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Author Topic: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!  (Read 26883 times)

pedrousz

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #120 on: June 01, 2014, 04:21:52 pm »

welp

I bought the game on steam and now I can't download it for whatever reason. Already tried to contact steam support, anyone knows if it is maybe a xenonauts side problem? I can install others game, just xenonauts not.
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Descan

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #121 on: June 01, 2014, 04:31:56 pm »

Well, the obvious question is the how. "Can't download it" doesn't tell jack-all. Is it just a stalled download, is it explicitly saying "Cannot connect to servers" or something like that, is it not acknowledging you told it to download, what?
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pedrousz

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #122 on: June 01, 2014, 05:07:45 pm »

Well, the obvious question is the how. "Can't download it" doesn't tell jack-all. Is it just a stalled download, is it explicitly saying "Cannot connect to servers" or something like that, is it not acknowledging you told it to download, what?
I mean, I bought it on steam, it appears on my library after being processed and now I try to download but after "Preparing Xenonauts files for install" windows appears an error about "connection time out". Again, is an error that just happens with xenonauts, I can download others games without any problem. I don't know how steam works, maybe is something trying to contact something at some xenonauts servers, but something is wrong so that is why I can't download.

Well, I will wait for steam support anyways, thanks for the help descan.
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thvaz

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #123 on: June 01, 2014, 05:54:19 pm »

Bought it today and have been playing it for the last 8 hours. Fantastic work. It as deep as Firaxis' XCOM (which I loved too) is cinematic.
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Aklyon

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #124 on: June 01, 2014, 06:27:26 pm »

Xenonauts has a massive amount of files (not filesize, just quantity), but that hasn't been a problem for me since you could get it on steam instead of desura.
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Kaje

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #125 on: June 02, 2014, 11:00:07 am »

I backed this in their Kickstarter phase and have played numerous builds, including the 'final' one, and I have to say I actually prefer the freeware UFO:AI.

I can't really put my finger on why. I love the art style, I like the fact that the soldiers have a little more depth to them, but I miss having pilots and scientists that I can 'see'. I miss developing a number of different troop carriers and jets etc. In one breath it feels more in depth, but in the next it feels a little shallower.

It'll be one of those games I occasionally dip into, but I can't see myself playing it for hours on end.
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Descan

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #126 on: June 02, 2014, 02:19:19 pm »

* Descan shrug.

To each their own. Those don't matter to me. :v
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GiglameshDespair

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #127 on: June 04, 2014, 05:20:46 pm »

Started a game and all was going well until a sudden outbreak of X-COM accuracy with a rocket launcher.
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Descan

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #128 on: June 04, 2014, 06:23:49 pm »

Yeeeeep. They happen, not often, but when it does it's always in the worst possible moment. "Fire that rocket between those three guys and the mission is done With no losses! " kind of worst moments.
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Cthulhu

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #129 on: June 04, 2014, 07:19:43 pm »

That's XCOM Xenonauts, son.

I like (read: hate) the way EU does rocket accuracy.  Everything has a complex accuracy system based on a lot of factors that you can manage, or it has no accuracy at all and automatically hits.

Except rockets.  Rockets have a flat 90% chance of hitting, no matter what.  In other words, for no reason at all, all rockets in EU have a 10% chance of go fuck yourself.

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muwahahaha

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #130 on: June 05, 2014, 01:26:27 am »

Honestly I don't think it's worth even using rocket launchers. They're heavy, the ammo is heavy, they're slow to fire and it's really risky to try and shoot one over obstacles since that 10% block chance could result in a gibbed xenonaut. Not only that but the same job can be accomplished pretty effectively with grenades anyway. They seem to have a very specific niche of taking out targets behind hard cover at long ranges but in pretty much every case of that you can flank them with other soldiers.

Anyway I got this ages ago when it was still being developed then put it away for a while, I've come back to it and I'm currently in early January with things going pretty smoothly. I made a couple of mistakes that I now know about but nothing that's tanked my run.

I really wasn't sure whether I was going to like the new way nation funding is handled (namely, it's based on air interception rather than ground combats) and I still think ground victories should contribute more to relations but overall I don't mind it. I do like that cash is usually pretty tight so you can't manufacture 10 of everything right away.

The ground combat feels a bit easy to be honest, barring the inevitable cross map critical hit on a soldier surrounded by cover I haven't lost all that many people. Cover is abundant and usually very effective and your weapons tend to quickly kill the aliens (except ballistics vs androns in which case you tend to just scratch the paintwork). UFO breaches are fairly deadly but once you figure out the layouts and where the guards are stationed it's easy to drop a stun gas or alienium grenade around the corners and clean whatever is left afterwards. Also I've had precisely one alien base so far and it was a cakewalk. I blasted through it easily partly because the enemy never attacked in groups of more than two and partly because it doesn't look like it was balanced for taking along a hunter scout car (yes, vehicles fit inside the alien base). My car was toting a pulse laser and just obliterated most of the resistance it faced.

Actually speaking of the scout car I read a lot of people saying how useless they were but so far mine have been amazing, they get a longer sight range than soldiers which isn't reduced at night, they have damage resistance a little less than wolf armor which comes much later in the game at a much higher cost, they're buildable from very early on and they're fairly cheap. All of this comes at the cost of taking up two soldier spots in the dropship. Also, the default machinegun isn't amazing but the pulse laser is fantastic if you don't mind occasional overdamage. I can't help but feel the hit detection on them bugged or something though because I regularly see enemy shots hit directly on the car but deal no damage and don't pop up with 'resisted' or 'missed' so in a large majority of the missions they end up absorbing repeated blasts from multiple enemies with only a small amount of damage.

Air combat balance feels alright, the autoresolve seems to be pretty accurate as well although I noticed one time that it left one of my foxtrots on about 4% health against an alien scout which was baffling since fighting manually leads to the scout getting destroyed before reaching attack range 100% of the time.

Overall it's still fun although the sheer number of ufos can lead to tedium over longer play sessions.

Edit: Fuck alien grenades though, holy shit.
« Last Edit: June 05, 2014, 03:16:45 am by muwahahaha »
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MorleyDev

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #131 on: June 05, 2014, 06:19:00 am »

Dipped into this last night. Well on the plus side, I didn't get a complete wipe-out in my first 5 UFOs. On the minus side, I have yet to win a ground battle without losing between half to all-but-one of my soldiers. So there's that...
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GiglameshDespair

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #132 on: June 05, 2014, 10:25:52 am »

Why do we get money if we let the NATO/USSR forces carpet bomb the ufo, anyway?
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Descan

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #133 on: June 05, 2014, 10:27:16 am »

They're happy that you're giving them the pieces of alien technology for them to pick over, rather than taking it all for yourself.
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Cthulhu

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Re: Xenonauts - Post cold war XCOM re-imagining - KICKSTARTER FUNDED!!
« Reply #134 on: June 05, 2014, 10:29:23 am »

I think one thing to do right away is change the classes and team organization a bit.  The basic class setups generally aren't very good.  That may change with heavier armor, I haven't gotten too far into the game.

But right away I change the Rifleman class.  Get rid of the medkit and give him more grenades.  2 of each is good, I think, and fills your belt.  Maybe a gas grenade or two when you get one.  Add a new medic class with a rifle and medkit on the belt instead of grenades. 

I go with the two-element squad setup which seems to work pretty well.  A fire team with 2 riflemen, a machinegun, and a medic; and an assault team with 2 assault, a medic, and a rifleman.  One suppresses while the other moves, though at least early on there usually aren't enough aliens for serious tactics like that to come into play.

When you raid the ship I gather everyone outside, open the door and throw flashbangs until all the aliens are suppressed (which drains TUs so they can't reaction fire) and then rush in to kill them with the assaults and riflemen.

At least in the early missions I rarely lose more than one guy per mission.
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