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dck

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Everything posted by dck

  1. Yeah, upon finishing the base upgrade both nanotech workshops and labs would display a total work space available of zero.
  2. For what it's worth I applied the fix and continued to play my current game with no problems.
  3. Oh how nice, I'm pretty much gone for the rest of the day and I can't believe this is already fixed. Excellent indeed, now I'm gonna feel bad about the time spent not xenonautin' today
  4. Oh, hey guys just ran into a pretty nasty bug. Upon finishing the base upgrade after beating an alien base my total scientist and engineer count turned negative. Gonna see if firing them and hiring them again does the trick. edit: Nope, apparently once the base upgrade is finished work space available for research and engineering turns zero.
  5. I put a fair amount of work into trying to stun a delta but afaict they can't be stunned? Either that or wow the amount of enough heat required must be incredible. Can't imagine what must take to stun an omega.
  6. So anyway I've been wondering for a bit. Is there any reason why females and males have visually distinct armor sprites? Like females have this xenonaut icon on their shoulder and camo, I quite liked the in-game explanation for camo not being the best idea and soldiers having different attires based on gender seems odd to me.
  7. Oh right, actually the second time I got a mission on a map that used that tile everything was fixed.
  8. Ha, started a new run to see how other approaches worked in the early game, got this on my second mission http://i.imgur.com/FgdbGYD.jpg
  9. Oh I would've never guessed that was an actual design decision. I'd never considered it either really, but being able to just have a sniper shoot at 95% through any number of standing soldiers was also pretty silly, particularly because it reduced the point in positioning your troops relative to the sniper and trying to keep his view unobstructed. I started a new game on this hotfix anyway and so far I'm finding the early game is definitely more forgiving but it also seems a lot more fair, aliens don't all have sniper accuracy with smg fire that demolishes your troops anymore, and you can deal with inflicted wounds properly instead of just dying instantly to 18 damage from them when you barely survived burst fire from full hp. Very curious to see how it'll develop as I go further into the invasion.
  10. I've only just started playing and have only played on map (a city map) but it only seemed to happen with friendly or neutral units.
  11. Hm, guys I think there's something wrong with blocking shot chances on the latest hotfix because every time I try to shoot past an unit it displays chance of hitting them as 100%.
  12. Cool, just about to get started on new hotfix and I love to see new weapon designs.
  13. After a bit more testing I have to say this is one hell of a mod alright. The sheer amount of content and the aim of that content introduced is very competently put together; plenty of it is indistinguishable from vanilla, which is think is very good. I also like that I was forced to retreat Being a mod in progress, it isn't without its flaws of course, but those flaws I am not very concerned about because they mostly seem to be related to numbers and balance overall (and you guys have already shown you care about that to begin with!), I'm sure things like early game super smg laser sniper NC caesans that wound the target three times if he happens to survive will be looked at in due time . Regardless, I would wish to join in showing concern over the concept of the new teleporting alien. I think it's quite cool but since there already are teleporting enemies that serve as a milestone for the player for when things are getting serious I think having these new early, highly resistant enemies that attack only in melee (like vipers) and are mostly meant to be destroyed by fire (like vipers) teleport around makes them overlap with the late-game wraiths and vipers themselves. Besides there's a bit of an issue with clarity regarding what's going on with those enemies, as the player is learning that alien firearms hurt a ton and is dealing with eggs and vipers sneaking behind their backs, just adding a bunch of guys that teleport around and also take a fair amount of heat to kill feels off to me. All things considered though, vipers (particularly early ones that make you wish you got a couple of flamethrowers with you) remain my favorite feature and new enemies by far, although I do loathe their eggs with the stunning missiles since they're in literally every mission and you have to guess at their attack range while approaching to toss a grenade. I understand the concept but I think it translates in very same-y gameplay and gets pretty boring since there are so many. e: I haven't tried the hotfix yet since I wanted to get some more experience with the mod yet. I'll probably check it out soon and see how it compares to 5.3, pretty excited to see such devoted development, too!
  14. Sure I'll be happy to contribute something constructive when I have a bit more experience. One thing I don't normally like are sudden instakill threats you could only prepare for by playing in an extremely conservative way at all times; this is what I feared those initial alien weapons would be, but a bit more test field did show they hit hard enough to leave the unit beaten up but not dead pretty much every time. I'm perfectly fine with that and I did expect a tough as nails early game anyway. Anyway, what I meant to comment on was some sort of bug I ran into when attacking an enemy scout: I opened the door and saw a caesan NC and two... shadows on the ground with no model on top of them. There was some dark purple-ish crap on the ground so I sort of assumed it had to do with vipers, I took a step to get a good grenade angle at which point one of them "reaction fired" at one of my guys by jumping at him? Regardless, the impact apparently killed him instantly; the game stated he still had all of his health but I couldn't seem to use any medikit on it and upon mission completion he was dead. I don't know much about what was going on there and how much of it was intended, but having that sort of danger just laying around feels off compared to the rest of more straightforward challenge other parts of the mod seem to pose. Incidentally, new research projects aside (which I'm just a sucker for) these "viper" enemies are probably my favorite feature so far. They're dangerous, you need a way to deal with them and their actually makes them behave remarkably differently from the rest of enemies. That's not something you see every day in a mod tbh, really top notch stuff.
  15. Hi, I've been trying this for a bit now and I've gotta say some impressive effort has gone into this and it really shows. I'm not certain about the kind of balance it seems to be going for; starting, crappy aliens with some sort of plasma AoE cannons and huge range are a recipe for sadness, but I'm not far enough to judge and at least soldiers survive them somewhat decently even naked. Regardless, I seem to have run into a bug: If you drop flamethrowers during field missions they're not actually generated as items on the ground and disappear.
  16. Hey there, I've been using JATOM on the latest CE release for a bit now and while they're obviously not tested to work together, they did seem to work pretty smooth until now. However I'm getting stuck in the [GO TO RESEARCH SCREEN] [CLOSE] message after finishing the research of heavy mag weaponry. Normally I'd just suck it up and guess they're not as stable together as I'd hoped they would be, but this looks like a pretty isolated problem (game does not even crash, just buttons on that message aren't responsive) so I thought I'd give it a shot at asking you guys if there's some way to avoid the message, get past it with commands or something like that.
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