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steave

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Everything posted by steave

  1. By the time you can get a Fury, you should be able to take on the final mission and have everything you'd need anyway. It's something you can play around with for fun.
  2. Resistant, but not immune. Sebs are very resistant to stun (and damage) in general though, so combining the fact that gas doesn't do much with the amount of stun needed means it's gonna be very hard to do it that way. Use either shock batons or electroshock grenades.
  3. Well, I guess it's a matter of priorities, I focused on armor, dropships and interceptors first before finishing mags as one of my last few things. I was sitting around just waiting for them to finish too before taking on the final mission.
  4. Normally, I only take 1 and use him for scouting, but early game before you have a big and accurate enough squad to reliably take out aliens from a distance anyway I've recently switched to 2 and put shotguns in their backpacks so I could drop the 2 assaults for an extra rifleman. They act as scouts for most of the game, and do the same for the first peek into the UFO (if they haven't opened the doors already to give me an idea of what's there) and then switch over to shotguns for breaching.
  5. Sounds like part of that sentence got lost? But yeah, looking at the research tree, none of the explosive upgrades are requirements for anything else, so it would theoretically be possible to go from conventional to fusion instantly.
  6. Can actually get some decent movement range once you get them up to 100 tu, even before predator. With the predator, they require significantly fewer TUs to fire, so my best one can either reload and fire or move quite a bit and then still be able to get off a shot without penalties. Predator changes everything for heavy weapons, with it they have an easier time getting a burst in than your riflemen does.
  7. There are indeed some differences as expected, but not something I'm gonna be able to fix easily. <?xml version="1.0"?><?mso-application progid="Excel.Sheet"?> has turned into <?xml version="1.0" encoding="UTF-8"?><?mso-application progid="Excel.Sheet"?> to start with, and that I could fix easily enough, but on top of that it completely breaks the formating for the rest of the document as well - the entire file is just one single long row. I'll just have to do anything editing trough textpad instead it seems.
  8. And when you say aiming modes you mean you right click on the target to switch around right? I've seen some trying to use the Tu reserve for that, or thinking it just meant single shot VS burst. For cover, your soldiers will not be blocked by anything they're standing right next to, unless it's a 100% block. Heavy weapons will always have pretty low chance to hit, but that's why it fires 10 bullets at a time.
  9. Like I said, starting a new game completely removes all gear from the equip screen (except for the ammo clips the soldiers already had on them). After bringing back the backup of the original and editing it in textpad instead it worked fine though. Good tip, thanks. Heading out right now an in a bit of a rush, but will try that out later when I get home.
  10. Actually, after messing around with this for quite a bit longer, it turns out that this change was what was causing my game to crash when loading a save (and to completely remove all gear available when creating a new game). Do you know if I need to do anything special when using openoffice for editing the file? When saving it, it popped up the usual warning about there possibly being some tiny format differences between excel and openoffice, which I ignored at first since it has never actually made a difference, but as it turns out doing so breaks the game. Eventually I worked around it by editing the file in textpad instead, but I'd really prefer being able to do it in the format it was intended for if that's possible in any way (other than getting Excel).
  11. When you get a massive ship going at 3300km/h, you found your first battleship They are indeed pretty hard to miss, but if you want to see an image right now anyway, there's one on the wiki: http://xenonauts.wikia.com/wiki/Preator
  12. Nice, changed that out for my game too. Yeah, that would be a bit cheesy, but can just keep that as a house rule. I'm only gonna use it for if I want to carry a secondary weapon in the backpack, so I can temporarily put the shield in there.
  13. I'm actually surprised to see you say that...I've always considered the heavy fighters a cakewalk, but granted, I've been careful to always send a corsair against them, and that makes for a very easy fight. Just start by going to a point to the left of them so they turn to intercept you there, and then shortly before reaching their weapons range, turn the other way and head right - they'll get a few missiles off as they try to turn back again to keep you in their firing cone, but the corsair is fast enough that you don't even need to roll to evade them. As soon as you're out of their firing cone, which happens very quickly, you just circle around them and close in and slaughter them all. The same tactic should work with a condor too although you may need to use afterburners and it might not have enough ammo/missiles to take them all out, but yes, Foxtrots will fail. The only times I fail to take out a squadron of heavy fighters with a corsair is when it started with limited ammo from a previous engagement.
  14. Thanks, had no idea about that. I guess that works for people stunned by gas too?
  15. Thanks for the chart, very useful. Today I came across one I can't find in it though, alien fusion reactors (not regular reactors, those I researched long ago). Am I just being blind or is it missing? Anyone know what it does?
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