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juanval

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  1. Backed too! I'm glad to see the great and fast support of the comunity for the X2 kickstarter campaign. I spread info on a steam group called Turn-Based Tactics.
  2. I like the idea of Xenonauts 2 improving the original X1 with better graphics, random maps and some improvements. X1 is a successfull sucessor of the original XCOM and I thing this is the correct path, rather than lose the essence of Xenonauts game and try to create something like firaxis Xcom series. Simply If X1 had random maps, I would play it continuously.
  3. Yeah, but if the soldier who detects the alien turns 180 degrees (or simply 90 degrees) the first soldier cannot see anything (no alien icon) and he can't shoot any type of shot. One solution could be that, if someone detects an alien, this alien can be seen during the entire turn (red alien icon) by all the soldiers who have direct sight (no obstacles) to this alien. Yellow alien icon is useless. I think this was the mechanic that worked in the xcom series.
  4. Hello all. I'm one of the big comunity of people who enjoyed playing Xenonauts 1. I'd like to open this thread to tell one of the most unrealistic things I saw in Xenonauts 1, in order to ask if is possible to correct it in Xenonauts 2. I find totally unrealistic the situation in which a soldier who can't see an enemy (yellow alien icon in case another companion detects this enemy) can perform an aimed shot. In these cases the soldier should only perform a snap shot or burst shot (if weapon allows it), forbiding the possibility of permorfing aimed or normal shots. What do you think? Thanks in advance and good luck to the project and the kickstarter campaign ;D
  5. I like to hear this. Map randomisation is very important for replayability. In X1, when playing different misions I recognized the same buidings/structures (and I learned the best way to wipe out enemies inside), and this made that X1 loses fun over the time. Fortunately, great map modders like skitso gave more fun to X1. Enhaced 3D graphics of X1 is another succesful choice. The image posted is beautiful. I prefer playing on it rather than playing on new XCOM1 and 2. Another point that you should take into account is to create a decent AI, sufferinng some casualties in our soldiers. You did a nice job in X1 on this area. Good luck!!!
  6. Played new version 0.05 one time until I ended with psions CPU:Intel Core I3-4150 @ 3.50 GHz Windows10 GeForce GTX 750 RAM: 8 GB I experience an improvement in the graphics. They are less confusing and movements of aliens/soldiers seem better. - I haven't experienced game freezing during alien turn - First time I loaded the mission, game freezed at 0% loading and I had to close and restart the game. After this, mission loaded quickly - Aliens are now easier to see, except one who was close to the wall. My soldiers watched him (red alien icon) but the image of the alien didnĀ“t appear - I could shoot an alien who was watched directly by my soldier (red alien icon) but alien was in the grey area, just adjacent to seen squares. LOS was few realistic in this case. - Crouched soldiers, anytime they fire, they standup and after shooting they return to crouching - Crouched soldiers block with a percentaje the shots of adjacent soldiers. The machinegun man killed the adjacent crouched companion when shooting an alien. - If you shoot having an adjacent soldier standing up, the percentaje of blocking doesn't appear. - I experience the same problem of 0.04 version when trying to move a soldier to one square clicking on that square but I can't (the number of remaining action points doesn't appear in the square). I solve this clicking close to the corner of the square. - I can't move to a square where fallen soldier is. - I don't know how to skip a soldier reaction during alien turn. The only way to pass this is shooting the alien. - I don't like yellow alien icons from X1. Please remove them Sorry for my bad english
  7. CPU:Intel Core I3-4150 @ 3.50 GHz Windows10 GeForce GTX 750 RAM: 8 GB - Game stops at enemy turn. First time I played after finishing my first turn. I restarted the mission and this time game stopped after finishing my 5th or 6th turn - Sometimes is difficult to see where the alien is, due to walls or trees. - Crouched soldiers, anytime your turn them to see another angle, they automatically stand up and then crouch again - Sometimes I try to move a soldier to one square clicking on that square but I can't (the number of remaining action points doesn't appear in the square) - High-low level terrain is a bit confusing. Sometimes I don't know if my soldiers or aliens are at higher of lower positions. - I don't like auto-crouching. I don't like either to see lots of cover shields when I move the cursor through the map. - Please, remove yellow alien icons from X1. It's not realistic that a soldier, due to distance, who doesn't see directly an enemy (yellow icon) can perform aimed shots. In that case, a good sollution should be to restrict shots to snap or burst only. Snippers could perform aimed shots because they have rifle scopes.
  8. It's great to see a new Xenonauts game in the future and see famous mapbuilders like Kabill and Skitso. You added much value to the original Xenonauts. I hope to see in Xenonauts more variety of maps and buildings, or even procedural maps. I'm interested to play Xenonauts in 3D maps ;D
  9. Rather than watching our own faces in the game, I think is more interesting to use a soldier face generator in order to create lots of defferent faces and avoiding to have in a mission 2 soldiers with the same face. That was unrealistic in Xenonauts
  10. It's great to see Xenonauts 2 is being developed. I'll back it if devs go to kickstarter The only issue that concerns me is the amount of areas avaiable. On 3D I suppose there will be less variety of areas than Xenonauts1, and this game lose attractiveness when you repeated the same areas again and again. Great job did some modders increasing the number of areas avaiable. Please devs, you should hire 2 o 3 modders like Skitso in order to create lots of extra areas.
  11. I'm playing last community edition version and I've experienced an ammo bug: A soldier wears one machinegun and one laser rifle. At the beginning of the mission, this soldier spends 20 of the 30 bullets of his machinegun in 2 bursts. After this, I swap weapons and he is using the laser rifle. After continuing playing the mission, I realize that in the inventory of the soldier he has the machinegun plenty of ammo (30/30). And he hasn't had any machine gun magazine at the beginning of the mission!!! Edit: I have reproduced the same bug swapping different weapons and saving/reloading the game. The weapon placed (this time a used laser rifle 9/12) in the inventory reloads automathically to full ammo. When you reload a saved ground combat game, this bug appears, no matter the type of weapon.
  12. Thanks Chris for your answer. At least we know that morale (not bravery), distance and alien psionic strenght are the 3 factors, mixed with a random roll.
  13. I'm playing a new campaign and I don't know the formula of psionic attacks. I've read some posts but I can't find anything. In order to deffend against a psionic attack, what is important? morale stat or only the bravery stat? Can anyone explain the mechanics? Thanks in advance.
  14. I never played the campaign with vehicles/garages, but those damned reapers have made me consider playing with vehicles. One question: If a vehicle is destroyed in a mission, is it recovered and repaired (like a downed plane) or I must buy/build another vehicle? What is the maximum number of vehicles in a garage? Thanks in advance.
  15. Nice maps. Great job guys!!! I think I'll play another long campaign when Tropical tileset will be released.
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