probably would be reluctant to touch it?
  8. Medium scout - I was able to throw grenades inside at will. Most of them would stop at the wall, but not all.
  9. What are these alien fixes? They disappear in certain angles?
  10. Downloaded the new one. Will keep you posted if I encounter anything else of interest.
  11. I mean it appeared as the entry you see in strings, not as an actual research name (as in ".abductorCORE/blabla" instead of "Abductor Core", don't remember exactly).
  12. One further thing, the mission debrief screen showed the strings entry for the abductor core which has been sent to research division and it appeared odd, I think that needed to be tied to the way it has to display in-game. Not the type of thing you are looking for right now I guess but wouldn't harm to keep in mind. It would be much better if floor tiles are EDIT: inviNCible- as it is currently is confusing and looks like the game is broken when you experience it. Internal wall on the grenades, as I said I had a full squad around the control room bombarding the 4-5 aliens inside with electroshock/alenium Dirty play but I didn't really fancy losing a soldier by opening that door. No idea if it's related to the roof but it should be easy to reproduce at your end.
  13. Okay I downloaded the update, yet to experience such issues so hopefully that helped. After skipping on a mission that presented me a Landing Ship GC (I take it you haven't replaced all original Xenonauts UFOs so that's to be expected?), I engaged an Abductor. Command room is quite a nightmare to attack, one tiny door as an entry point and it's packed with Ceasans plus a Psion. Found it annoying to the extent I thought of using grenades to break the walls... and that's how I noticed some issues. I am able to throw grenades over the walls and inside the command room (presumably should be able to do that everywhere in all UFOs, I haven't tested - is that intended?? Also the explosions erase floor tiles which causes the lower floor to be visible, and your soldiers can step on the new "invisible" floor. That's not intended for sure.
  14. Can you make the link slightly more visible in the OP, like a separate line, caps, color, etc? Also it would help to keep a log of sorts to let people who already downloaded it that it changed (how and when)
  15. Hmm nope no tubes appeared on that floor, no cow down on the first one either! I can't use Steam on this laptop, I'm using my brother's as he just purchased it and for some reason he doesn't want that installed
  16. Second map I loaded was a medium sized UFO (the 35k on Airstrike one) and everything but my Charlie and troops is black - ground tiles, props, etc. The NPC and a flash of one prop suggest Farm tileset even though the airstrike screen clearly states it should be Middle East mission. I walked around a bit and when the aliens started shooting I saw them but that's all. Unplayable. The previous Harvester mission had no issues though. No idea what caused this. Edit: Next GC I loaded was supposed to be Desert but is Industrial. There is definitely something weird about that, I have Skitso's map pack but I doubt that is causing it.
  17. On the Harvester, you have a floor tile inaccessible for no apparent reason. It's located on the second floor, two tiles down from the easternmost door. It's a decent design with all those sharp angles btw but badly needs some props. I also recommend considering a removal of the wall with the door that looks down directly to the first floor. As it is right now it benefits Xenonaut troops with Buzzard or Sentinel armor who can use it to reach the 2nd floor alternatively from the teleporters, but without a wall it would allow the aliens to shoot down at you from above as you are trying to pass that critical area to the turn. It also feels like there isn't a control room, the last alien was roaming around and first time I went through the map it came at me, was shot dead from reaction fire and the map ended so that I had to load back in order to see the third floor
  18. I'm checking it out but apparently I can't take a screenshot off the game, it keeps capturing my desktop instead
  19. Does it not work if you paste it in the main game folder (not the mod folder)?
  20. Just bypass the mod installer and unrar it in your game folder.
  21. Hmm perhaps this ties in with some of the LoS issues I had with the Modular UFO designs. Sorry to hear it, hopefully a helping hand resolves it.
  22. I think someone mentioned Jungle (Tropical) tileset could use some variation, in case you find that appealing since it isn't entirely functional game tileset. If you are interested, this one is a big personal favorite of mine - check out Trompe-l'œil in google image search, I always thought amazing things can be done with it in UFO designs or alien "infested" GC maps to provide more outlandish/spooky feel:
  23. I've playing Game of Thrones: Ascent for nearly a year now. Very pleased with it. I keep advertising Xenonauts in my alliance chat every now and then, glad I finally could do the reverse Be advised, it's a text based game and a great time sink so only engage if you have time to burn and have general interest in the theme.
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