Differences between Xenonauts and UFO:EU


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#41 silencer_pl

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Posted 06 November 2017 - 07:33 AM

I'm pretty sure any changes in config for tactical mission will work only if you start new mission. Doesn't the same apply to X-COM dat files? I know all tactical mods in XCOM will work only if you load a strategic save.

Training reaction fire. I think it's pointless in the final mission you want to bring as much destructive power as possible and all your rifle dudes should mostly work as a spotters and cleanup crew. And by destructive power I mean rocket launchers, Singularity cannons and MAG LMGs. You need to waltz over the aliens there, otherwise you will be in a world of hurt.

I'm not aware of that PSI balancing talk, or maybe I've long forgotten about it.
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#42 Zombie

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Posted 20 November 2017 - 06:41 AM

View Postsilencer_pl, on 06 November 2017 - 07:33 AM, said:

I'm pretty sure any changes in config for tactical mission will work only if you start new mission. Doesn't the same apply to X-COM dat files? I know all tactical mods in XCOM will work only if you load a strategic save.

No, not all. Soldier.dat and Base.dat files update immediately after edit (if you are in the geoscape that is, in the battlescape any changes you make will apply once you reenter the geo portion). And there are other dat files which are initially populated by the executable, so if you edit the .exe the dat file is changed. I just thought that xml files were different in the way they were handled. I guess not in this case. Dread is still infuriating and psi op.

View Postsilencer_pl, on 06 November 2017 - 07:33 AM, said:

Training reaction fire. I think it's pointless in the final mission you want to bring as much destructive power as possible and all your rifle dudes should mostly work as a spotters and cleanup crew. And by destructive power I mean rocket launchers, Singularity cannons and MAG LMGs. You need to waltz over the aliens there, otherwise you will be in a world of hurt.

Well, yes. Everyone will be bringing along the best weapons such as the singularity cannon and MAG machine gun. Goes without saying. And while training reaction fire itself is pointless for the final mission, I'm not training reactions for just that stat. See, when your soldiers max out TU, STR and accuracy it's impossible to get the other stats to improve any. Training reactions allows you to train HP a little bit. And that's why I'm training reactions: for the health benefits. Posted Image Since armor is only so good, I think hit points will offer more surviveability. Do you go into the final mission with low-hp soldiers? Or how do you train them? Getting them hurt? Curious on this. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#43 silencer_pl

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Posted 20 November 2017 - 07:10 AM

Recruit soldiers with highest HP, after all accuracy can be trained ;)
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#44 Zombie

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Posted 25 November 2017 - 06:07 AM

True. Is this what you do? Filter by HP first, then take everything else into consideration? ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#45 silencer_pl

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Posted 25 November 2017 - 11:56 AM

Yep, afterall,  ACC, AP, Energy can be trained and HP increases with them so a healthy soldier can reach full HP just by training those stats, no need to train reflex later just to have 100HP soldier when you will be using heavy weapons either way.
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#46 Zombie

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Posted 26 November 2017 - 03:44 AM

Ah, nice piece of strategy there. So do you have any hiring criteria for HP level? How low is too low? I'd imagine anything over 55 would be a good place to start but that's just a guess. I just had a 65 hp soldier pop up in my list with fairly decent stats too so I hired her and fired a couple other unused rookies with low hp. (Not saying I'll ever train her up as most of my team is pretty well versed by this point, but if someone gets injured she may get pressed into service). I'm wondering if there is a hp number where it'll max out with just normal soldier training (ie no crazy reactions training). And it also seems there is a max "range" a soldier will have for a stat (for example, I have soldiers with 98, 99 &100 and they will not improve anymore. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#47 silencer_pl

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Posted 26 November 2017 - 11:50 PM

I think it also depends how the soldier gets other skills. Just sum all the skills you raise by combat divide with the number after which you get HP increase and there you have it.
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#48 Zombie

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Posted 10 December 2017 - 08:32 PM

I picked up on playing Xenonauts the other day. After I finished a mission I was admiring my soldiers stats when I noticed how much more their Strength and Accuracy increased relative to other stats. So I thought that I was going about training soldiers the wrong way. I thought that Instead of maximizing these two stats, maybe I should be trying to minimize them in order to get other stats (like HP) to a decent level first. Well, there really is nothing you can do to accuracy apart from not shooting (maybe throwing or stunning?) to keep that from improving. But strength, you can do something about that. Instead of burdening them to the brink of Encumbrance, what about giving soldiers a very light load (like basically nothing at all except their weapon and a couple rounds of extra ammo - no armor either)? That might keep strength gains under control to allow HP to catch up. The only problem I see is that if a newer soldier makes a kill, he/she is normally awarded a smorgasbord of stat increases anyway, so this training would only be useful for seasoned soldiers. Hmmm, it's an idea. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#49 silencer_pl

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Posted 10 December 2017 - 11:04 PM

Going for 100 everywhere? ;)
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#50 Zombie

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Posted 11 December 2017 - 06:29 AM

Not really. It would be great to train up a "super soldier" with 100's for every stat, but that just isn't feasible. Bravery is very difficult to train. Everything else is doable. Reaction training takes a while, though it really isn't too bad once you start running missions with that in mind. One of my heavy's is in the neighborhood of 100 for reactions (he might have 98 or 99). I have a few other soldiers with 99 or 100 in everything save reactions and bravery, but reactions are in the high 70's to low 80's so those are the soldiers who will be in the running for the best. With only one point gained per mission it'll take a while though. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#51 Zombie

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Posted 18 December 2017 - 05:37 AM

Here's something different: I was on a Sebillian Battleship mission today and just cleared out the ground floor of the UFO. The second floor was empty too so I ran my heavy over to the 3rd floor lift to cover that (to prevent aliens from filtering down, aka: "plug the lift"). He had to go upstairs first of course, but when he did he was instantly zombified by a Reaper Alpha who was apparently standing right next to the lift. Reaction zombification! Kinda scary that reapers can use their melee attack in reaction fire circumstances. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#52 silencer_pl

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Posted 18 December 2017 - 12:06 PM

Chrysalids can do this too in OpenXcom ;)
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#53 Zombie

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Posted 26 December 2017 - 07:56 AM

Here's something different: I was on yet another Battleship mission today and my guys were getting mind controlled nearly every round. Not much you can do to recover from that if your team is bunched up together (short of getting them to a different level and plugging the lift). Anyhow, I used the stun baton to knock the unfortunate squad members out cold which seemed to ease the MC attacks a bit. Just for giggles, I wanted to see what happens when you dust off with unconscious soldiers so I tried that. Well, if they are out in the field somewhere, they will get left behind. Strangely, if you haul a body back to the ship and have it in your backpack when you abort, the soldier is lost. You actually need to drop the body to the ground inside the ship in order to recover them (doesn't matter if they were under alien control when you knocked them out, they will still be recovered uninjured. So I guess that's another tool in the arsenal to use against MC. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#54 Zombie

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Posted 04 June 2018 - 02:42 AM

Back on to Xenonauts again. Played a few missions since December, but only enough to clear the Geoscape of UFOs except for the last Battleship which was giving me extreme trouble. It seemed like all the aliens had battle rifles and they were tearing my squad to shreds. There just wasn't a good strategy to deal with that plus trying to train reactions. I ended up just mowing the aliens down like I normally would do and not worrying about reactions. Magstorms are great for this. Was a little miffed about the loss of a training mission until I saw the EOM report.

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Five soldiers ended up with reaction fire increases, and because the Praetor was going nuts, five soldiers also got bravery increases. Nice! Oh, and 16/24 aliens had battle rifles which equates to 67%. No wonder! I also found out that soldiers will most likely still get small increases in Strength as long as other stats are increased. I'm not sure if there is a breakpoint where the amount of weight carried will prevent these strength increases, so that will require some tests. Possibly Sentinel/Predator armor might prevent strength increases, but that's more of an end-game strategy. Finally on the soldier side, I retired my first guy (Andrew Spruce) due to reaching 100 reactions.Posted Image

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He will probably not see any more missions until the final one (unless I think I can train his bravery a little more with some low hanging "fruit" aka "medals" or use him as a "rear commander" or "soldier of last resort"). I have a few other soldiers which have 100 in TU, Str and Accuracy, 99 for health and high 80's for reactions, so there will be a time where they will be retired as well. It certainly will be nice to be able to just grab anyone for the final mission.Posted Image

The one thing I learned these last few days is that my USA team is a tad under-equipped. Posted Image I'm still using Precision Plasmas and Buzzard armor for a few of my snipers. Not that it's a bad thing, but the 360 degree vision of the Sentinel and MAG Precision offer a lot of upgrades as well so I'm trying to get that sorted before anything else.

The one thing which I allowed to finish production was the Valkyrie. Now I can take 12 soldiers on a mission instead of 10 which should help out a little more to expedite map clearing (I normally like to use 2 groups of 3 soldiers to clear each side of the UFO and a central group of 4 to hold the main door but those two extra bodies could be door opening meat shields instead). I learned something new about the Valkyrie "dropship" today also - because there is an initial "placement" round where you can decide where to put your soldiers, you can save the game at the start of that round and then reload if the placement wasn't right and the aliens will still be in the same spots and the map will be unchanged. So that's kinda neat (along with the flares on the ground so you don't need to deploy so many on night missions).

So it's been a productive last couple of days. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#55 silencer_pl

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Posted 04 June 2018 - 05:55 AM

I think only Caesans carry battle rifle and I hate this gun. They autoshotted me from 2 screens away with pinpoint accuracy. Not cool. I am sort of amazed that you still go for the reactions.
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#56 Zombie

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Posted 06 June 2018 - 04:36 AM

View Postsilencer_pl, on 04 June 2018 - 05:55 AM, said:

I think only Caesans carry battle rifle and I hate this gun. They autoshotted me from 2 screens away with pinpoint accuracy. Not cool.

Yeah, it's pretty annoying when you are almost 100% in cover (let's say behind a hay bale) and the battle rifle autoshots come, destroy your cover with the first shot then the subsequent shots of the volley all connect with your soldier. I kneel religiously at the end of every round but that still doesn't do an ounce of good with the battle rifle as the shots seem to ignore all logic. Can Xenonaut soldiers use the battle rifle just as effectively as the aliens? I think not. Posted Image

I checked the Wraiths in my previous mission save and all seem to be carrying either a heavy plasma or plasma cannon so it's probably just the primary races (such as the Caesans) that can get the battle rifle.

View Postsilencer_pl, on 04 June 2018 - 05:55 AM, said:

I am sort of amazed that you still go for the reactions.

Me too. Force of habit I guess. ;) It does help with increasing other stats a little bit though, so I'm sticking with it until I squeeze every last drop of blood out of training as I can. With 4-5 soldiers nearing 100 reactions, it will not be long before they get Predator armor and mag cannons. So that's the eventuality I'm planning for right now (a little bit low on those two items, but I've kinda decided I have enough Marauders to deal with the UFOs so I can switch gears). At this point, I'm delaying the inevitable by researching the Wraith corpse and another corpse... if I'd put everyone on the Praetor and end-game items I could probably close this out by the end of the month. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!




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