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Victor_Tadeu

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Everything posted by Victor_Tadeu

  1. Quick and simple. I think mission briefing for downed UFOs should say what is the type of the UFO. You can see the type when engaging to down him, but sometimes I down many UFOs at once and when the droship arrives, I can remember that UFO type. So... can it be possible to be showed in the mission briefing?
  2. Oh, that's wonderful! So I will let my researches go wild! By the way, how can I put kabill updated mod together with XNT Into Darkness? Just download it and put on the assets folder and ready to go?
  3. Whoah, neve new that in those details. That's why most of my soldiers grow very strong... I almost ever have they carrying their limit.
  4. Wow! Roof entrances!! Brilliant idea, kabill! I loved it! Maybe as a quick fix for not being able to see where is it, you may have some news Xenopedia entries showing where and how to enter each UFO? It may be unlocked together with the UFO type entry. It may look like something "we studied the UFO design and found some weak spots", them some pics showing where to blow in the sides and in the top.
  5. Finally new laser weapons! I was holding over laser weapons reasearch in my save game just in hope that I could have it right away when it's launched! By the way I love the new laser pistol looks... it kinda remembers me the Auto 9 from Robocop! Hahaha! When is it comming off? Also kabill finished his awesome Fire in The Hole mod. Can we expect this last update in the next build of XNTID?
  6. Well, it's not a secret that I'm a huge fan of your mod... haha!
  7. Speaking about characters stats... I started to prefer strong characters and high reflexes more than just accuracy and TUs (my initial choose). As soon you start to get best guns and armor, it can easily overload a weak soldier. I play a considerable part of the game trying to ambush the aliens or score kill in their turn, so high reflexes are preferable since it will makes the soldiers have reaction shots more easily. The few exceptions are the sniper (pure accuracy) and shield (I prefer high health). The assault may need high TUs, true, but he also need great reflexes, so he will be able to kill an undamaged alien at close range only with reaction fire.
  8. I like their versatile. Both sniper and machinegun are very poor to assaults since it give the aliens higher chance of reaction fire. The AR have a burst fire to kill closer stuff and single shots for long range or "I just need one more shot to kill" moments. The machinegun even have an accuracy penalty for moving and shooting in the same turn (I dont think the sniper have it). Snipers are great from far away and machinegun to quick dispatch a heavy target or suppressing fire, but to my style they perform poorly when out of those situations, especially 'cause I like mobile and versatile forces in wide formations.
  9. No, no. I think you are right to ask for it. Especially about the hotkeys. I love to have hotkeys for everything in the UI!
  10. Also dont expend all of your TUs in a turn. Sometimes you may even prefer to setup a good position and let some turn pass to see if you can ambush something. You have no time limit, so go slow, take covers, use support weapons (machinegun, sniper) to cover other soldiers advance from far away, try to leave enough TUs left to do some reaction shots. Shields are also good but they are far from perfect. AND DONT CLUSTER YOUR SOLDIERS!!! It will be easy kill for the aliens since their chance to hit something with burst are bigger! Also work your distance from the aliens. 30 TUs from a single soldier in a reaction shot at close range may be not enough from preventing the alien to take the damage and still kills the soldier. The best things to assaults is the flash bang and smoke. Abuse of it. Flashbang makes the alien go suppresed, preventing him from shoting you back at your turn and limiting the amount of actions he can take is his turn. Smoke blocks their line of sight and will help you against well covered aliens on the other side of an open field. And at night... flares. Flares everywhere. Flares are infinite so throw it everywhere! Never advance in the dark! My initial squad build is 1 sniper, 1 assault, 1 heavymachinegun, 1 shield, 2 rifle/rockteers and 2 riflemen.
  11. By the way, on the first runs in Xeno I thought that snipers and machineguns was not that awesome and may even be traded for more versatile assault rifles. Now I can live without them! They really are great to cover other soldiers movement from safe position!
  12. I think it's more a matter of hardwork and study than time. I mod games with text codes since Jagged Alliance 2, Civilization 3 and Rome Total War and sometimes I can do more than rebalancing stuff like adding new content or so... But I never go further 'cause of the amount of work and patience you had to put in it. Rebalancing guns, changing some numbers and things like that is easy, adding new content or even fully new mechanichs... that's some serious coding hardwork! And I also needs a tutorial to get started or pick a modded file and compare with the vanilla one... bringing something out of the nothing seems like magic to me! Hahahaha!
  13. Well... that's a shame... I would like an "easy ironman" mode where you can try again from the previous autosave (like restarting the mission). Most games with Ironman mode some times makes me rage and dont want to play it for a long while... I know it would be like cheating since you already will know what you will be facing, but still is better than the no-ironman mode and the urge to reload every time something goes terrible wrong (I cant contain myself sometimes...)
  14. Well... I never actually saw a bezerking soldier shot at a ground tile, just living targets.
  15. What!? Seriously!? I already captured some alien command unit and I dont remember it... damn. By the way... capturing live aliens have any good or just the game objective one?
  16. Alexandre, you may give XNT Into Darkness mod a try. It enhances the AI even further.
  17. Don't matter what the guys from Goldhawk say, I really believe that Xenonauts will make more success then what they think and they will eventually puting even more work in it, with patches and maybe some expansions or DLCs! I really hope so! Let me see if I got your problem right. It's about your reserved shot indicator reseting to "none" everytime you runs out of enough TUs to do the previously reserved shot? Like... you reserved a normal shot for a soldier, but another one spotted and enemie and you use the TUs from the first soldier to shot at this new target. His reserved shot indicator resets back to none in that turn and in the next one, instead of "remembering" in the next turn how many points you want reserved? Well... I think it's a minor problem. Speaking by myself I almost never use it, anyway. It would be awesome also if the reserved TUs indicador also sets wich shot type you want that soldier to shot at enemy in case of a counter (I dont know if it already is that way).
  18. Yeah! I had to admit that the AI works way better than I expected! I even can feel different behaviour from different aliens.
  19. Starting Coverage Option 1: I think the best starting coverage should be something like this (Central America, North Africa and China). Each base with two radars and three hangars at minimum. 4 radars and 4 hangars when possible and North Africa with 5 hangars (two dropships, I like to centralize assault teams). Europe, North Africa, Central America and Asia are mostly safe with small blind spots. The partial coverage of North America, South America and South Africa may be enough for keeping them from defecting in early game. Australia still out whatever... Starting Coverage Option 2: On that one I tried to cover all the continents at least a little. Central America base stay on the same place, but I moved the european one to Middle East and the China one to Papua New Guinea in the Oceania islands. The problem is that, apart from assault team, most bases cant help each other even with the Foxtrot. In my current game I have four bases (I wouldn't deploy them in the same way again). One in Europe, one in North America, one in the middle of Asia and one in Australasia. The asian one is capable of supporting both Europe and Australasia with Foxtrots, while it can be helped by both of them granting me excelent UFO shotdown rate. The North America one is isolated. I had two dropships in Europe and they seems enough for ground missions accross the world (so far). Europe have 3 Condors and 1 Foxtrot, Asia and North America have 2 Condors and 2 Foxtrot, Australiasia 2 Condors and 1 Foxtrot. All bases have 2 radar awway (Asia have 3) and is guarded by, at least, 10 soldiers and 2 missiles barrages. My economy is struggling... but not at the point to end the game.
  20. South America is my Australia... I think those two are the most caputered continents ever since the original XCom... hahaha!
  21. Yeah... I think every XCom and his pupils missed that part. The aliens passively watchs you steal their tech and improve it to the point you outperforms them in every way. Since I love long gameplays, would be awesome to see in a XCom-like game whats used to be the late game, only be the mid game. After some point the aliens also starts to bring new stuff, like in an arms race, and you fight them head-to-head to see who will keep the edge. Of course after some time of gameplay the techs will run out and you are left with nothing else new to see, but it could be futher ahead in the game. A sequence of phases more-like: 1: Aliens starts with small recon missions on Earth, you are also forced to start small since no one is certain of the size of the threat 2: The aliens starts to bring their first invasion forces, global awareness also rises and you start to be pushed up 3: Aliens meets unexpected resistance and rush to bring more resources from their home planets (just like USA in Vietnam), meanwhile the humans gets the upper hand and starts to boost their tech. (non-scifi, just imagine every weapon concept that we know today being immediately applied like RL near future guns, gauss rifles, eletromagnetics instead of gunpowder, etc, things that we know that are possible in the near-future) 4: Aliens starts to deploy their finest, humans advantage shrinks* as they start to get overwhelmed by alien numbers of high tech stuff. *generally XCom games end arounds here, but with the humans overwhelming the passive aliens and taking their planet. But what if... 5: Humans cant keep up with the aliens and starts to lose territory (at this point of the game you are suppose to lose lots of continents and bases) 6: Alien occupation is a reality in most Earth, XCom/Xenonauts become almost a clandestine operation and starts to use guerrila tactics, while developing "sci-fi" weapons with techs learned from the aliens (laser, plasma, energy weapons, etc) 7:The friction war starts to become heavy to the alien side, both by atrittion with XCom/Xeno and local population/military forces (since they are the ones bringing personnel and resources from far away to occupy a whole planet). For the first time XCom/Xeno starts to deploy stuff more advanced that the one of the aliens or at least of the same tier. 8: Previously occupied areas starts to be cleared from alien occupation (the player starts to retake continents and fundings). Alien starts to learn with human new techs and starts to do minor improvements to they own. 9: Humans begins to master the alien travel tech and start to pose a threat to alien home lands, not just invading forces. Aliens starts to realize they may be in great danger. 10: Aliens starts to deploy totally new stuffs to counter human advancements, both races engage in a tech race, with both planes being targets of operations, both fighting for their lifes. 11: The humans starts to get the upper hand (since they are the player and you are supposed to) and starts to occupy/destroy the alien planet infrastructure. Aliens throws whatever they can find, making the late game a mix of easy fights against outdated equipment and hard battles against superior tech. 12: Humans occupy/destroy the alien planet and win the war. The game will be punishing, but not like "you lost something forever" punishing like Xcom/Xeno is with continents. Early game should be kinda easy, while mid game would be a matter of fighting for survival while the aliens spend their resources and you develop better stuff. Late game is when the shit get serious and you start to try to retake fallen territories and both the human player and the AI fight each other in more or less equal terms. The difficulty curve of XCom games is preserved (easy start, very hard midgame and balanced late game). I think this is the perfect and most obvious plots to a modern XCom game instead of repeating the older formula over and over again (throw at it a little of international politics like nations fighting each other for resources, pro-alien human guerrilla, rival anti-aliens organizations, etc, and it's perfect!). I think the indie Xeno is on the right path 'cause they first tried to do something better in almost every point than the original game with limited funds. What bothers is the AAA XCom: EU remake that dont plays nothing like the original game and even lacks content from it, just having better graphics and dont going further in any aspect at all from the OG. It's so freaking shallow. The game that, I think, get closer to that "enhanced" plot was XCom apocalypse, since in late game you really starts to invade the alien planet and do missions to destroy their infrastructure. The problem is that the aliens dont scale up neither in tactics or tech... XCom:Apoc late game is a boring alien bashing thing with repetitive missions since you became so much better than them, both in resources/tech and individual soldier capabilities. (still my favorite XCom)
  22. I always tries to cover most of the world before setting up new gear, it's my priority. I really dont know how do you manage to have 3 bases convering everything in 2 months. Putting only bases will do no good, since you will need radar, hangar and interceptors there, and a single interceptor can't do anything and I dont think only 3 bases are enoguh to save all continents. Generally I struggle with only 4 bases, shooting down and doing every ground missions with every UFO I can, and still I'm broke before month 6 and had to contain spending and building new bases is no way an option. Plus to that... recovering lost continents would be a cool late game feature, maybe even if it had special missions on it. I know it's to late for it but maybe in the future if Goldhawk decides to do some expansions or DLCs for Xenonauts. I'm thinking to try a new game with new bases placements, like Central America, North Africa and the middle of Asia, but still Australasia will be unprotected.
  23. And see some guys land a helicopter and shooted them out with laser weapons! Haha! Well, anyway... can it be modded back?
  24. I didn't tried ironman also 'cause of probably bugs from the experimental version and I'm also testing some mods (that may also contain bugs). But I thought that in ironman you can at least reload the save from the beginning of the battle and start over. Or does it prevent you from doing so by forcing an autodefeat when quitting a fight?
  25. That may explain why he seems to prefer to shot friendly troops. Most of the time he have more friends nearby, so if every living targets have equal chances, friendly fire more likely. I'm good with that. I just had two bezerks in a roll that choosed to shot aliens far away, so I dont think it is a matter of distance. Chris, can he also target civillians? (I hope so... puny civillians! )
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