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krolyn

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  1. First I must say that X2 looks quite good! Compared to X1 I specially like the reinforcements after X turns and the manually placing of interceptors before aerial fights. Suggestions: Geoscape More starting funds and empty start base to allow for free base design (to speed up things, these first buildings could be completed instantly) Tactical No time limits on abduction mission Unarmed civilians should be less suicidal and run towards dropship (or exit by edge of map) Armed civilians same as above, or controlled by the player Hit causes suppress (if close by friendly fire suppresses, a hit should also) Peak and shoot around corners (without breaking cover) To simplify, ballistic shots should not damage cover (as it is now, a couple of shots destroys blast doors, trees, metal crates, etc...) Injuries should temporarily lower stats Greatly increase the effect of adjacent cover (to reflect that soldiers can hunk down behind coverage)
  2. Completely agree! It makes no sense to leave the aliens roaming around and the rest of the humans inside the tubes. I would much rather have that after X turns the aliens get some reinforcements (like the cleaner missions).
  3. I've been (re-)playing a bit of X1 lately and I found myself missing a clear differentiation between LOS and shots barriers. The former would affect the probability of seeing a unit as well as the accuracy of hitting hit ("sight" cover), while the latter would affect the probability of a shot being "intercepted" by some obstacle ("shot" cover). Even though they are similar in practice (both affect the prob of hitting the target), theoretically, are quite different. I think it would be really nice to have these two kinds of cover more explicitely defined. For example, on X1 combat map, when you see the cover signs, what does it mean? That aliens cannot see my soldier? That cannot shoot him? Or both? So, what if we'd had: only "sight" cover (or some with small shot penalty) = big objects that obstruct vision/accuracy but do not really affect bullets: bushes, trees, thins walls (like wood or thin metal), smoke, ... only "shot" cover = objects that affect bullets (are hard) but not big enough to completely block LOS: rocks, small concrete blocks, low walls, vehicles, etc... full cover = big and heavy/hard objects = high concrete walls, thick metal structures, etc.. Right now on X1 there is an attempt to model this but most objects that provide sight cover also provide shot cover (e.g. bushes). In this case, I think it should provide a small shot penalty but a full sight penalty. This would allow for another layer in the gameplay where a unit is shot wihtout seeing the enemy: ambush. It would also be nice to have a more direct idea of the type/level of cover provided by each object. Current system (with the small color marks and the letter L/M/H/F) is quite good but maybe it could be tweaked so that (e.g.) color applies to sight and the letter for the shot (or vice-versa).
  4. Actually I've been trying to do it, but cannot find the XML files "controlling" each tile on any given map. Is there an easy way to get it? I tried the Map editor, but it has generic names that do not match any filename. Anyone has any idea how I can find the right XML to edit? cheers,
  5. Dear all, I'd like to mod some tile files, but I find it quite difficult to find where they are located. Is there an easy way to, from a GC mission (or even from the map), find out where the files for a giver tile are located? thanks,
  6. I've been playing Xeno for a bit and I find it super well made and fun. However, after a while, I start to get a bit annoyed by some unrealistic aspects of it, like narrow sight, super short gun ranges, cover is pretty useless, rare interrupt shots, etc... So, I decided to see if I could "improve" it a bit with the available mods. I settled for a few (see list below) but there were still things not quite to my liking and would like to have some feedback/help, just to make sure some changes won't have unintended effects: - remove player/alien penalty/bonuses. I'd like to have a game without any arbitrary bonus (e.g. extra accuracy, HP, AP) to either side on Veteran dificulty level. Are there many? - wide 180 sight. It avoids constant turning and a human can be aware at pretty much 180 - sight penalty for aliens since they would not be prepared for earth environment - better cover. My reasoning is that chances of getting hit through high cover should be close to null, except if you have a sniper rifle. I'm looking for a more tactical approach where shooting at an enemy with no cover shold have high chances of a hit, but if he is behind cover is pretty much useless (except for suppression). This would force (I hope) the attacking side (usually the player) to come up with alternative strategies (flanking, ambush, rockets, greandes, etc...), since those are the only efficient ways to hit the enemy. This also kind of works as an implicit bonus to the defending side since it would have had time to prepare terrain, choose defences, etc... - aliens fortify more. to make the previous point work, aliens need to fortify more, otherwise it is too easy. I think it is in aiprops.xml, no? - player acess to civilians and local forces LOS/vision/position, since it is expected that they would try to help Xeno in locating the aliens. - Xeno recon could give the player access to the full map, no? - specify initial location of aliens/civilians/local forces on missions. sometimes alien initial positions leads to weird situation, like civilians right next to aliens or local forces. Specially on Terror missions, this leads to a carnage in the first 2 or 3 turns, where pretty much all civilians and local forces are wiped out. I'd like to have aliens initially only around the crash site (or a corner if terror site), and civilians/local forces randomly but not near the crash site (or entry point) since they'd avoid it - UFO door not facing map borders. sometimes the UFO door is super close to the map border and these makes it super difficult to enter since as soon as you open the door all aliens fire and kill a bunch of your soldiers. It would be nice if there was more space so you could have some soldier further away. - increase aircraft ammo - on config.xml there are two parts ("interveningStoppingChance" and "EnhancedCrashSites") that sound interesting but I'm not sure what they do. thanks, ========================== Loaded mods (in this order): Tactical Armories v1.0, Dynamic UFOs v3.0, Geographic addition v1.1, Hold the Line! v3.1, Xenonauts Fix Pack v1.41, Tropical and Swamp Tileset v1.61, Skitso's Improved tile Art Pack v1.1, Skitso's Ultimate Megamix Map Pack 2000 v1.62, Extended Weapons Description For Fighters v1.0.1, Khall's More Portraits v1.0, Khall's Tundra Tileset, Lore+ v1.1c3, NewCars v0.5, Random Map Pack Arctic Collection v1.0, Random Map Pack Desert Style v0.2, Random Map Pack Farm Edition v1.4, Restored Community Map Pack v1.0, Skitso's Alien Base Booster Pack v1.1, X:CE v0.34.2 HF
  7. Yeah, I tried X-Division but I felt it too heavily moded for me. Is AI on any particular files? Maybe I can get those from X-Division and put them on another mod...
  8. Yes, but tweaking down the AI will benefit the player, while all those random bonuses benefit the AI, no!?!? So, why not just tweak one of them for each difficulty level. Oh well, I'm just wondering cause on all these games I always had the feeling that the AI was not very good and the only way to balance it out was to give it bonuses on all kinds of things. And I'd REALLY like to play against an AI with no weird bonuses or penalties.
  9. Hey @Mask, I really like the idea behind this Mod! Just make it as similar to reality as possible and, if it is not working, then it is because there is some spec that is not realistic! I'd love to give it a try but the link is down. Also, has it been updated to the latest versions? thanks,
  10. Hummm, ok.... but then you are saying aliens with 100% AI are quite effective at hunting down the soldiers EVEN without all those bonuses to HP/accuracy/...!?!? Cause then, why downtune the AI? Why not make the several difficulty levels dependent solely on AI efficiency? PS - nice drawings...
  11. Hey @Charon, was the AI really tuned down? If so, then there would be no need to give aliens bonus/advantages and I've read somewher that under some settings they have (at least) some HP bonus. But does that mean that on the hardest difficulty setting, aliens have no bonus/advantage whatsoever? That'd be quite impressive... FGV
  12. I've just started playing with this mod, but I think I'll really like it... keeping it mostly like the original but fixing/tweaking some things!! I've played it for a couple of hours and thought of a couple of suggestions: ===> groud missions - I find cover to be not that effective; how can you get shot with a plasma rifle from far away, when behind high cover?!?! I think increasing the effectiveness of cover would make the fights more fun and realistic (specially when there is no prone position!) since, 1) shooting at something behind cover becomes useless (except for suppression), and so 2) that "forces" the attacking side (usually the player) to actually come up with alternative active strategies (flanking, ambush, rockets, smoke greandes, etc...), since those are the only efficient ways to hit the enemy. This last one 3) is actually an implicit bonus to the defending side since it would have had time to prepare terrain, choose defences, etc... - location of aliens/civilians/local forces at start seems to be pretty much random, but that leads to some weird situations: Xeno landing right next to an alien (you'd expect them to land on a safe area, no?), or aliens right next to a civilian (why whold the civilian not run?). So, in UFO missions I'd suggest placing aliens initially only around the crash site, and civilians/local forces randomly but not near the crash site; ideally they'd move towards the landing site for cover/protection (they'd be waiting for the arrival of Xeno). On terror missions, I'd stick with the randomly distribution since aliens would be all over, actively attacking the city when Xeno arrive. - player acess to civlians and local forces LOS/vision/position, since it is expected that they would try to help Xeno in locating the aliens. - I've already suggested this on another threads, but always thought it would be cool to have have alien re-inforcements. The idea would be that, when a UFO is shot down, aliens would send a heavily armored but small rescue mission after X turns that would just try to rescue all surviving aliens and some of the recoverable items. This would give a "bonus" to the player if he was fast. - reaction fire should probably be tweaked. I've had some cases of aliens running right in front of my soldiers (with full TUs) and being able to fire first. Also, a soldier with enough TUs, should always have reaction fire if it sees an alien (within a reasonable probability of hitting it) ==> air missions - fights are too easy on autoresolve... two F17 take down a fighter without taking any damage.
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