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XenonaughtFox

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Everything posted by XenonaughtFox

  1. Well, the thing was that I was raking in cash with UFO killing left and right. I was in the black supported by my somewhat meager side-economy of selling advanced projectile weapons. Except for the shotgun. It uses one alien alloy and I am not going to waste alloys on weapons I'm going to sell. It's hard enough as it is to recover plenty of materials to start work on Corsairs and Shrikes as it was in that playthrough. My personal unmodded playthough had me fucked over when two entire continents pulled out. EDIT: I just made sure that my game was working a few hours ago! Now you pull this? Well, easy come, easy go. Warning to all: I will say this only once, do not have this mod on while having Water/Firefox in the background on an older machine. Mozilla browsers, for me anyway, usually eat physical memory like mad if you keep them going too long. Always make sure that the application is off before using this mod on an older computer. That is all.
  2. My first playthough with the mod was based on the 'three towers' ideal... then I added a fourth 'tower' for added coverage and amazingly enough didn't lose a continent. :\ Then I was having problems because I was literally employing an entire airforce of interceptors across the world flying at each problem. :\ Good thing was that I was raking in cash thanks to all the dead UFOs I kept having... until my planes started to get regularly pulling in for repairs that took a good part of the day and I was forced to put all planes in pairs for the most part for UFO hunting. I usually employ something like 30 scientists and engineers early in the game.
  3. Ah, so I was using them wrong. :\ Still odd though... my last playthough before I had to go in and remove it was odd with the advanced rifles in damage potential. :\
  4. No I was thinking that advanced rifles being akin to lasers in shear damage potential and decent accuracy, not piss-poor damage and above average accuracy. I usually equip most of my men with Advanced ARs with guys with shields and advanced pistols or advanced las-pistols and the occasional shotgun thrown in. However, the only worthwhile advanced projectile weapon is the mother fucking shotgun. >40 damage per hit? YES PLEASE!
  5. Yeah, I get most of my squads into the medbay regularly because of that damn thing! Then it becomes a hard slog to kill the xrays who have them. For the missiles, I'm not asking for much, after a while sidewinders and avalanche missiles tend to suck like hell and I was thinking something between alienium missiles and regular ones to help stem the tide of UFOs that tends to happen towards mid-game. By mid-game without alienium missiles you have to throw entire flights against the UFOs to get a good chance of having your interceptors back alive. Also, the advanced rifles feel... underwhelming. I was thinking something akin to lasers than pop guns like the regular projectile weapons. :\ @Vortex: Yes, occationally those things kill my men. It's god damn annoying.
  6. Done and preping for install. Hopefully things go right this time... In all seriousness I need a new computer. I use Steam. Originally used Dessura but that was being a finicky bitch later on. Now onto suggestions! My (albeit limited) playthrough of the mod has showed me some problems. No 'Tier 2' aircraft, Apollos, Condors, and Foxtrots start to get fucked over by the time Corvettes roll around and things like Corsairs appear a bit late and becomes impossible to get a good production line going since you are focusing on getting as many Foxtrots/Condors/Apollos into the air as possible to stem the massive onslaught of UFOs. No Advanced Autocannon... need I say more? No Tier 2 missiles; Alienium missiles are nice but take a while to get to. Something in between the standard missiles and alienium warheads would be nice. No incidiary grenades/rockets; I would recommend to have these things because flamethrowers tend to be bulky things. :\ An M203 FLASH themobolic launcher would be AWESOME. Vortex is OP for the begining; I regularly lost 80% of my squads to those weapons! They are clearly way too powerful, especially when the best you have is basic armor and M16s. :\
  7. So essentially delete the entire file after install, and then scrub it clean? Shit, man I am going to hate this old thing. :\ Where would that Thumb.db and temporal files be held exactly?
  8. Well my latest terror mission has a white 'ground' for some odd reason. Buildings and everything but the ground is normal but the ground is pure white. :\
  9. Well my first modding experience was with Star Ruler without the help of Notepad++... but thanks for the fix! EDIT: a copy here and a copy there and we're fixed.
  10. Alrighty then. I'll do that. I was actually mystified when it didn't show up in the manufacturing screen... I seriously love that pulse laser. It fucks shit up good. @ setting to unlimited: how do I do that?
  11. When I researched the rocket weapon for the Hunter combat car it didn't show up on the garage screen when I selected the vehicle's armament. It didn't show the Pulse Laser either for the Hunter when I researched the technology. :\
  12. Well did some defrag today and my next scheduled weekly defrag time is tomorrow starting at 2 PM MST. Thanks for the warning. This computer is giving me more fits than time playing anymore. :\ Hopefully I can get a job and buy a new one sooner or later. It did it only once. Lagged on and off for a minute or two then ran as normal the rest of the time. Probably it's because whenever Water/Firefox is on it starts to eat processing like a pig after an hour or two. I also have a weekly defrag schedule that I adhere to for years (even after getting it to the shop and forcing it to go to factory spec several times)... but then again I install and uninstall games like clockwork. @OCIW: Ah man. That means no Mauser pulse laser rifles! [pouts] Problem Edit: Well, apparently I can't produce or otherwise acquire rockets or pulse lasers after I do the necessary research. :\
  13. Yeah, it simply lagged on and off for a minute or two then ran as normal... I use a 7 year old Vista computer using an AMD Phenom X4 9150e Quad Core processor, a good four gigs of RAM, and using an ATI Radon HD 4770 series video card. I use Xeno 1.02. EDIT: Otherwise, this is an awesome mod. Just like the good old ACM/TRM of the Afterblank series fame. The Apollo is awesome. A light weight fighter with extensive sensor range makes it all the sweeter to use as a scout or patrol craft. Just getting lasers right now but I think the tier 2 weapons need a remake of sorts. I don't feel... alright... with them right now. Especially the rifle which is called an LMG for some odd reason. Personally it should be a G11 or something similar. Also, I got a recommendation, if you got alien electronics, then the OCIW weapon system would be possible... but to get it to fire both grenades and bullets might be tricky at best.
  14. They did change gameplay just by adding all sorts of new equipment. The TRM mod went in there and changed weapon effectiveness stats wholesale for example. It made my go-to weapon, projectile rifles (i.e. the bread and butter weapon of Afterlight), useless without a large load of API ammo for Martian 'bots. I was very annoyed. EDIT: For a bit my game lagged worse than the Spacebattles forums. Does that happen occasionally?
  15. ACM was a series of UFO Afterblank mods back in the day for the first two games, never knew what it stood for though. TRM is the Total Rebalanced Mod for UFO: Afterlight. Both add lots of guns and other equipment and expanded the research trees as well to include these new guns and equipment.
  16. Is this viable with V1.02? Just asking because I've heard rumors of an ACM/TRM style mod for Xenonaughts recently so I came to check... and this is what I found.
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