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hakimio

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Posts posted by hakimio

  1. Hi AND_GREAT, Thank you for the work you did on this. Just a quick question (It may have been already covered but im not sure). Do I first have to install XNT 5.31 like the original pack of xenophobia, or is it all included in this install?

    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. It's also useful (and, IIRC, this is why it was implemented) for avoiding friendly-fire if you get a misthrow.

    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.

  3. Not possible without tinkering with the game code (can't give any pointers on that; not a programmer).

    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?

  4. 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?

  5. yeah AND_great did over a dozen balance themed patches over on the russian side for his version of xenophobia, he has a thing for sniper rifles though, personaly I rebalanced some of the weapon classes to be more competitive to said sniper rifles (for example the smg's...damage is all good but with the range of 3 that damage realy does you little good espacially if you can just pick up a sniper that does the damages and has the range~ imho weapon classes still need some balancing in this version but he did fix all the nonesense roflstomp weapons of the original compilation)

    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.

  6. As I've already hinted, that's what currently I intend to work on for X:CE. The AI actually does already some of this (e.g. coming to help others), but there's still a lot of room for improvement left. If there was somebody to help me with tweaking the values, the AI could get ... nasty.[/Quote]

    Why not just use the AI from XNT mod? I have played a lot of TBS games and imho it's the best AI I have encountered.

    Opening and closing doors, which abuses both door opening not triggering reaction fire and AI not knowing how to deal with such a situation at all.

    Doesn't work with XNT AI. If you just stand behind UFO doors, aliens will come out and shoot you down.

    Spotting aliens with one soldier with good reactions and squad-sight sniping them from a safe distance with others, which abuses the fact that reaction fire is considered only for whoever did an action, so all the spotting soldier needs to do to stay safe is to stand still. I have an idea how to handle this, but this is indeed a bit tricky.

    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.

  7. Thank you! This saves me a lot of time. :D

    Also big thanks to you for uploading the mod and patch to dropbox for easy downloading, makes the process more simple and quick.

    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.

  8. Thank you for replying.

    Bummer, I thought that issue with un-autoresolvable UFO squadron was an old one and already fixed. Darn.

    Other than that, sounds pretty much what I'm looking for, although you mentioned that the melee weapons are useless.

    How is the balance of new items/weapons that you can manufacture?

    (Are they all worth trying or is that 90% of them are rubbish and only a few actually worth getting?)

    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.

  9. I'm curious to try playing this compilation, but I'd like to know a few things about it:

    1. Is it worthwhile/fun?

    2. Does it still have the glitch with a certain UFO that you cannot autosresolve?

    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.

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