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Victor_Tadeu

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Everything posted by Victor_Tadeu

  1. So... this bug belong to no one? An alien just came out of a UFO ignored 5 soldier facing him in his line of sight, but kinda far, runned directly to a soldier of mine hiding after the UFO corner where there is no way he saw that soldier moving there since the door was closed, burst shooted him to death and then runned to the UFO. Is like the AI doesn't have fog of war at all.
  2. I have an invisible alien bug. The taller biped xenomorph is right in front of me but invisible. I think some frames are missing. I still can target and hit him, and in the damage frames he does appear. I tried to take a screenshot, but I dont know how to do it in Xenonauts (Steam F12 doesn't work and the Options says nothing), so I took a save file to post here. The xenomorph is right in front of Kurt Lehmann, you can even hit it with the stun stick. Save file: EDIT: About the grenade bug where the alien can "sense" your soldiers nearby. I posted it in X:CE bug reports, they moved it to vanilla bugs, Chris said he cant help because it's a mod. So... no one want to take responsability for this bug? An alien just came out of a UFO ignoring 5 soldier facing him in his line of sight, but kinda far, runned directly to a soldier of mine hiding after the UFO corner where there is no way he saw that soldier moving there since the door was closed, burst shooted him to death and then runned back to the UFO. Is like the AI doesn't have fog of war at all. The alien LOS is certainly broken, but now I dont know if it's mod, CE or vanilla...
  3. So, it seens that more frequently than not the aliens can throw grenades at my soldiers without any line of sight with them. Sometimes I'm on a side of a long wall and without even knowing there is an alien on the other side, a wild grenade flies over the wall and blast my soldiers off. This bugs seens much more damaging to me since I use XDivision mods, that gives aliens a lot of grenades (in XDiv forum they said it's a vanilla bug, so here I am). This bug is very frustrating and annoying sometimes because I'm trying to play safe and lay some ambushes or lure an alien out, than a grenade just fly from a hidden zone. I could understand a situation where the alien saw me and I didn't saw him (like in the night), or a alien coming to my LOS, retreat, and than remember in the next turn where my soldiers was and throw a grenade there in case I didn't move, but it never happens to a alien throw a grenade where a soldier used to be. I think anyone who play this game may know that bug, but if not, I may bring a save game from just before an alien throw me a grenade like that.
  4. I think I will move this question to Bug Reports or CE. But since the game is out for so long and the CE already is doing so much... why nobody fixed it yet? Is it that hard, impossible, whatever? Can XDivision do something about it too?
  5. There is something that is bothering me very much... The rules of line of sight seens not to apply to the aliens when it comes to grenades. It seens they can just sense my soldiers nearby even when there is no possible way they can see them. It sucks when I'm trying to lay an ambush and an alien throw a grenade from the other side of the wall even without seing my soldier there...
  6. Is it compatible with custom maps, XDivision and other overhauls? EDIT: Wait, Victor, what you get by "no know issues"? Hmmmm... no issues, I guess?
  7. Actually by playing Final Mod only a little it made me realise how far Xenonauts pushed XCom gameplay ahead. Really... playing it feels like a downgrade even so I was a huge fan years ago. I will stick with Xeno and give Drages feedback about his mod to help him improve it.
  8. Ok, now I'm in a crossroad: what you guys would suggest: Final Mod or X-Division?
  9. So, hey, TD. Grenades now explode in the end of the turn, right? Dont it leave space to new grenades types, like an impact grenade or a molotov? They may be weaker or something.
  10. Just a quick notice: the Shotgun Street Sweeper is with the same photo of the M14 Hellfire assault rifle in the guide. But anyway awesome to see that kind of guide is back! I always loves to se directly what is new!
  11. TD, since you are around... can you talk about the new guns? I mean, they are a tear above or beloow the old new ballistics weapons or are parallel to it?
  12. New weapons! Oh, man, I love new weapons! And a anti material rifle!? Downloading it right now!!! Uh, and by the way... new grenades, ahn? The first thing I thought was "I love the smell of napalm in the morning"!
  13. I dont have any tips for late-mid and late game 'cause I always stop to play and start over when a new update comes around... hahahahaha! When I smell a update even from far away and try to play without it I just try to play and think "what's the point!? I want the new stuff!". Plus I'm not having to much time to play, anyway... Currently my Europa Universalis IV game is also on a hold 'cause I'm waiting for MEIOU mod update (last hotfix came out bugged). I kinda feel "I have nothing to play" but I have! I just cant! And, man, didn't know that about the grenade stuff! Always good to learn something new! Now I can call RRE tactics RRE&E... Retreat, Regroup, Explode and Explode again! Hahaha! *Victor income from recovery falls 30%*
  14. XNT: Into Darkness revamps the game AI, especially 'cause it started as an AI overhaul. Right now it kinda is a "overall overhaul" (sounds funny!), many things are changed, but everything is well balanced if you ask me. Their team really do a got job. But it kinda dont play like vanilla anymore, it's more complex and harder... it's way better to me, but more casual players may not like it.
  15. Well, I kinda get used to fight gargols. They can be nasty if he just show up around the corner, but here is my tip for all the aliens based on my own game experience and preferences (until mid game at least): First the basic: as always move slow and progressively. Dont rush troops into unprotected/unsupported/unexplored areas. Sometimes dont move at all if you think you can kill something with reaction fire. Dont think just what will happen in this turn, but in the alien phase and the next one turn. Aliens generally are much more powerful than you at close range especially at early game and when big ships starts to show up, but your Xenonauts excel at long range. Never cover the map with two flanks open to attacks: find one of the edges and keep it clear. If you control the edge, the attacks will always come for up or the other side, so you can split your squad in just two teams instead of spreading everyone to cover a lot of ground. If you do everything right, after the initials turns you will know from where the enemy will come from, so you can spot them from far away, and dealing with aliens from far away is the key, gargol or not. I almost never have a soldier in a place where at least three other soldiers cant support him. Keep your support weapons a little behind your troops, not because they have better range, but they have penalty accuracy if you move. So let the enemy try to shoot your riflemen while you support weapons spend all it's turn shooting. If you move them, leave them in a position ready to shoot next turn. If you are unsure what you will face in the near future, digin your soldiers and wait 3, 4, 5 turns if you want. Remember: reaction fire also kills and you will have a full turn of AP to fire if you spot an enemy during alien phase. - All sebillians have crap accuracy. Engage them at long range and they will be powerless. The lesser ones will behave cowardly from far away, so you can take as many turns you like to kill it. When faced on that circumstances they are the easier aliens types, even the great ones, they would just last more. - Ceasan have good accuracy but are somewhat cowards, especially when facing superior number and firepower. They wont do any dare moves and most of them die or will be supressed on the turn he is spotted or in the next one if he dont get out of sight. I have a small impression that they, well, shit themselfs if they are hit from far away and start to cry, but at close range they will have no problem to go around that corner and shot you in the face if they know you are there, so dont give them that satisfaction. And, ah, remember... they can be easily instakilled with a sniper. - Androns are problematic but cant crouch and dont use to much cover, and almost dont move far away from where you spotted it as long he can still try to shot you, otherwise he may just walk half map searching for you. Stay away since almost no weapon can instakill it, so concentrate fire and dont advance (aka find more enemies) until you bring him down. He dont heal, so the damage stack, so be patient. If you keep him shot at you, you also have time to bring your big toys to shot at him, and snipers and missiles cut him like butter. - Harridans are the worst, since they have good long range capabilities and high damage, but at least are fragile. This bastard are also very mobile, so dont expect him to sit behind a cover and wait to be flanked or a sniper shows up. Make they priority targets. Sometimes even the first sniper can instakill it or seriously cripple his heal. Unlike Andros, they are momentary threats, since they can kill a Xenonauts fast, but will also die fast. Superior caesans sometimes should be face like a harridan, do it if you must. - Vipers... the first time I fought them I thought they was the most evil thing ever, but after I learned their behaviour, they scare me less than a sebillian with a good gun. Lesser vipers are a coward psycho. He will almost NEVER run directly at a group of xenos looking at him. He will try to flank you and move closer, but this all you need. If you see where he moved, you can shot him or just put some soldiers looking at that direction. When he came out reaction fire will trigger, he will run for another cover again. Some times you just turn around and he moved to less than 10 squares from you. With a full turn, he is dead. You dont charge a viper, you sit and watch he run to his death. Ah... did I mention snipers can instakill it? - Gargol... gargols can be easy or a beast depending on his distance. Unlike vipers, who are always moving, gargols sometimes just sit and wait, and it is his strong and weak point. If you discover a gargol just at close range you may need to retreat your whole team, but if you do it from far away, sometimes he just run from cover to cover allowing you to shot from many turns without never trying to get close. Blow his cover with a bazooka and let your sniper and machinegun 'cause a good damage. When they advance they sometimes are kinda stupid. They wont charge mindless into a bunch of guns, but he will try to get close. Sometimes he end his turn in a small blind spot just in the middle of your squad, and if no other enemy is near, focus your whole team fire on them and they are dead. The problem is... their heal factor is insane and there is never a "dying gargol" after the alien turn. They also need a lot of firepower to die, and when they are close, if you dont focus or retreat they WILL kill someone. This is terrible when you need to shot another aliens or retreat from a good cover and know someone may react fire at you. Gargols to me are more a disruptor than a killer. He is a real threat when he is disrupting your team by forcing you to move and concentrate fire while other aliens are trying to shot you, alone they are just big meat sack. Keep it in mind. - Reapers are something like a midpoint between vipers and gargols. They are not so mobile, fragile and coward like vipers, but they are also not a tanker like gargol. But STILL... it can be scared away if spotted from mid range just like vipers. The problem is when they are close, since they will charge. So, if you have one close to you, retreat you team or soldier to a save position, he wont be willing to get near and dont try to flank so much you like a viper would if you keep him far. Ps: caution! TD said he will add zombification back! He likes to see you suffer and drink your tears! - Superior Androns... I put them in another category 'cause you MUST face them with caution. They usually have good weapons, tons of HP, good accuracy and almost always are supported by lesser androns. A good option is to flat the ground around him with rockets, even if it's inside the UFO (winning the mission is better than losing it trying to recover everything). This will 'cause a good amount of damage leave him open to fire and wont run far away seeking for cover since he is inside the UFO. Ah, and focus on the weaker androns first. Remember that they dont real, so play safe and dont try risky things. Superior androns DONT forgive a mistake, even from far away! To me they are the tough enemies of all, specially 'cause they are inside the UFO and never alone! -Delta/Alpha Vipers... at first I thought they need a whole strategy around him, but it's kinda simple. Use a strategy that I call R.R.E.: Retreat, Regroup, Explode. When you retreat, they usually go after you, leaving other aliens behind. Your main goal is try to face him alone. Kill other targets if you can, otherwise just retreat until they cant shoot at you well. Explosion, not bullets, are your best friend against him, so throw everything you have. Apart from it they behave kinda like a regular viper. They wont try to charge your team up front, he will seek for opportunity targets. Dont give him any and he will feel confused. The Delta Viper will run for your flanks just like a regular viper would do and if you are far he wont have time to do damage. The Alpha one is annoying but dont do much damage neither have good accuracy. Deltas will kill you if you screw up, but Alphas dont have that high damage potentials, just dont keep you soldiers shoulder to shoulder. When you learn to face each alien as it own and not like just "another ET", none of them are exactly impossible to overcome. A sebillian genarally can be ignored from far away, but not a caesan. A gargol wont try to flank you, a viper will. Androns keep pressure all the time, but dont do smart moves and can be easily flanked. Just consider who is the priority target at a given time and mark him to die that turn if you can. Of course not everything go as planned all the time, sometimes an alien behaves different from what you would expect, and that is the difference of a well positioned team and one who just stand there. A well positioned team can responde to anything and wont be left with no options after the enemy do something odd, and by it I mean they arent all clustered together meaning you have to move everyone and almost no one will shot just because a gargol rushed into you. And remember... when everything else goes wrong, R.R.E. (Retreat Regroup Explode) can save you! Ps: RRE is not necessarily an order of actions, but a philosophy: Retreat: get away from a threat that you cant beat now, you dont need to kill that gargol on that turn neither you can or should face three superior androns at the same time! Regroup: focus your fire! Soldiers next to each other can shot at the same target, killing it faster, dont spread your firepower! Focus it! You can kill two gargols or two androns in two turns if you focus one in each turn, but it can take five turns if you try to kill both of them together! Explode: your focus is to survive and win the mission, not recover things! You wont recover anything if your squad dies! The time to save ammo and rockets to a emergency has come and there is no more "I will save it to a moment of need". Shot that rocket right inside that UFO destroying all its profitable components and lootable bodies if you must. You wont think that additional 100k worths much after two or three of you favorite and best soldiers dies just because you didnt shot a missile in that andron to recover that data core. You can make 100k later, but a dead soldiers is definitive. Recovered items is a luxury, survival is a must. If you keep your soldiers alive and leveling up the cost will pay off later, otherwise you will ragequit before the game ends. High level soldiers are your best and more expensive weapon/armor/technology/airplane/base/everything. You WILL pursue it and you WONT let yourself lose it if you can do anything to avoid it!
  16. Yeah, like the XCom remake... Man, I hated the fixed roles, weapons for free, only two movements per turn and the skill/powerup thing. This game wasn't much more than a casual click and play thing to me. Funny, yeah, but I not even played it to the end 'cause everything became repetitive and boring.
  17. When I call for something like JA2 I dont exactly means JA2, but a strategic squad-management game where every bullet counts and a soldier cant take a hit and walk away with it. I mean, even if that hit dont kill him, it will probably make him bleed, scare the soldier out and make him loses stamina, giving him less AP and perform worst in every task while wounded, even shooting. JA2 battles was awesome 'cause it was the only squad game that truly made me thing that the important is not hit the enemy, but not being hit, just like in real-life. You cant fight if you are wounded. The first step is to be safe, them try to hurt someone. Even in a modded Xenonauts I'm used to do some dare movements. In Jagged Alliance 2, more specifically in a modded one, even if you do a smaller slip you are potentially screwed. Was the only game that truly made me use sniper, support weapons and ambushes the way I would like to. But I think that what made JA2 great wasn't just "superior battle mechanichs". The devs just wasn't scared to do a hard and tough game supported by a solid engine who didn't held the game down. Add to it map conquering, militia training, skills levels, galore of weapons, galore of equipments, galore of itens, galore of attachments, open world, cool characters with awesome voice acting, tons of well placed little small details and depth without drowing you in micro-management, character creation, virtual economy, vehicles, diferent land scapes, easily moddable and... man, this game have a lot! I wish I could know how that game project was managed! I was to young to bother with those things at the time... But unfortunately JA2 was victim of it own advantages... it complexity and depth of gameplay made it hard to get into and keeped the big crowd away, turning it into a legend amoung strategy game lovers but unknow to the default gamer... all sequels who tried to copy the old game and streamline the mechanichs failed. I wish I was rich like Bill Gates just to fund a game project and say "screw commercial success, boys! Give me hell!" Yeah... I'm still in love with JA2, that old nag, and always start to day dream when it name comes around... By the way the "again new sequel" dont look very cool. I'm more excited with your project, Chris, not because I think you will give me JA2 back, but because you already gave me XCom-like back! So screw JA2, I know you guys will do an awesome job and already are making a name of your own, just like Xenonauts already is burying his roots in squad games to me! I hope in ten years people will be talking about a game saying things like "I wish this game was more like the Goldhawk one"... wait, not a good idea. I hope in ten years you guys will still be around and kicking asses!
  18. Just a random thought that I know would be hard to do or impossible. Dropships guns being used in ground combat, like fixed machineguns on the sides that can be manned like real life helicopters.
  19. ventuswings, please do it when the new patch comes out! I always miss the tooltips for the weapons. Also, do you plan to update Xenopedia weapons stats too? I mean, if you plan to make the tooltips, I think the Xenopedia is less important and vice versa. Of course having both of them would be better, but having at least one of them with the proper numbers already will be cool. By the way I put my game on a hold until the new version comes out. Dunno if it will be save compatible so I will wait.
  20. What you mean and... whoah, hey! I learned something new today!!
  21. Well, aaahn... someone had to point it out. Actually the new version is less real than the old one (just google for scoped G3). By the way, in some scoped weapons you still can use the iron sights even with the scope 'cause the scope support is not directly over the barrel or have a hole in it to allow you to use the iron sight. I dunno how it's made on the G3, but it's how it usually was made in WWII era rifles and lots of russian sights. Also the G3 is not a dedicated sniper rifle like the AWP or PSG-1 (dedicated sniper rifle based on G3 mechanichs). G3 is supposed to be flexible and even real life sniper version of it have iron sights. And, well... why did you inverted the barrel and the gas recovery cylinder positions, anyway? This is what really made me wonder...
  22. By the way can we hope to see Max_Caine excelent works, like X-23 "Prophet" armour and The Drone Strike Package integrated with XNT Into Darkness when they are done?
  23. You are the sick mind behind Gargol being mutated children? Man, I dont know if I thank you or if I become scared of you! Hahaha!
  24. I run into similar bug. It seens to happens when you have no soldiers boarded in any ship. Try to wait the production of the new ship and then board a single soldier in the dropship and see if you can edit their equipment again. This works to me.
  25. Hey! I had a suggestion. Something that I would like very much for myself and I think other people too. It's possible to create something more like a half-ironman mode? I mean, lets suppose that after every X turns the game auto-saves in combat, or maybe you can save a limited amount of times. You can reload those at any time. Ever since I startet to play Xenonauts the game crashes from time to time. Sometimes is a vanilla problem, a mod problem or, maybe, CE problem. This crashes always prevented me from playing ironman mode, plus I'm not that hardcore and if I screw things very much I would like to reload and try again... but by being able to save at any time feels like cheating and, some times, I reload more than I would like and I spoil my own challenge.
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