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ludvink

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  1. Thanks Caine! Ill try it out as soon as I have the time
  2. Thanks for your hard work people! Its a great improvement from when i first played the vanilla version. I have a problem tho. Its with morale, and that scared soldiers turn on their friends. I would be fine with this being a rare thing, would add some dynamic to the firefight. But as it is now, facing psychers, they bombard my men from outside line of sight, making them go berzerk and killing each other. I get more kia's from friendly fire than from enemy fire, makes no sense and its is a real annoying feature. berzerk should imho be that the berzerking unit picks a location at random and fires for all TUs or just make it a very rare thing. The frustration of facing psychers is making me less and less eager to play as I cant find a strategy around it, no defence against psychers except experienced troops and even they go berzerk if bombarded enough. Best strategy i've found, altho limited to UFO entry, is to remove all guns from my soldiers hands and go in purely with grenades. It worked but it is totally immersion breaking. I hope you see my point and might consider tweaking it. If not - is there something I can modify in some settings file? Would love some help on this one
  3. Hi! First off - really like your mod. I'm fairly new to the game and found that vanilla werent that awesome that i thought it were, this mod however was. First I have a question, the new version of the community edition, is this mod compatable with the new ones? It replaces the .exe and alot of other things from the community version. Is it safe to just replace the new exes again with the hellgate ones? And secondly I have some feedback. Lacking in-game info on weapons make the equipping of soldiers wonky and hard to use. I have no idea if the m14 is a decent replacer for the AK o m16 because i get no real information about it as i do with vanilla guns. That should be a prio. And with the guns, I would recommend that you dont go overboard with "cool" weapons. One very nice thing with xenonauts is that they chose a cold war setting and with it technological and armament limitations. Your advanced ballistic weapons dont really follow that. And what is up with the biological hazard symbol? It looks flashy in a weird way and kinda immersion breaking for me. Really feels like im playing a mod when i see those guns, like back in half-life modding, ppl wanted to make cool weapons and didnt see what made the guns cool in the first place. And that is weird because the new planes, they are done perfectly right, following the aesthetics of the game and the setting. In short - the new guns are one of few eye-soars that makes your game look/feel like a mod and not a extension of the original game. That and the Alien rip-off. But atleast you did a comical explanation to that in the xenopedia description Thanks for all your hard work in making this mod guys! Really appreciate it!
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