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Gurbo

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Everything posted by Gurbo

  1. Sign me up! Gurbo, idk if you can get south american soldiers, so any austrian/russian will do the job. I'd prefer to be a sniper.
  2. Airstrike rewards and on-win rewards (i.e.: on fighters and bombers, ships that don't crash land) are found on assets/aircrafts.xml I've been looking for the other rewards but haven't found them yet, IIRC you had to modify the props that give alloys/alenium if not destroyed.
  3. It sounds a bit like Pandemia/Plague Inc with an extra layer of depth. Interesting.
  4. Same here, I usually get 4 bases, one full base, 2 with 5-6 aircraft and some extra labs/workshops if needed, and a last one to cover the tiny bits of the map left unguarded with just 3 condors and radars.
  5. As they are the endgame guns, I think MAGs should be using alien alloy or alien alloy jacketed (or it's magnetic gun equivalent) ammunition, so that's why androns aren't immune. If you try to shoot them with regular ballistics, it's pretty much the same as being immune anyway. But I totally agree on finding a good use for the extra captured aliens... IDK, at least sell them to a circus or zoo I like to stomp my way trough the game via stun gas and ES grenades, so in a full playtrough I might capture around 50+ aliens... getting some extra benefit from it would be nice. It shouldn't be too great or it would favor too much a specific strategy, but having something to show for it would be nice.
  6. Wow, I hope he makes it to the end, I like your approach to the story.
  7. There's Dranak's Insane Ironman LP. I don't know if you'll find something really new, but his air combat skills are off the charts. He has a thread about it on the off topic subforum.
  8. I tend to go for better armor first, too, at least until I get a Wolf for every soldier. The thought behind it is that if I can avoid a soldier's death for at least one turn, that's an extra turn of firepower for my side. I also rush weapon developement at least up to plasma, so I don't usually upgrade all of my soldiers to laser, and when I get to plasma I think about my chances of getting to MAG before a full upgrade. I'm a really cheap leader, so working with limited funds makes me take some measures like those.
  9. If you give soldiers 360º vision you're denying the best upgrade on the last armor (Sentinel). 90º seems fine if you think that they have to be alert enough to fire back. But well, as you said, if you can mod it, you can play any way you want. Just know that you won't be getting the intended gameplay experience. Something no one seems to have mentioned yet: Armor gets damaged, that's another reason why the second shot is able to get a much higher damage roll.
  10. Gurbo

    Anime

    Well, thank you guys, I've just spent half of the day watching these videos. [video=youtube_share;Dbmm9qBQ_Hc]
  11. I'm thinking about a few mods I want to make (still studying a bit to avoid screwing everything up) and one of my ideas was a grenade launcher, but I guess it could very easily become overpowered. A rocket laucher/shotgun hybrid weapon that uses the grenades as ammo could be fun to use.
  12. The most logical choice, though I don't know if it's possible, would be reducing the hit % if there's a chance of hitting a friendly unit, to compensate for the attempt to avoid hitting a squadmate. So instead of having the same shot, with the ally just counting as an obstacle, you get an even worse shot, but with a minimal chance of friendly fire.
  13. That's why I said if you take into account the realistic setting too, almost all the other ones in the genere are fantasy or sci-fi. Civ has a pretty firm hold on purely possible alt history settings.
  14. It could work much easily if you make it a sci-fi current mankind vs time travelers scenario instead of a regular WW3 alt history one, as the game mechanics and objectives wouldn't have to be changed.
  15. I asked myself the same thing, and I guess that as they are basically mobile suits instead of armor, It doesn't make that much sense to make them differ in size.
  16. Ankama games is more focused on MMOs, but they are quite good at making simple and enjoyable turn based games. I could really see them making an X-Com-ish game... maybe the aliens invading around the 11th century, and adding a bit of magic to aid the human side? The Age of Wonders series popped to mind instantly, they had a new game released not long ago, there's also an Alpha Centauri clone that is close to being finished, and that one was literally "Civ in an alien planet". But well, the first ones are fantasy, and the second one is Sci-Fi. Civ has quite a monopoly if you take both the gameplay style and the historical setting into account.
  17. Maybe the funding nation that has the tech still doesn't trust the Xenonauts enough, or maybe, like the stun weapons research, they ignored if they could work on aliens or not.
  18. Wow... that's interesting. I was thinking of a much more linear rebalance, but he gave different attributes to each class. I was starting to think of something on the general lines of calculating the time where each tech should be available and balancing the usefulness from the damage and armor penetration with the armor of the aliens that should appear in that timeframe to compensate for the amount of times they could be used (It's useless to be able to unload a full mag from a ballistic pistol in a single round if the andron warrior you're shooting at bounces them all off). Giving them different advantages that lose usefulness over time is a really good idea. I'll have to think a bit more about it.
  19. Maybe they only use the weapons they have equiped. Do they throw them if they have them equipped in their hands instead of on the belt?
  20. Oh! Great, thank you! Now I just have to think how to rebalance the guns... That will be tough. I thought I would at least be able to independently set flat costs for some weapons while others remained as a %. Are there any gun mods you know that have already tried to change it to flat and managed some sort of balance?
  21. Yup, then I've got it from there. It's a really nice mod, it manages to add a lot to the game whitout actually modifying the gameplay. a333 pleeeease, can I have one of your pictures as a poster?
  22. Hmm, I've just checked config.xml and all the other xmls that sounded even remotely relevant and couldn't find it. Is it maybe a CE feature?
  23. Oh, god... that looks dangerous! If I was a soldier and was handed one of those I'd expect it to melt after the 3rd shot... I like it, and if you were going for a first experimental draft look, it's great, but if it is the final product handed to the soldiers, I'd change the picture of the head scientist for one of McGyver.
  24. This is really awesome, I've got it... I think it was as part of the Lore+ mod, and while I had already guessed most of the stuff in there, It still proved VERY useful when I stoped playing for a few days and came back. I'll take flashy posters with images over spreadsheet data any day. As for the tone of the text, I think it's perfect. I don't picture them as "official reports" to the commander but as informative posters covering the walls of the barracks to give the cannon fodder some basic intel, the general tone of the artwork makes it really easy to imagine it being that way. I'm even tempted to pick one and ask for an enhanced res version of it to make a poster for my bedroom.
  25. Well, thanks both for the fast response, I guess I'll go with full flat cost based on 90-100 TUs. How do I change it to flat? Do I just change AP for APCost in weapons_gc?
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