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Victor_Tadeu

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Everything posted by Victor_Tadeu

  1. I very happy with the forecast of the new "big game"! But try to make it more like Jagged Alliance 2 and less with the new XCom... I hate the new XCom... it over simplifies squad management turn-based strategy game... I was very frustrated when I first played it. On the other hand, Xenonauts lacks all that very good graphics of the new XCom, the AAA budget, all the press attention and still manages to be a better strategy game in every ways. Be inspired more with your own game... Xenonauts is awesome and way more fun and deep than the new XCom! If the new XCom was an isometric sprite-based game with the same mechanichs it would NEVER had any form of success. Xenonauts had 'cause what it lacks in graphics (when compared to the new XCom) it excels in gameplay value!... and mods!
  2. Well... so even if I dont get a tech from small vipers and gargol I still get the bonus from capturing they alive? Good enough. And what about androns and scout disks? Can those things be captured alive too? Since they are droid I dont know if there is any point at it.
  3. It's just like Jagged Alliance and it was a very good feature. Sometimes putting your soldier in a risky position to score some hits was very worth 'cause a wounded unit, enemy or not, also have lower accuracy together with lower TUs. That means if you score two good shoots at the enemy even if he dont die he probably will be very wounded and will shoot very badly, much like missing you.
  4. I know, man. Thanks. I try to be very ethical in my fight against aliens. I knew since the first time they landed with love and peace talk that it would end that way. Damn space hippies junkies!
  5. I can understand that Dorothy came from a moribund Gargol, but you said something important... there is any point in capturing some of the new aliens alive?? I never tried to capture one 'cause I suppose there is nothing to get from it.
  6. I already faced some Gargols and I am 100% sure that they arent charging mindless all the time. Sometimes they are playing much more like vipers, trying ambushes and avoiding direct exposure and frontal advance, but much more less efficiently than vipers. I even saw two Gargols together avoiding to get out of the UFO, taking shots and grenades, just to avoid the muzzle barrage that was waiting to ambushe them as soon they try to charge. It's kinda hard to lure them out when they dont want to come. One of this gargols, when I charge in, even run away from my troops, totally ignoring them, and travelling to the other side of the map and hiding in a building. But honestly in face of the new gargols description in Xenopedia (it is new to me), the one about childrens and parts of their minds, I dont imagine Gargol just like mindlees goons anymore. I think about them more like a very stupid scared brute who dont want to get hurt, convinced that xenonauts are somewhat responsible for their suffering and feels forced to fight in self defence. Not a evil minded predator like the viper or a fearless walking tank like the reaper, neither and a simple zombie. In fact, the guy who created that new description deserves my congratulations 'cause that was some dark heavy stuff! Hahaha!
  7. I dont know if it would be appropriate. My aliens dont only looks to be traffic laws violators, but also environmental activists, feminists, defenders of marijuana legalization, a racial minority and some of those left wing and anarchists radicals that cops loves to beat. I'm already planting cocaine on their UFOs to justify in the press my forcers violent attitutes towards them. Imagine the loss of credibility if the image of one of my soldiers sniffing some cocaine fall on the internet. They are only allowed and encouraged to blow in the barracks, before deployment. I dont want to kill another reporter because someone slipped and was photographed sniffing the implanted evidence.
  8. Thanks, guy! I hope I dont become KIA instead MIA until november, too! Hahaha! Well, I never played Xenonauts in Ironman either because the game was in beta or because I was testing XNT: Into Darkness or because the game is pretty much unstable most of the part anyway. But I still remember when I started to play Xenonauts... when even killing a crouched caesian resulted in a ctd... rough times, hahahaha! Plus: I noticed something odd in Gargol behaviour. Sometimes when you engange them at very long range, on the limit of your sight line, they dont charge you even if they take damage. They just keep running to one side to the other, taking cover in buildings or such, but never goes into your direction. Looks like they dont know what is shooting them or from where it is coming. If you move just a little closer, they charge you as usual. It's not exactly a bug... I imagine that like if they really dont know from where the bullets are coming, since they are mindless goons! It made me wonder... do all the aliens have the same sight range? It's the same of xenonauts in day time? Does xenonauts have a bigger sight range than some of them, like the gargols?
  9. Sup, guys! I came back to Into Darkness after a long time and I'm loving the new stuff so much! The AI behaves better and the game seens more stable. Already have some feedback to give. Last time I played (long ago) I remember that wounded soldiers recovering time was much longer. A soldier who lost most of his HP, like, more than 70% and still managed to survive, used to take several days to recovery. Something like 10 to 20 days if I remember well. But now the biggest recovering time I saw was something like 6 days... I used to have a big soldiers list to do all missions I can. My "base team" used to be around 20 soldiers taking turns when one fall wounded and stay away a time, sometimes away something like 3 waves or so. But now, with only around 6 days recovering time, this isn't needed and it feels kinda... weel, to easy. A pro soldier can recover very fast and there is no much point in keeping many reserves. A heavilly wounded soldiers can be fit to fight just in the next wave. The recovering time really was boosted that much? Maybe is the hospital building that now give a bigger bonus than before? Or it just an illusion of mine, since I just came back to the game now and may be comparing early game wounds with mid game ones? Plus I already have to freezes and ctds sometimes when a soldier walk through smoke. Mod bug or game bug, someone knows?
  10. Sorry, sorry, my bad. I was the one saying that. Since magnum-nauts are in the credit, I thought it was included, but it isn't on the merged mods list. *Victor hurts himself in confusion*
  11. Well, I already was experiencing all of it in XNT: Into Darkness. Facing Andros, Xenomorphs and Cruisers with advanced ballistic weapons and Wolf Armor. I think I will try this mod but try to ignore the tons of redundant guns. I really think it would be better off Magnum-nauts guns over saturating ballistic weapons... I never liked the idea to "research" old guns to use against aliens, anyway. I think Asymmetric Weapons Tech with Plausible Advanced Ballistics does a better job and a more plausible one. It would be great to research some RL advanced ballistic guns before laser. Like having vanilla Tier1 ballistics, Tier1+ (XNT already do that), postpone laser with Tier1++ (Asysmmetric Weapons guns) and add a Tier2 ballistic together with lasers (recent/today new/prototype weapons. XM29 e FN F2000 would be lovely). And somewhere after all of that, Metal Storm guns and Gauss Rifles. Plus we could have more new guns for energy weapons instead of just first half of the game ballistics. Just my opinions, of course.
  12. Sup, guys! I hadn't played Xenonauts for a while and I'm come back to it just now. Last time I played I used some of the earlier versions of Into Darkness and I remember how much TacticalDragon was careful when adding new stuff and balance. I look at Xenophobia now and the tons of content looks awesome, but also made me worried: how all of this is balanced? I fear the game will be just throwing tons of different weapons at me without much balance and many of them not exactly different from another. Plus most of the new weapons are ballistic ones... and all of them come before laser guns!? Laser guns are now something researched mid-game or all that ballistic weapons comes that fast!? Thanks for the help!
  13. Sentelin, I was about to PM you or TD just to ask the same. What happened!?
  14. Hey, SoloA, so you could try to cooperate with or even join the Into Darkness team! Those guys over there are really ambitious and competent and may be willing to add your mod to theirs. But since you add A LOT of crafts and they put some serious time on balancing stuff, it could take a while... Anyway it will be a good idea to create a tier1+ aircrafts on the same way Tactical Dragon did with guns. I mean... instead of going directly to sci-fy stuff from human made aircrafts, you may first develop a better fighter who is a real life one but ahead of the time frame of the game. Into Darkness already kinda do it but in fact they diversifies aircraft roles, one is not exactly an evolution of the other, so I think they could add lots of new planes to the game. Something like F-17 Condor > F-22 Raptor: the Raptor occupies the exactly same niche of the F-17 but do it better, not a different one like the new crafts in Into Darkness do. This would be cool 'cause I like to play with real life stuff or plausible ones in games, not just sci-fi! (achieving air superiority with Su-47s?? Awesome!!)
  15. It's highly addictive! I'm doing this for months! I'm not even had played Xenonauts recently, but I still come to this thread every day just to see what is happening!
  16. Well... speaking by myself I wondn't like a tree. I would make it to easy and artificial. More hints may be good, but most of the times I dont think it's needed. I mean, you need to know what a tech will give you after researching, but what other techs it would unlock to research must be kinda blurry and suggestive.
  17. Max_Caine, omg, this is pure gold!!! How much time are you spending on it!? It really looks like a professional work!
  18. Changing the file extension back to .rar after the download also seens to solve it.
  19. Man, you did great here! By explaining how to manually add it instead of justing putting the edited file, we can use it together with any other mod we want! Thanks a lot! Awesome!
  20. Man, I stayed away for a while and this mod went super saiyan! 20 new weapons plus 11 more for aircraft!? I remember when it was just 3!!
  21. Man, I should quit studying... I'm not killing any alien with it. This mod may prepare me better if the aliens comes to Earth.
  22. This means that now covers are 20% less efficient? I already thought they wasn't that good...
  23. Checkmate, you won. I agree. It would be very boring if you can handle the game all the time. By the way cool move with that Apollo! It's awesome to look at! I remember once I took out a alien fighter with a single MIG-32 Foxtrot armed with Avalanches. I didn't plan to kill it, but my Foxtrot was returning to base fully loaded after another aircraft took out his target and this fighter was nearby. I didn't had anything else in shape to fight it so I just thought "meh... I run faster, anyway". I threw the two Avalanche missiles one shortly after the another from far away while the two crafts still was lining to each other and hitted afterburner and disengage. The fighter dodge the first missile just to land exactly over the second one. I wish I could had saved it in video! It made me look very skilled like if I knew how far an alien fighter can roll, for each side he probably would and the exactly time it would take. Was amazing but a freaking luck shot. An Avalanche hitting a fighter... it may had killed even the pilot soul!
  24. Deltas wasn't giving me much troubles after I learned how to deal with them. I mean, "not much trouble" when compared to what happened the first time I faced them (a whole squad lost to vipers and gorguls...). The best tactics to me still is RRE: Retreat, Regroup, Explode (screw recovering things, fight for your life!). I always have at least two rocket launchers and lots of grenades and explosions seems to be the best way to deal with a viper+gorgul rush. But some player may find it frustrating, I dunno. By the way, most times Vipers and Delta Vipers seems reticent to do a frontal attack on a large group of soldiers looking at them, so you can keep them away just by putting your soldiers together and look at their direction (humans may look disgusting to aliens!). And what you guys was talking about healing wounds!? You sometimes can save soldiers after they fell to bleed or light damages!? I always thought they was lost when it happens... (not talking about unconsciousness). I can tell when a soldier is unconsciousness by standing over him and watching his body image on inventory screen (clean body = unconsciousness, bloody body = dead). But I never really used it to soldiers who fell to bleeding damage or alien shots...
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