Jump to content

Search the Community

Showing results for tags ' bases'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 10 results

  1. I know I asked this on the old forms but I wanted to ask again, and maybe get an update as to where Chris/others stand on this subject. First of I love x-com, own it, played it for years and I love what your doing with this project and cant wait for the beta to come out. I personalty loved in X-com having my base attacked and getting to use my base defenses to shoot/damage/destroy incoming craft. Sadly the start of the base attack was just a screen with text and not anything more exciting. (The start of my wishlist/question rant *deep breath*) 1. Could you take your air combat system and mod it to run base attacks. Aka. You have to do something to help/hurt your chances at hitting or missing the aliens. 2. Base evaluation of non combat personnel. I never understood why, when the base was being attacked. My interceptors never did anything? Maybe add them into the base defense mix prior to the ships landing? (would explain why they left the base) 3. Where my solders spawn. I always found it funny that they would be just all over the place, in a hallway with there backs to an open hanger bay, just to turn around and find 5 heavily armed aliens looking at you (and firing do to reaction). Could we start off in a central place, like a command center or armory? 4. Tanks tanks everywhere. I used to keep a few on hand in my inventory just so I could use them during a base attack. They where ez to replace instead of a soldier Id been working on for a few missions. Please tell me we will not be limited to 12 troops and/or some limited combination. I can understand limitations due to space in the dropship but this is home turf. 5. A little atmosphere. The base is under attack, would a pulsing red alarm light every once and a while be out of the question? 6. No locks? Im sure human bases would have locked doors in such a top notch base. If an alien wanted to get somewhere important couldn't we have them have to "hack" the door code or something? 7. Checkpoint. Any chance of having something like a base upgrade that lets you add "retractable security walls" "These walls installed in the floor of hallway intersections rise up during base defenses to help give your troops cover when protecting key intersections of your base" Same distributable train and if you lose a intersection the aliens can make use of the cover. I'm thinking of a 3x3 cube with each corner having two walls in the case of X intersection and a 1X3 for a T intersection. I look forward to reading all the reply's.
  2. Not sure if this is the right part of forum, so please move if needed It's actually not a bug, just suggestion or opinion ... Did you notice, that in the initial base you have only two places where to place laboratory and/or workshop? If it was intended, ok. But I can't make more workshops or labs without destroying some (already built and paid ) facilities - looks like wasting time and money for me. So maybe just a thing for polishing before beta comes up ... Thanks developers for another build, it will be great game! Edit: It is the same for living quarters, it is also size 1 x 2 tiles.
  3. Okay, so in the early game we typically have only one base, without the funds to lay down a second or third one too early. At the same time, we want radar and interceptor coverage over as large an area as possible -- we're tasked with defending the whole world, after all . A possible solution to this dilemma could be the ability to build "mini and micro bases", or Forward Bases and Outposts if you will. FBs and outposts would work like conventional bases, but they'd be smaller in terms of "grid size" and have less maintenance costs. A forward base would be 4x4 tiles or so, while an outpost would be 2x2. So, you build an outpost, which measures only 2x2 tiles and won't ever be able to grow past that (except perhaps if we implement a "Base Expansion" system where you can "upgrade" a base at a high one-time cost). You put a radar down and decide you'll build a second one later on when you can afford to. If you're worried about enemy invasion, maybe you also decide to place a defense system or living quarters and general stores, or you could turn it into a secret science facility/factory by adding living quarters and a workshop or lab. Either way, you now have a cheap, affordable listening post, but on the flip side, you won't ever be able to expand it into a proper large-scale base of operations; if you want a proper stronghold at that site later, you will have to build a second base and/or demolish the outpost. I feel this will fit the "chronically short on cash" approach the game is taking, make the early-game a bit more interesting and fun, and also add some strategic depth by forcing players to decide what kind of bases they want to build at various locations.
  4. I'd like to talk for a bit about the aesthetics of building a base. By that, I mean the factors that go into designing a base which maximises benefits and minimises drawbacks. In the original X-Com series, there were two major base design factors. 1, the need to produce choke points to guide aliens down the proxy grenade trap of DOOM. 2) The need to specialise bases into large scale research or manufacturing facilities (especially the latter). The pilots hated the walk to debrief. In UFO: The Two Sides, base layout was once again dictated by base invasion. While choke points had been removed, the "base" was considerably easier to defend if you placed modules on as few parallel lines as possible to produce the maximum number of zero-cover corridors as possible. The UFO AfterX series took an original slant: in Aftermath you had a fixed number of sites for buildings per territory, research was dependant on having x number of sites for new topics, and all territories had to be connected. In Aftermath, the base was so generic the only guidng factor was determining which building to construct first, and base attack missions always took place away from the guts of the base. In UFO:ET they did away with base construction for the most part, and base design wasn't influenced by anything - large scale manufacturing didn't even pay for itself let alone make a profit and aliens had spawn points liberally scattered through the base. So what influences base design in Xenonauts? Several factors. First of all, geoscape factors: 1) I need interceptors. Lots of them. The current alpha dictates that I will need at least one MiG (to launch avalanches at corvettes) and two F-17s (to escort the MiG and deal with fighters) per base. Hangars are small, so I can cram 7 of them in on one "line". The high number of alien craft present early on, especially the high number of fightercraft on ait superiority missions requires more than this "basic" quantity. It's easy to have six interceptors on the go all the time, especially when I'm transporting goods from base-to-base or have sent a chinook out and need to provide fighter cover. 2) Inital range of dropship is continental, rather than intercontinental. By giving the chinook a limited range, this requires the first few bases built to have a chinook of their own (to respond to shot down craft and terror missions), a large pool of soliders (to man the chinook, provide replacments to killed/injured soliders and act as second-line defence in case of base defence), and limited manufacturing facilities (teams that go out on missions require ammo and other consumables. My main manufacturing plant should not be turning out batches of ammo. It should be turning out the Next Big Thing). 3) Hand-in-hand with 1) MiGs (which I need) must be manufactured. MiGs are very vulnerable after they have shot their load. MiGs get shot down. Secondly, battlescape factors. 1) Chris has previously written that if base modules get damaged, this affects the effectiveness of the module in the geoscape. This means mining the crap out of a choke point might be an effective tactical strategy, but it's strategic no-no. 2) Chris has also written on how every base will have a command center, and if I loose the command center, I loose the base. This would suggest "wrapping" the command center in other modules would be a smart plan. However, what do I wrap it in? Would a layer of storerooms make sense? After all, they aren't as critical if they are damaged - but then I don't get as much room to build other base modules. 3) It is unknown at this point how spawn points will be handled. I've looked back through older posts and from what Chris has written, it seemed that inital spawn points were going to be in hangars, but he seemed to have changed his ideas on this point. Finally, logistical factors 1) Chris has stated that manufacturing will not be for-profit. It is therefore uncessary to have dedicated base-factories, as the outlay will not match the profits from sales. 2) Transferring goods between bases costs money and is vulnerable to alien fightercraft. Transport costs are less than the cost of setting up a workshop in another base, but alien piracy is (currently) a menace and can set back the development of a base considerably. This suggests a distributed manufacturing model will be less costly in terms of alien piracy - unless Chris tweaks the air superiority missions so they attack less transports, or we can dedicate interceptors to running escort for transport. 3) Workshop production rates are currently a little on the low end. Producing large batches of goods takes considerable time even with a strong workforce, then more time is involved in transporting those goods to outlying bases. This strengthens the distributed manufacuturing model, as it is more efficent to have local workshops producing local goods instead of waiting for a central base Well, that's a lot! I'm sure I've missed things, but effective base design in Xenonauts, when you look at it, is quite the complex beast. Has anyone come up with a good design for a base yet?
  5. My apologies if this was already discussed elsewhere - I did a search and found nothing on the topic, but could have missed something. One of my pet peeves with UFO was the terrible layout of the first base with regard to defending from invasion. It bothered me enough that I hacked the game to use a layout of my own design. Now, I understand why in UFO you did not get the opportunity to design the layout of your first base: that would be a lot of detail for the first moments of play, and the first-time player would have no idea what layouts would be preferred, or what the tactical considerations even might be. I'm sure similar reasoning applies equally well to Xenonauts, and I never really expected any first-base-layout options when I first heard about this project some time ago. Nonetheless, I find myself feeling that same niggling dissatisfaction: "All my bases will be well-designed, except my most important one." Now, I still don't expect an in-game method of laying out your first base to be added, but perhaps this might be an easy thing to accomplish with some light modding? I see a 1-day hack which can be enabled from one of the xml files. Is there a zero-cost building hack as well? Put the two together and you can basically tear down and rebuild your first base at the start of the game, then save and quit and disable the cheats. Or perhaps the layout of the first base can be edited directly somewhere? I acknowledge this is a minor quibble -- it's just one of those things that bothered me twenty years ago and still applies, so I thought I'd mention it.
  6. I was muckin around. veteran difficulty within the first month of the game. The game was not saved at any point. i made bases everywhere, essentially covering the entire map. each base had 2 hangars + 1 radar. The commands i did: Once completed and after a lil bit i transfered 2/3 starting f17's to a base on the soviet/chinese border, and one to north America. The final F17 remained in the base. What actually happened: F17-1 started off to Soviet base F17-2 started off to NA When F17-1 hit soviet base on the map, game crashed. No ufos in the detectable (or wern't shown during the freeze, possibly a cause of the error if simaltaneous events) A third f17 appeared upon my main base. to which i had not ordered Any ideas ? The only thing i have touched with the game files is Friendly ai and civilian ai both set to zero, in the missionstypes(w/e).xml (\assets\)
  7. One of the truly silly restrictions of X-Com has always been how few buildings you could physically fit into a single base. I usually ended up with one base mostly for storage alone. Stupid. What buildings you have in a base should depend on what you want to build and if you can afford it. Unless you're building your sekrit base in the middle of a city, space itself would not be an issue. What could be an issue is the map size the tactical engine can handle. If you simply allow more tiles and the game crashes when trying to load the map on a base attack, that's a no go. In that case, the base could simply have *drum roll* a basement! No hangars / garages can be built in the basement level because the vehicles need to have access to the surface. Everything else is not handicapped by a flight of stairs or a lift. The tactical engine already does multi-level stuff so if ground and basement level each get 2 map levels, that's plenty for the map designer to play with. 2 levels are less at-a-glance in the base building window because you couldn't see the entire base at once... unless the base area is rectantular instead of square and you see both levels at once. Obvious is good.
  8. Could we get the option to decide the layout of the first base? I always went for quite a specific layout in X-COM, with potential alien entry points clustered together near the top of the map, to aid base defense missions later in the game. Also I'm kinda fussy and never liked the inverted Y layout...
  9. Just thought this was very interesting. Firaxis is making an X-Com remake in the proper style, and what jumped at me is their base design. It's from the side instead of top. Uploaded with ImageShack.us
  10. In just about every XCom-like game I've played, when you create a new base, it has a preset default layout. A terrible preset default layout with alien accessible hangars scattered all over the place, connected to everything else without chokepoints. If you want to specify a layout for defensive or aesthetic purposes, you're forced to destroy and rebuild rooms, which seems silly if you just built the base. It'd be nice if we had the option to define our own base layouts right off the bat. (Just give us the default rooms with no cost or building time.) Also, it would be nice if we could specify connections between facilities within the base, rather than having them automatically connect to all adjacent rooms. All rooms would still have to be connected, of course.
×
×
  • Create New...