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Showing content with the highest reputation on 04/12/2020 in all areas

  1. It was said in game the base was supposed to have a lot of valuable loot... lol
    1 point
  2. For 2 I didn't understand what that does mean. You can save soldier loadouts though. For 4, no idea about multiplier. You could also alter all manufacturable items for less man hours but that would take ages. So simple solution: 1. Open \xenonauts\assets\mods\X-division\buildings.xml Find: <Cell ss:StyleID="s67"><Data ss:Type="String">Workshop</Data></Cell> Below that find: <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data></Cell> Change that 20 into, say, 60. Now workshop can hold 60 engineers. Find: <Cell><Data ss:Type="String">NanotechWorkshop</Data></Cell> Below that find: <Cell ss:StyleID="s66"><Data ss:Type="Number">25</Data></Cell> Change that 25 into 75 (assuming 3 multiplier) Find <Cell><Data ss:Type="String">LivingQuarters</Data></Cell> Below that find: <Cell ss:StyleID="s65"><Data ss:Type="Number">50</Data></Cell> Change that 50 to something like 150 so living quarters have space for 150 people 2. Open \xenonauts\assets\mods\X-division\gameconfig.xml Find <technicianCost value="7500" comment="The initial hire cost for an engineer and his monthly wage." /> And change 7500 to 2500 so engineer salary and cost is 1/3 of normal That way engineers take same time to manufacture items, you just get 3x more of them for same price.
    1 point
  3. 1) You are not missing. 95% is actually the highest possible accuracy (at least displayed; within two tiles radius you cannot actually miss). You will have seen Caesans drop Mini Shields from time to time. They function just like your Riot shields in that they soak up the first X damage coming their way from a frontal arc. Moreover, every unit (including your soldiers, look at the stats of the armours) has armour protection from incoming attacks (energy, kinetic, chemical and fire I think are the categories). Kinetic and Energy are ablative armour. They may mitigate the first incoming shots completely, but the armour will degrade in the process, meaning following shots will hit harder. You can also observe that the damage numbers rise against a single enemy over time. 2) I don't think I understand the question. There is no mod that takes the manufacture portion to a lighter level, afaik. 3) The game is divided into tiers (called Phases), but that has little to do with aircraft and their weaponry. The aricraft are rather split into roles. For that you want to look at their equipment slots. You have cannon slots and light and heavy hardpoints. Your F17 is your general purpose fighter with a cannon slot and a light hardpoint for rockets. It is there to take on your medium enemy craft, but it can be used against almost anything to a certain amount of effect. Then there are the dogfighters, the pure anti-fighter craft, of which the Asierus is the first one. It has no hardpoints, but two cannon points. I invite you to try out Mausers on that one. They have less overall damage than the standard Autocannons, but they deliver it much faster, ending the fight quickly. Lastly, there are your Bombers, of which the Foxtrot is one. They have heavy hardpoints for rockets and torpedoes. Equip them with the latter for maximum effect against large craft, but get rid of the escorts first. 4) Dunno, not familiar with altering the mechanisms. But there should be.
    1 point
  4. Ah, well I'm glad you think I can still contribute to society despite disagreeing with your video game opinion.
    1 point
  5. We're not talking about Football and Basketball. We're talking about XCOM which is what Xenonauts is. It's the same game, with a different look and some details changed, just like all the other XCOM-likes. This isn't a strange concept in video games, so I'm sure you know what I'm talking about. It actually has the best aesthetics and style of any XCOM game because they came at it from an approach of how to make it interesting, realistic/believable, and still fit the mechanics. Original XCOM was guys with mushroom hair and spandex fighting weird Doom monster knockoffs. The gameplay was fun, but god it was ugly and had no idea what it was doing stylistically. XCOM (2012) re-envisioned this, but it's still sort of a silly superhero spandex adventure against comic book aliens. Xenonauts changed all that and actually made it a bit more gritty, interesting and appealing without sacrificing the actual gameplay at all. It's fine that you don't see that. There are plenty of people out there devoid of taste like you or appreciation for art and you still manage to live full and productive lives. Cold War XCOM was a great idea and they nailed the art, lore and feeling of it. They turned what was basically a comic book into something actually pretty cool that felt like it could be taken seriously as a franchise. With Xenonauts 2 they wanted to do 2020 realistic XCOM, which, now that I've been playing the current version, I am very happy with with the sole exception of the Tetris UFOs.
    1 point
  6. Seeing as the X2 air combat is currently almost exactly the same as the X1 air combat, I can see how people would be dissastisfied with it. The esstial thrust of air combat in X2 is either: 1) Run straight at your opponent or 2) If you have more than 1 aircraft, kite your opponent into revealing the section of UFO that is uncovered by weapons and start shooting I spent quite a lot of time making air combat more interesting in X1, resulting in three generations of Flying Circuses, and I'm sure Charon can recount his experiences of changing up air combat for X-Division. In my case, what I aimed to do was create an interesting puzzle to crack. Each new UFO presented a different type of challenge. Perhaps it fired swarms of micro missiles. Perhaps you had to fly between multiple turrets. Not all my creations were successful. I think that if X2's air combat is to be more fun, it needs to create new problems of positioning. The rotating turret and energy shield are a good start but there's a lot more that I feel could be done. Firstly, I think that Goldhawk should steal Steambird's control mechanism for aircraft. The mechanism that the original Steambirds uses is an excellent fit for X2's air combat. You can see the turning curve for your aircraft and plan for where it's going to end up without constantly hitting the pause button every few seconds. When the aircraft reaches the end point of its planned movement, that's when you can set up the next plan. I can see this being useful for also setting up and controlling multiple aircraft at once, as you could bandbox aircraft together and set them all by the same plan. Secondly, I think Goldhawk should take a leaf from shmups, specifically the boss fights in shmups. As frantic as Boss fight shmups are, they are all about positioning and that's made possible through the wide range of projectile types that bosses have. As things currently stand, UFOs have two types of projectile - homing and non-homing. There's no continious beams, no aerial mines, no splitters. no swarmers. There's no telegraphing, no wind-up, no obvious lock-on. I'd like to see more projectile types that encourage positioning, because, at the moment, they don't, really.
    1 point
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