podbelski Posted October 11, 2014 Share Posted October 11, 2014 ...just to make sure: can I choose which side the plane rolls to, left or right? I suppose it's random and out of player's control, alas Quote Link to comment Share on other sites More sharing options...
api Posted October 11, 2014 Share Posted October 11, 2014 @podbelski, you may assign a hotkey for a roll to left or right, look at game options. @all, thank you for the support! Quote Link to comment Share on other sites More sharing options...
Juvilado Posted October 11, 2014 Share Posted October 11, 2014 Hi, one more bug: my game crashes when the plasma explosive charge is suposed to explode. Anybody having this issue too? Quote Link to comment Share on other sites More sharing options...
blackwolf Posted October 13, 2014 Share Posted October 13, 2014 ...just to make sure: can I choose which side the plane rolls to, left or right? I suppose it's random and out of player's control, alas Yeah, i mean, first you must choose the plane(by clicking on it or on the side panel..or with the shorcut depending of the plane number,f1,f2,f3 etc.) And then you must hit Q for rolling to left or E for right by default (you can easily modified this in options for your taste). Is very useful with this way . (but i have a kind of problems when the plane is upside down , i need to pause the game then LITERALLY invert my head and see where is left and right from the plane perpecstive ). Quote Link to comment Share on other sites More sharing options...
Sentelin Posted October 14, 2014 Share Posted October 14, 2014 Will this mod ever reach status finished or there is nothing more to add? When I will finish my vanilla XCE playthrough I plan using this mod. Like Max said,only it's safe bet that next update won't happen any time soon so you don't have to worry about game in progress. Quote Link to comment Share on other sites More sharing options...
kabill Posted October 14, 2014 Share Posted October 14, 2014 ...just to make sure: can I choose which side the plane rolls to, left or right? I suppose it's random and out of player's control, alas Following on from what api said, the 'Q' and 'E' keys do this by default. Careful when your planes are flying south, though, as it's left/right from the plane's facing, not the player's orientation. Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 14, 2014 Share Posted October 14, 2014 omg, it really works! I tried Q/E keys a couple of times earlier, but had a feeling the feature is not working properly. Probably it's b/c I have not taken the orientation into account thanks everyone Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 14, 2014 Share Posted October 14, 2014 have a problem with a preator..i need one alive, but seem impervious to stunG, whats a good tactic? i have to bring a rookie as cannon fodder to depletes it's TU's and than mass charge with stun batons?would be need to shot it until armour fades? secondly,it's possible to implement a tech tree?what is need to unlock the wolf armours? i'm in jenuary and have only coyote's and jackals a bit poor defence against the more powerful alien weapons, and to aircrafts, why i can't equip the foxtrots with aelenium missiles? would be better a aelenium missile rather than a piranha or mammoth one, no? Quote Link to comment Share on other sites More sharing options...
blackwolf Posted October 14, 2014 Share Posted October 14, 2014 (edited) have a problem with a preator..i need one alive, but seem impervious to stunG, whats a good tactic? i have to bring a rookie as cannon fodder to depletes it's TU's and than mass charge with stun batons?would be need to shot it until armour fades?secondly,it's possible to implement a tech tree?what is need to unlock the wolf armours? i'm in jenuary and have only coyote's and jackals a bit poor defence against the more powerful alien weapons, and to aircrafts, why i can't equip the foxtrots with aelenium missiles? would be better a aelenium missile rather than a piranha or mammoth one, no? Hi compadre ,well i have to say that you look a little behind in tecnology for the time frame . First at all for capturing a praetor alive, first i shoot him until i see he start to take damage(instead of resisted, that means that his armor was "depleted") , then toss a lot of shock grenades,stun grenades and retreat a little bit, keeping my man out of his line of sight, after a couple of turns. Then he would try to search out my soldiers but i have a plenty of rookies with shock batons ready for rushing at him to beat his sh$#t out . It works for me on Veteran, i hope it help you. About the tech tree . Yeah, well actually the idea of the tech tree was scrapped because one of the jolly things in the mod is to discover by yourself what thing lead to what, is like open a box without knowing what is inside. It was supposed to be reemplaced with hints and clues in the logs from research windows, but for now the Devs are a little busy so you should a little bit for now :c. For the wolf armour you need this: 1)Alien Alloy Fabrication(AAF). 2)Alien Alloy Hardening(AAH). ------------------------------------------ And for AAF(1) you need: *Alien Alloys *Alenium. And for AAH(2) you need: *Any big ship report(the landing hull,cruiser,batleship blablabla,i mean the xenopedia entrie). *alien alloy production. There are another ways to get the AAH including also any of the above and a omega corpse or a alien leader interrogation. I hope this help you, cheers and good luck on the battlefield pal . Edited October 14, 2014 by blackwolf Quote Link to comment Share on other sites More sharing options...
drages Posted October 14, 2014 Share Posted October 14, 2014 I try to add all aliens their proper Pedia files and dead/alive versions.. i worked on research item ufopedia and aiprops... But after i done everything, after gc battle at report, i saw "viper cyst" and "minor viper corpse"... but i didnt see anything like that at the files.. i searched it at those files but no chance.. I even changed viper name to xenomorh drone,warrior blabla... so how can i find them? Quote Link to comment Share on other sites More sharing options...
Areth Posted October 14, 2014 Share Posted October 14, 2014 (edited) Hi i have the problem that sometimes when i move on some tiles my game just freezes it doesnt crash it seems like its going into some kind of loop or something so faar i have only seen the bug in the city levels Edited October 15, 2014 by Areth Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 15, 2014 Share Posted October 15, 2014 Hi compadre ,well i have to say that you look a little behind in tecnology for the time frame . First at all for capturing a praetor alive, first i shoot him until i see he start to take damage(instead of resisted, that means that his armor was "depleted") , then toss a lot of shock grenades,stun grenades and retreat a little bit, keeping my man out of his line of sight, after a couple of turns. Then he would try to search out my soldiers but i have a plenty of rookies with shock batons ready for rushing at him to beat his sh$#t out . It works for me on Veteran, i hope it help you.About the tech tree . Yeah, well actually the idea of the tech tree was scrapped because one of the jolly things in the mod is to discover by yourself what thing lead to what, is like open a box without knowing what is inside. It was supposed to be reemplaced with hints and clues in the logs from research windows, but for now the Devs are a little busy so you should a little bit for now :c. For the wolf armour you need this: 1)Alien Alloy Fabrication(AAF). 2)Alien Alloy Hardening(AAH). ------------------------------------------ And for AAF(1) you need: *Alien Alloys *Alenium. And for AAH(2) you need: *Any big ship report(the landing hull,cruiser,batleship blablabla,i mean the xenopedia entrie). *alien alloy production. There are another ways to get the AAH including also any of the above and a omega corpse or a alien leader interrogation. I hope this help you, cheers and good luck on the battlefield pal . thanks Hermano i a bit back on the tech tree..i have 35 scientist(10 just enrolled)in jenuary 80 i have the charlie craft and squad armed with lasers and coyote's, i'm searching alien leader interrogation and next i have to search carrier diss..you mean elettroshock granades no flashbangs right?i have the charlie yet..i have to assault alien bases(no fortress)with squad of 8 man..i can't bring cannon fodder rookie..ok i will prioritize a upgrade trasport.. buenos dìas compañero Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Share Posted October 15, 2014 Don't cannon fodder ur units.. move slow.. wait for reaction shots rather thrn full assault. Lasers and Coyote is good mix. Laser rifle is very good at this mod specially at bases. Yeah update ur transport and get a scimitar as cannon fodder .. get a alien base to bust your lab and manifacture. 40 50 laborer is best for this mod as soon as posible because there is much to research. Andron s are easy with lasers and emp bombs.. Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 15, 2014 Share Posted October 15, 2014 ok,this is my first playthrougt with this mod.. i have three bases the main base for intercept & recover other 2 for intercept & research/manifacture so in the first base i haven't enough space and so in the others(i have build a lot of AA because i have seen in this mod alien will pretty well attack ma periferical bases) so i will to build another 4th base only to resarch? Quote Link to comment Share on other sites More sharing options...
Juvilado Posted October 15, 2014 Share Posted October 15, 2014 Hi i have the problem that sometimes when i move on some tiles my game just freezesit doesnt crash it seems like its going into some kind of loop or something I have the same problem too Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Share Posted October 15, 2014 ok,this is my first playthrougt with this mod..i have three bases the main base for intercept & recover other 2 for intercept & research/manifacture so in the first base i haven't enough space and so in the others(i have build a lot of AA because i have seen in this mod alien will pretty well attack ma periferical bases) so i will to build another 4th base only to resarch? Did u full all the 3 bases? I don't use much aa.. 3 is enough at beginning. I put 3 lab 2 factory at beginning. Then when I put 2. Base I demolish 2 fac and put 1 lab and 2 more aa.. or just put 4 aa.. 2. Base became 4 even 5 factory manufacture base. And 3. Base I add some labs total öf 50 researchers.. Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 15, 2014 Share Posted October 15, 2014 Did u full all the 3 bases? I don't use much aa.. 3 is enough at beginning. I put 3 lab 2 factory at beginning. Then when I put 2. Base I demolish 2 fac and put 1 lab and 2 more aa.. or just put 4 aa.. 2. Base became 4 even 5 factory manufacture base. And 3. Base I add some labs total öf 50 researchers.. yes,first base 7 hangars,2 labs,2living,2 worsk's plus radars,med's ecc 2-3 7 hangars each(i rely on heavy air power & disassembly bay)plus AA radars etc.. i have 68 workers(to build equipments,disassembly,aircraft etc) and 38 scientists..i have to increase the lasts.. Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 15, 2014 Share Posted October 15, 2014 another problem is mantaining all the stuff...(my global founding,all maxed is needed only to unkeep all..even so i lost 50k)basically i gain cash only by missions,disassembly e selling stuffs... Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Share Posted October 15, 2014 (edited) 7 hangar? What did u do... i could handle with 5.. 7 is much.. at least for beginning.. so other bases 4 is more then enough.. I always use active 3 aircraft per base.. so about main tane. . It's all about disassembly .. you need to do go for ufos as much as u can.. a battleship gives about 1 m. . But if u put every base tons of plane u can't handle so good.. Edited October 15, 2014 by drages Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 15, 2014 Share Posted October 15, 2014 7 hangar? What did u do... i could handle with 5.. 7 is much.. at least for beginning.. so other bases 4 is more then enough.. I always use active 3 aircraft per base..so about main tane. . It's all about disassembly .. you need to do go for ufos as much as u can.. a battleship gives about 1 m. . But if u put every base tons of plane u can't handle so good.. ... i keep 3 foxtrots and 3 fighter+trasport on first,same on the 2nd e 3rd + free hangar for disassebly.. and for me is barely sufficent to hold up alien tides..(i shot down almost everything but escorted UFO's are a bit tough) Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Share Posted October 15, 2014 U don't need to shoot everything.. 2 fox and a good fighter is enough. . They give u so few money so why do u care them so much The game has 1 bomber.. foxtrot.. until the end.. I find this lame.. I will add 1 or 2 pure bomber too.. and others will be pure fighters.. so it's lame to have foxtrot until battleship. . Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 15, 2014 Share Posted October 15, 2014 U don't need to shoot everything.. 2 fox and a good fighter is enough. . They give u so few money so why do u care them so much The game has 1 bomber.. foxtrot.. until the end.. I find this lame.. I will add 1 or 2 pure bomber too.. and others will be pure fighters.. so it's lame to have foxtrot until battleship. . yeah..foxtrot are good..however a little "interim" bomber would be good..seeing a foxtrot against a battleship is like seeing a ww1 sopwith camel against a B2 spirit... Quote Link to comment Share on other sites More sharing options...
SilverFalcon Posted October 15, 2014 Share Posted October 15, 2014 Well, Foxtrots cannot intercept battleships on other than collision course. But are useful until then before you get Maraduers. But I always used at least 2 fighters per base as well so I can deal with heavy fighters and UFO interceptors. I ended up with for bases in the end, though I had three for most of the game on Normal. Quote Link to comment Share on other sites More sharing options...
Shiakou Posted October 16, 2014 Share Posted October 16, 2014 I went into a crashed UFO mission as per normal. On the first turn, I send out one soldier. . . and he gets targeted by laser fire. I'm like "WTF, aliens don't use lasers?" So I get line of sight on the shooter. . . and its human. But the game treats it as an enemy and as an alien. I even get the alien icon on the side of the screen. Is this normal? I thought the humans would be on your side even when they upgraded to lasers? How do I make them friendly? Quote Link to comment Share on other sites More sharing options...
theothersider Posted October 16, 2014 Share Posted October 16, 2014 I went into a crashed UFO mission as per normal. On the first turn, I send out one soldier. . . and he gets targeted by laser fire.I'm like "WTF, aliens don't use lasers?" So I get line of sight on the shooter. . . and its human. But the game treats it as an enemy and as an alien. I even get the alien icon on the side of the screen. Is this normal? I thought the humans would be on your side even when they upgraded to lasers? How do I make them friendly? it's a part of the mod story.. kill or capture him and a little surprise will enlight you.. Quote Link to comment Share on other sites More sharing options...
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