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Chaos Marine

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  1. That's absolutely no problem, I can only imagine how busy you guys are. I'd actually be fine with the aliens taking cover, running from cover to cover like Nu-Com does. It is probably one of the only positives I can think of from the Fireaxis games. Like I would expect such behaviours from the general aliens and for enemy mechanised units to eschew cover (I don't know if you'll have more than just Androns this time round and I'm eager to see what new aliens you have in the works). As for shooting back, I think that would work better the more went along and get better weapons. Something I quite liked with the original X-Com was blaster bombing barns and alien battleships to create dynamic doorways. I think general terrain/structure damage would be a great addition to the game and as it's no doubt too late to impliment it in game currently, something that could be added in later as an expansion pack or possibly be modded in. In Xenonauts my favourite team composition would be two to four shield guys, two to four rifle men, two to four heavy gunners and two to four snipers (depending on the dropship size of course). I would have my shieldguys at the fore with the heavy gunners behind them, using the shield guys as mobile cover while snipers would be picking off enemy targets as they come into view and the rifle men laying down covering fire on the aliens. The shield guys would be grenade heavy with a stun rod and the heavy gunners would be rushing up close to blitz the aliens. Early game it was very risky but as you could get off two squeezes of your machine guns, that would be one to two aliens down. I would loose a handful of troopers every week to month but I'd often do really well at later stages when I'd have power armour unlocked. Unless it really borks how the game runs, I'd think a good number of these options should be something the player could toggle. Like shields providing damage reduction or being an item with HP that breaks when it's expended. I rarely found myself not using inventory space, my standard trooper would (strength allowed) have two medkits, spare grenadees, a stun rod and ammo with the belt having a side arm and a couple of reloads for it. I'm happy that you'll be expanding the melee more this time round as sometimes in longer missions, having anything as a back up can be a god send. I remember a few times when I was assaulting an enemy base of running out of ammo and needing to scrounge up alien firearms and ammo for the last push. Speaking of which, would you consider the idea of being able to store spare equipment in the drop ship? Like additional medpacks or ammo and grenades? In regards to complexity, I love complexity. I really like that you can adjust more of your intercepters than just their guns with armour but why not go further? Why not have utility slots, differing engines, sensors etc. Again I know the game isn't far off from release so alot of this won't be able to make it in which I am fine with, it might be something that could be released down the line as an expansion pack or could be modded in (hopefully). Good luck with the release and I hope Xenonauts 2 does really well!
  2. Will it be possible to mod it back to the original method? Having just thought about these right after I'd posted: Allow the dropship to hold an extra weight of equipment (like additional ammo, grenades, medkits etc. Or give the Mars an inventory so it can be used as a mobile resource pod for medkits, ammo and grenades. Allow the player to arrange the design of their base. [Edit] Different ammo types for weapons. Like you can get dragon's breath shotguns, how about giving different kinds of shotguns. I recall seeing a tazer shotgun shell video a few years back.
  3. I've played for a little while and from my time I have the following suggestions: Ballistics shields don't appear to block incoming attacks or I was spectacularly unlucky. My guys got attacked and almost every attack caused health damage and the only other times when there were misses. I'm not particularly a fan of Nu-Com but one of the good things they did was the cover system which I like. as it allows your troops to realistically fire around corners. There is no excuse to put your guy into cover and not be able to shoot around the corners. I can forgive the 90s X-Com games for this but one of the reasons why I enjoyed Xenonauts 1 is that it gave us a modernised game that runs more reliably than the 90s version. There's nothing wrong with including quality of life improvements or at least making them togglable options. In the X-Division mod, closing in on enemies gave you significant bonuses to hit and being within two to three squares of an enemy guaranteed an instant hit. This is a great mechanic that gives the right amount of risk to reward ratio. Speaking of X-Division, I'm not sure if it was X-Division or the base game but I remember being able to cycle between your aircraft with the F1, F2 and F3 keys. This would be a nice quality of life improvement that would be greatly welcomed. If you're going to add modularity to your aircraft, how about going dialling it to 11? Engines, sensors, ECM/ECCM and utility slots. It's also pretty weird that fighters are stuck to auto-cannons because radar doesn't pick up UFOs but radar is the principal method that we detect UFOs. I'm not quite a fan of the new medikit system, I would prefer to be able to determine how many points I can spend to at least remove bleeding effects. It's still early game but the equipment slots seems really restrictive. Few if any games appear to have the multiple equipment locations like having thigh/chest slots. Hopefully armours that we can research later will give better inventory slots or more of them. Perhaps having slots for particular weapons so everyone can have a primary weapon, side-arm and melee weapon? Perhaps giving weight bonuses to keeping certain weapons equipments would lessen the weight like keeping your pistol(s) in the thigh-holster? When the player unlocks power armour, having forearm inventory slots would allow for the equipment of melee weapons for them should they run out of ammo. Like Wolverine claws or even simply being able to fist-fight xenos. Something I've always wanted in these kind of games would be a testing room which would spawn a simple map that you can practise with your newly researched weapons so you can go into the field with an understanding of how they work. [Edit] Added more context to my opinion on taking cover.
  4. I remember being absolutely annoyed at the psionic abilities wrecking my teams previously and changed the TU cost of the abilities so they couldn't be used.
  5. Honestly a cover based system in which if you have a guy at a corner, he can peek around was one of the rare few things that the newer X-Com games did that was an improvement and I would like to see it in Xenonauts 2.
  6. I kinda wished Psi combat could be used by the human forces and it was one of the things that lacked significantly (for me) with the first Xenonauts game. One of the things I seriously loved about the X-Com games (The proper ones) was getting mind control and finally being able to engage the aliens on an even footing.
  7. I have followed your instructions, both of your instructions as said and I am getting the exact same problem. What I have done is thus: 1) Extracted the XDivision folder from the XDivision097.zip file, moved it to the Mods folder in the Assets Folder (D:\Games Folder\Steam\SteamApps\common\Xenonauts\assets\mods\). 2) I have extracted and pasted the last two updates into the XDivision folder in order. 3) I start up the launcher and select mods, select XDivision, click back, I then start the game. After a few seconds I see the ordinary menu screen of the three guys.
  8. Okay, I've done as you've suggested, up until deleting stuff, which folder do I delete? The XDivision folder or XDivision097 folder?
  9. I just deleted the mod and reinstalled it and didn't work either. I put the zip file in the Xenonauts folder, launched the launcher, installed the mod through the mod option, it said mod installed complete, then closed and restarted the launcher and tried to start it but nothing changed.
  10. I did. I installed the large 1.3GB file and then pasted the copied the smaller file's update into the XDivision folder, over-writing the ones in that folder.
  11. Yes, I just see the vanilla image of the three guys with the screens in the background.
  12. I tried installing the mod, everything seemed to be perfect and I can set XDivision097 in the mod options of the launcher and launch the game but it's not different. I understand that the launcher is supposed to be different. It's exactly the same. Anyone know what's happening?
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