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Victor_Tadeu

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Everything posted by Victor_Tadeu

  1. Yeah. It may be changed to "infinity" and... BLAAAM *UFO falls down after flying 999.999 kilometers* Well... screw it!
  2. Well, but still nothing is better than XCom: Apocalypse in that aspect. I really dont know why not many people like it or talk about it. This game still is the best XCom to me and the only one on the series that successfully took a different way than the original game and did it with great gameplay success (my personal view, of course).
  3. Oh, man, that mod cannot be forgotten... It's one of the most amazing stuff ever proposed to this game (especially with AWACS planes)! I remember when I was about to buy Xenonauts more than a year ago, I was thinking if I should buy a game so early or not, then I saw this mod and said "screwed it! take my money! give me the airplanes!"
  4. I honestly play almost all of my games with some sort of mods. Generally speaking, the devs need to worry with more things than the gameplay itself. If the game become to difficulty or complex, it may no sell well even it became and excelent niche game. They have deadlines to follow and sponsors to satisfy and sometimes it leave them not much time to adjust the game on the way they want to. And of course, they have a budget to follow. Modders, on the other hand, have none of those issues and can do whatever they want to and take whatever time they want to. I think the best time to start to play a game is exaclty in early-access, where you can take part of the development just like if it was a mod. Devs cant do much after the final release so you are stuck with it. I barely can think in any game that became a legend without mods... just XCom itself! Battlefield, Total War, Half-Life, Civilization, The Sims, Elder Scrolls, Mount & Blade, Jagged Alliance 2, Paradox games, Arma, almost any Star Wars game, GTA... they all really shines with mods. Honestly when I face a game without an active mod community my first thought is that game is not that fun and have limited potential. Anyway, my favorite example is LOTR: Battle for Middle Earth 2. The vanilla game is so bad that it make you want to cry... I simply dont look like LOTR with all the vivid colours and Warcraft play style. It's just a bad game. Download some mods and... wow... wooow... WOOOOW!!! That's a LOTR game! I honestly thinks the way to go nowadays for ANY game, indie or not, action based or RTS, is to be as much mod friendly it could. Paradox to me do a good work with it. Their vanilla games are very basic and almost generic, but they leave so much space for modders to work that even a bad vanilla game becomes a pearl in 6 months. It's almost like a custom game: buy the basic structure and finish it on the way you want to! And even with so many mods they still manages to release highly profitable DLCs... those guys in Paradox must be wizards of some kind!
  5. I will 'cause I tried to do the same for the weapons and I broke the Alenium Explosives tech... it give me nothing after it completion... hahahahahahahahahahahahaa!!!
  6. I already did a work around for me with the Medipack. I was trying to remove research requirement for it, but without any success, so I tried a different approach. My current research more close to be complete is Alenium Explosives, so I messed with the files to make medipacks appear with Alenium Explosives instead of Alien Invasion. It works! After Alenium Explosives was discovered I was able to produce medikits! For now it will work for me to keep playing the 3.5 build with my current save file. If the new weapons dont appear, I will do the same with them too.
  7. I think it's very dependent of the Xenonauts commercial success or failure. Maybe if the game achieve considerable success, they may consider some DLCs or expansion packs, maybe even a sequel. Anyway, I would totally fund a KickStart for more content after the release. If I could I would make Goldhawk spend all their time in Xenonauts and not in other projects... hahaha!
  8. Well, sometimes I find difficulty to know if an enemy or a soldier was killed of left unconscious by the damage taken and it leads to unsure decisions: should I try to stun another alien? Does this soldier needs help or he is gone? Since the game have no text status like "[alien/soldier] was killed" or "[alien/soldier] was knocked unconscious", I think some graphic information would be welcome and also preferable. It dont need to be something entirely new. Maybe when knocked unconscious the individual just fall on the ground untouched and if he was killed he falls with some blood sprites added and end in a pool of blood. I think both the current graphics for the aliens and humans could easily be adapted to it. Is it possible? Can it still be implemented before the game launch or after it?
  9. Whoah, good idea. Give that guy a donut! Just changing some colors to add new stuff is an easy and good way to bring more content and that is awesome! TacticalDragon, I think the current build of the mod can have the medipack that way (after Alien Invasion), but can you make or point me a tutorial or anything about how can I make a hotfix for my saved game? Maybe editing a file where I make an item avaiable from the start instead of needing research may solve the problem for an ongoing game. This also should work for the new weapons that may suffer from the same problem of the medipack if they require a tech that I already had researched. Or if they dont need production, will they appear normally?
  10. I think you should have limited ammo and weapons like in the original XCom. I mean, you have to buy more.
  11. Ok, cool! Didn't know that I can knockout enemies with the shotgun instead of just killing it! It's better! What confuses me is that the game dont tell you when a alien is killed or unconscious, but I think it's ok. The big problem with it is with my own soldiers... can they become unconscious 'cause of damage? When my soldiers colapses I never know if they are unconscious or dead, and all the time the mission ends that way it says they was killed in action. I TOTALLY support that idea! I even think the new weapons you are adding should be manufactured too like everthing you need to research. But I still having problem with the medipack... I have the Alien Invasion researched but the medipacks are not showing for production in any tab of the workshop. I did a test starting a new game and it works exactly like you said. You research Alien Invasion and then you can produce medipacks. Maybe it's not save compatible? Plus just to check. I already have the three weapons from the early build researched, but none of the new ones from 3.5 build. Do they need different researches or they are having the same problem from the medipack?
  12. Hey, TacticalDragon, I noticed something odd in the new build. The Medipack seems to disappear from the equipment selection screen. My soldiers already equipped with it still got it, but it dont shows anymore in the equipment list so I cant equip it anymore. I will try to mess with the files from the old version and replace the part about the medkit in the new build with the old one to see if it works.
  13. TacticalDragon, you are awesome! I really was not expecting such upgrade right now! I swear I wake up today thinking "well, time to ready some tutorials and mod new weapons in the game by myself"... but it's already done! I wasn't using shotgun anymore since they are useless against armoured opponents, but now I have a useful shotgun! And two more pistols, of course! I only missing a new sniper rifle right now! Do we have to wait for a totally new version or could you make a quickly and small addon with it? Then all ballistic weapons will have a more useful version of it! I also was thinking about some submachineguns (two handed like a MP5 or a Bizon). Something who operates in the gap between assault rifle and shotguns. Something that have a reasonable capacity at medium ranges and can be better used to assault positions than the standard rifle and is lighter, good for recruits or rockteers. Just a wild idea, dont know if really needed. You know, some squad games have two type of assault players: the "shotgunner" and the "submachinegunner". Submachinegun generally are better 'cause I played very few games where the shotgun was properly balanced, but in Xenonauts it works great and is my favorite weapon to shot, so I dont think I would trade it off anyway. By the way, I liking very much the balance of the new stuff. Despite shoutgun who became kinda useless (before this upgrade), all weapons fits well in the game without unbalancing it. They are better than the vanilla ones, but nothing something THAT better that make the early ones look like crap. I already use some old rifles for recruits and rocketeers since it's lighter a leave them weight to carry more stuff like a better armor or more rockets. By the way, I saw you adjusted the stun stuff too! I was about to post something about them, that they are kinda weak. The stun baton is the less problematic, it's hard to stun aliens but I dont suppose it to be easy. The problem was the gas grenades... they seems useless. I was trying to capture some aliens with it but it dont seem that efficient. By the way the gas rockts looks weaker than the grenades (I think it should be the opposite). Still speaking about the gas... it's possible to make the gas have a chance to affect you or the aliens in every tile you walk over it plus affect again who begin the turn in it?
  14. By the way its possible to soldeirs to fall unconscious instead of always dead? A soldier who lose all his health to bleeding or to minor damages could fall unconscious, them you use your medkit to stabilize him and prevent him from dying (but he dont wake up). That would be a nice touch to add.
  15. Is your Steam files installed in the Program Files folders? I would suggest you moving it somewhere else, like C:/Steam, to avoid problems. I already have problems in some games about Steam permission and moving it from the Program Files folder solved the problem. I'm already posted something like that in this topic and will post something more detailed there. I'm justing waiting to have some energy weapons so I can say exactly how the early game was and what strategy did I used. The game is about to be launched, anyway, so when it happens I may start another one in a higher difficulty and in Ironman mode since I already have a feeling of it.
  16. I think the best balance would be to the damage be applied in the end of the turn, not in the beginning. It will give you time to rush to aid a wounded soldiers instead o just losing him before you can do anything.
  17. Sups, guys! I'm having a problem that I think kinda unbalance the game a little. I agree that the bleeding damage should be as it is, but not in your turn after being damaged in the alien phase. I mean, more specifically when the aliens damage a soldier of yours in their turn, then their turn ends and your start, and you take a bleeding damage before you can do anything, sometimes killing your troop. It's like he receive 50% more shot damages than he actually received. Can the bleeding damage be removed from your starting phase if you was damaged during alien turn or can all bleeding damages be applied in the end of the turns instead the begining? (I think it's more balanced that way)
  18. Cool! When can we start to fund the expansion pack?
  19. Will do, TacticalDragon! I'm still evaluating how successful my strategy is. It seems I triggered some kind of "air rush" in the AI by shooting down lots of recons and fighters early game. They are bringing heavy stuff and larger numbers before I was expecting. Seems like they are actively reacting to my moves! Lets see what happens next.
  20. Hurrey! So those mods maybe officially integrated with one another in the next future! You guys are helping to make a great game even greater! I will try to put them together by myself when kabill release the next version, before the final one, just because I'm impatient, haha!
  21. My strategy seems to be working fine, by the way. It is really something like Delta Wing. The problematic point is that I'm spending to much an too quickly, so sometimes I had to do some decisions. I rushed to Jackal armour right now, but even when I researched it, I didn't had the resources to produce one. I had to wait some UFOs to appear and capture, but since I shotdown almost all UFO I spot and seize them, the cash is always flooding in. Nevertheless things seems to be improving, specially now that the Foxtrop came to the play and I can support distant bases with him. I have 5 bases right now: a main one with research, production, my landing forces and 3 Condors + 1 Foxtrop and 4 minor bases for now (1 Condor + Foxtrop, with radar, 2 missiles battery and 10 soldiers to defend). Not all of those 4 bases are totally operational, I still need some fighters and one of them is not guarded yet, but I'm working on it. When those 4 are 100%, I will put one more hangars there and build more 2 bases like those around the world or make and research/production specific base. I dont know if the game plays like that normally or is the AI reacting to the UFO shootdown mayhem I put early game, but they already are bringing bigger ships (corvettes) and always spawing in large numbers. It's challenging and exciting! Really feels like they are reacting to my moves!
  22. TacticalDragon, the new weapons are awesome and fulfill the gap between early ballisctics and something more advanced! Also they are lacking information in game when you hover the mouse over them (ok, I know that info is here in the first post of this topic), I only wish you could also add a new shotgun and a new rifle, maybe a new pistol too.
  23. Thanks for the help, kabill! Since you are about to uptade it anyway, I will wait. Do you know if it will be save compatible?
  24. Thanks for trying anyway, Chris! I will start a vanilla game only to see if I can spot the same crash and post the save file here. But, anyway, since it's now kinda a know bug and it's on an experimental version, it dont worry me to much. It will be patched sometime and, despite being annoying, it's not game breaking so it's not cutting my fun out. I just need to save frequently in the combat so I can go back if the game crash. Plus I dont know if it is because of the stuff TacticalDragon suggested me to do, but it seems less frequently now.
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