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Argh

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  1. Oh wow, I've been gone for some months and I'd thought I'd check in...it's a whole new game! I've been reading through the thread and honestly I am a little intimidated. Is the game...good? Is it fun? Haha...I'm honestly curious
  2. It's a well programmed game its just not very fun. It's good at the beginning but by mid-tier every battle is literally exactly the same and if you play well (shoot down most aliens) literally you will fight THE EXACT SAME MISSION 10 TEN TIMES IN A ROW. Also despite your soldiers improving to max they can still get one shotted if you don't grind out one cover jump at a time, over and over. The cool thing about the original xcom (and the new xcom long war mod) is that while your enemy got exponentially harder so did your soldiers, so it was a true survival of the fittest genocidal war. Xenonauts its like, congrats on your pew pew laser upgrade, enjoy grinding through 5000 androns over 50 missions. XNT will hopefully keep getting developed cause it breaks the "linearity" of the game and really makes more about guerilla/all out warfare against a vicious foe
  3. Uhhh honestly it's not a very good "game." The midgame in particular is very repetitive and if you play right you can basically smack down all the dramatic events like terror missions by intercepting. Basically interceptors are way OP and ground battles your troops are way under powered. And the alien psyche attacks are more griefing than fun. I still appreciate the effort but yeah the game is not as good as the original xcom even with the new graphics. Hopefully mods like XNT will continue getting worked on towards making the good mechanics of the game actually fun
  4. github might not be such a bad idea *shrugs* might want to add a blurb at combat start explaining the new stat rules, i can't figure them out really. Has AC been limited based on TU's? No idea... i like the new weapons theyre cool, i just think some of them are way imbalanced. The armor piercing laser sight magnum is VERY powerful, especially with a shield, you can take on androns pretty easily with that and jackal armor, no need for any other weapons since its both accurate and deadly with small TU cost so it's like a half and half one handed sniper rifle/shotgun (plus 100 shield points)
  5. Good things about XNT: 1. The battles are much more violent with lots of bullets and explosions, and armor is much stronger, which means your troops can get into shoot-outs with the aliens without getting one shotted usually. It's fun. 2. The alien AI seems to be a lot smarter. 3. I like the new enemies, especially the xenomorphs, I don't think they're overpowered, although the Omega and the other big ones should be delayed until the later game. 4. The new tech is very cool, particularly napalm grenades. Bad things about XNT: 1. Writing of Xenopedia very bad! 2. A lot of the new tech has no pictures. A lot of the new guns have no stats telling what they do and how they're different. It would be neat to give each xenomorph its own lab dissection picture. 3. New guns should not replace lasers, but be a stepping stone towards them. Lasers should be better and required. Maybe increase the armor of later enemies to make lasers required, or make the later enemies resist ballistic. Also maybe instead of requiring the manufacture of new guns just replace the first guns with the new ones automatically as they're discovered. Also don't make more than one new ballistic gun, just replace the pistol with a new pistol, the rifle with a new rifle, the sniper with a new sniper etc no need for two new ballistic shotguns, three new ballistic pistols... 4. Stats of xcom soldiers are weird. TUs have no upper limit? Strenght is capped at 82? Not sure... Overall though I like XNT more than vanilla and hope it gets polished, I can help with editing xenopedia
  6. i can help out with xenopedia too, good luck, hopefully people will keep it going
  7. THIS MOD IS GREAT! I LOVE IT! Veteran is very well balanced up till corvettes, dunno if still balanced afterwards, we'll see, the submachine gun MURDERS aliens Mods please keep updating! I can write xeopedia info if you need help...
  8. thanks, should the subfolder be called anything specific? sorry im dumb at this edit: nm, I got it working. Great! This option should be integrated into the options menu gui if possible, especially with unstable mods
  9. thanks, what folder do I put the two filese in (gameconfig, modinfo). Do I replace anything? Also will these work with XNT? Thanks
  10. is this mod on github? can it be migrated there if not? just wondering...
  11. i always assumed that crop circles and sightings were accompanied by quick landings, and abductions, perhaps of isolated people its also possible for people to die from alien radiation as it flies over their houses, or from fright
  12. Can someone make a mod to the autosave? I keep playing with mods like Hellgate which keep crashing and its frustrating. Can someone make a mod that autosaves every turn, or every 24 hrs on geoscape? Not sure how hard that would be but since autosave is already in the game perhaps not too hard???
  13. so to install this game I downloaded 1.09 then I downloaded the Xenonauts mod which came with CE 0.28, CE settings, and the mod itself I copy and pasted each of these things into the assets -> mods -> and just copy and pasted the folders in there, nothing was overwritten, is that correct?
  14. man i really hope modders will keep working on this game and upgrade it to the next CE or 1.5 as it is a great mod, much better than vanilla. but it is buggy and a little imbalanced :C. I can help with writing xenopedia but I don't know any coding unfortunately (sigh)
  15. great mod but game crashes right after end of mission does so after reloaded save any solution? after scout mission with caesians minor viper and cysts
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