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Vojevoda

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Vojevoda last won the day on July 15 2023

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  1. After upgrading my radars to Quantum ones(upgrading through engineering) one of my bases has two radar coverage circles. Unfortunately, I was not able to determine if both are actually tracking UFOs(since very few came in to range to draw conclusions). Constructing additional Quantum arrays in that base does increase radius(the central and seemingly proper one), but second circle remains. As an idea, one of the bases I lost was in that area. I don`t recall exactly where I built it, but if it might be at New Guinea. It`s possible that for some reason game started to show radar circle from that lost base. user_day_241_manual_save-35.json
  2. What`s is your problem? Are you from ruzzia that you so desperately defending this? It`s just a spelling of city. If I didn`t start this thread, you would not even notice.
  3. What are you talking about? Using original name and not one defined by centuries of ruzzia occupation is propaganda? What planet are you from? As for safe, tell that to people who die almost every day as a result of ruzzian missile strikes on civilian infrastructure. The only way your boss could visit Ukraine since rizzian full scale invasion (520 days and counting) was by taking plane somewhere to Poland for example, and then taking a train or car.
  4. Again. It has nothing to do with honoring someone. It`s a PROPER modern spelling. The fact, that many maps have not updated it, does not make it less true.
  5. But again. If I start manual, and touch absolutely no button except for pause, result is always a win. That is the bug part. Autoresolve script is working in some very weird way.
  6. A couple of points from after 160+ days in game. Some background. I have played A LOT of original X-Com and X-com 2. And even done a full playthrough for Xcom Hardmode Expansion(the best way to play original Xcom BTW). Also, played all Firaxis Xcoms(not a huge fan). And Phoenix Point Game of the year(after developers made game, well, a proper game). And, of course Xenonauts 1(though initial state of the game made sure I did not replay it more then once). I play standard difficulty for now. To get a feel of things. I see a lot of references above for early missions being too difficult. Based on my normal difficulty I find it not the case. I`d say it`s a rather expected early game curve, while your soldiers are inexperienced. But I see how highest difficulty can become a problem. And since I played it, there was a minor nerf to those missions. So more comment on that after second playthough. Regarding accelerated\laser weapons debate, my opinion is that game should skip standard laser research, and make advanced lasers available a little further away. Like a couple month, give or take. I`ve been trying different research options and got my accelerated weapons way before lasers. And can 100% state that accelerated weapons are very good compared to lasers. And in no way those are trap, like many said before. Lasers have only few advantages - an accuracy bonus for low level operatives and very good terrain destruction. In pretty much every other aspect, I proffered accelerated over non advanced lasers. Overall, ground combat feels a bit too easy right now. I play semi iron man. And even with that, I`ve lost only one operative so far. Technically, I`ve lost more. Somewhere around five or six. But every other got "saved" by medical facility bonuses after return to base. What feels very alien and confusing is air combat. Ar first, everything is fine. But once you get to abductors and interceptors, things get very weird. To be fair, I`ve lost one of my bases, so maybe that setback is what makes thing difficult but still. The main problem is right now game states that air combat is "in between state" and we should use auto resolve function. But after a while, I see that if I don`t use manual combat - i`m loosing hard. It takes forever for air crafts to repair damage. Ensuring that I let plenty of UFOs let loose a wreck havoc on geo map resulting in quite significant spike in panic levels. I`ve seen some videos of other people playing. And what seems weird is that I`ve seen UFO fighters only once(I believe) as part of an escort of large ship. And now, all I see is Interceptors. And three of those things just melts three of my Phantoms with Laser Lances. But again, the main problem I see is If you use autoresolve your crafts get too much damage and it takes forever to repair. And if your crafts are damaged, good luck killing subsequent UFOs without abusing manual air combat. I may be very wrong on this, but overall, aerial combat feels like least fun part. And more importantly, least comprehensive. No tutorial, nothing. Just figure out things yourselves by loosing plenty of air crafts.
  7. Pretty much the topic. It was true for standard generators and for Aelenuim ones. If my calculations are correct, game counts standard power output even if generator is uncompleted but does not calculate adjacency bonus. user_day_166_manual_save-22.json
  8. My three Phantoms attack Abductor. One Phantom is equipped with two Fusion Torpedoes, the other two have Fusion Missile and Laser Lance. If I choose autoresolve it`s always results in loss of all three of my phantoms. Yet, if I fight manually, without even touching anything it`s always a win. It`s a first time I have encountered such behavior. And if add minor manual involvement, like firing torpedoes first, then releasing missiles - outcome is significantly better in terms of hull integrity of my air crafts. I suppose, auto battle script should consider sending armor shredding torpedoes first. auto_strategy_before_intercept-89.json
  9. Not much to add here. After constructing and trying to use first two stun weapon options (baton and pistol) I found it WAY easier to capture live aliens using smoke. It almost feels like a cheat. Throw a smoke(best in closed quarters), soften targets with regular grenade or light pistol fire and you got yourself a live alien. I think this needs reblancing somewhere in the future.
  10. During ground combat, if I click on any grande and then SHIFT click on ground to throw it - game hard crushes. I`v tried roughly couple dozen times. Only once, one of the solders were able to throw it without issue. Rest of the attempts result in hard crush. Safe file in the attachment. Will try to reproduce this on other missions as well. . auto_groundcombat_turn_4_start-37.json
  11. You are digging deeper then you should. To keep things super simple. Kyiv is a proper, internationally and officially acknowledged spelling right now. All I asked for game to spell it accordingly. Even though not whole world catched up yet.
  12. Not a whole world. Transition to a proper spelling began not too long ago. As part of acknowledgment of necessity to move away from twisted history based on a lie imposed by ruzzian and soviet regimes for several centuries. Old maps still contain old spelling. Most new online maps use proper modern spelling. All official international correspondence and institutions use a proper modern spelling. Check any airport for example. Though, right now airports don`t have any flights to or out of Ukraine due to ruzzia is waging war, again. Or, you can check something else. A BBC weather forecast for example. https://www.bbc.com/weather/703448 Like I said. All official institutions began use of proper spelling several years ago. It`ll take some tome for most older sources to update.
  13. Let me explain. The only reason you know only Kiev in Spanish, is because for centuries Ukraine have been occupied by ruzzia. And they forced Ukrainian cites spelling based on ruzzian spelling. But once you spell a name base on proper native name, it becomes Kyiv. I hope that clarifies things a bit.
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