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hakimio

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Everything posted by hakimio

  1. Unfortunately AND_GREAT lives in a war-torn eastern Ukraine and doesn't have the time to answer questions here. You do not have to install XNT 5.31 yourself. Everything you need is included in the Xenophobia installer.
  2. You can try either XNT or Xenophobia mods if you want a bit more challenge. XNT alien AI is really good
  3. You'll still end up with friendly fire if some of your soldiers don't have any TUs left to move out of harms way. Also, because it's quite hard to see where are the grenades you have thrown you might accidentally position your soldier next to one. Moreover, you can't see if you have already thrown enough grenades to kill the enemy or you still need to throw more. As a result, you are just needlessly wasting them.
  4. I think grenades are working like that in XNT and Xenophobia mods too. It should be default behavior. The current vanilla behavior doesn't make much sense.
  5. And what was the conclusion of your discussion?
  6. By tinkering game code you mean writing some lua script or modifying game executable? How do community edition developers get low level access to the game? I guess they are not playing with assembler or byte code, are they?
  7. People who played Silent Storm games should know that soldiers waiting to be hired automatically gain experience throughout the game time. As a result, when one of your soldiers dies you can hire a new soldier to replace him who is not a complete rookie and can actually be useful. This is not the case in Xenonauts. Here you can only hire soldiers with no experience at all. Imho, it's a big problem, because if some of your experienced soldiers dies it's a huge loss. I would like to make a mod which increases stats of those soldiers throughout the game time. At the time battleships start appearing all the soldiers which can be hired should have +40 skill points added to all their random skill values (capping at 100 points), they should all be captains and have three medals. The extra skill points should be calculated using a formula which could look like this: ceil(40 * current_time / total_time). Also their price should double by the end of the game. Can something like that be done in vanilla game or community edition? If yes, maybe you could give some pointers describing how it could be done?
  8. AND_GREAT's Xenophobia mod contains M-79 grenade launchers. They fire napalm bombs. Pretty nice weapon. Edit: it's from Magnum-nauts mod.
  9. Well, sniper rifles tend to cost much more to produce, they need a lot of time units for aimed shot (75TU out of 100), you get to shoot only one bullet at a time plus they are pretty useless at close range. SMGs and similar weapons are great for assault - 5 bullets at a time, 31TU (out of 100) to fire, good accuracy at close range.
  10. I guess the proxy server has cached the page.
  11. Doesn't work with XNT AI. If you just stand behind UFO doors, aliens will come out and shoot you down. No longer having snipers shooting at aliens from safe distance (obstacles and distance still being an issue) and scouts spotting them imho would be a game breaking change. Edit: here is another exploit which you can't fix - position your soldiers on teleporters to make sure aliens can't use them.
  12. You are welcome The only problem with Dropbox is that if this mod becomes popular and there will be many people downloading it, Dropbox will automatically disable the links... Though I doubt there is a lot of demand for it.
  13. Fully agree. See the following two posts to find out how to edit items.xml & researches.xml to get rid of it: #1, #2.
  14. Early game three UFO squadrons actually can be auto-resolved, but late game - no. I am just saying that some melee weapons are useless, I haven't played with them that much. There are some really good new ranged weapons added, but manufacturing is quite expensive. I especially like guns added from "Asymmetric Weapons Tech" mod. Damage balance imho is quite good.
  15. The mod just like XNT is much more challenging when compared to vanilla game. Even after a couple of months of game time you can encounter alien bases with endgame aliens, alien AI and UFO AI is much more advanced. Also alien invasion seems to progress faster, they try to create new bases much more aggressively. It takes more research time and resources to get good aircrafts and weapons. Furthermore, you not only have to spend money to produce aircrafts, armour and weapons, but also ammo and grenades have to be produced in this mod. On the other hand the mod has more of pretty much everything - more different kinds of weapons (even some melee weapons are pretty useless), aircrafts, armour and aliens (most of the newly added species are extremely dangerous). Long story short, some veteran players who are seeking for challenge might like it. Only some highly advanced alien UFOs which come in a group of three can not be auto-resolved. Check "Known issues" list to find out about other bugs.
  16. Maybe you should just write in Spanish? It's pretty much impossible to understand what you are saying now.
  17. Would love to have at least some of your artwork at 1920x1080 resolution too
  18. Well, I am playing it right now and I think even it's not perfect, it's much more balanced than XNT 6 and working much better (for example, no more disappearing aliens and soldiers...). Let's leave for the players to decide if they like it or not, ok?
  19. It just shows how difficult and fun this mod can be. You said that this mod looked too easy compared to XNT and the little challenge proves it's not so easy after all...
  20. X:CE 0.25 is part of the mod, so you don't need to install it separately. Just install the mod over vanilla Xenonauts v1.09 and it will work just fine.
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