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Rusknight

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Everything posted by Rusknight

  1. I tried editing those either already, it doesnt help. I tried already editing many various files and spent several hours on tests today. So my last hope is that smb more experienced in modding will find the sollution. I am noob in modding.
  2. Its a matter of taste really, there is no right and wrong way here. I just like to think that my squad is somewhat special forces formed from military veterans from various armies rather than a bunch of random boys and girls who hold a gun first time in his\her life, but its a matter of taste indeed.
  3. Well it doesnt seem enough. I made this and started new game but still see a mix of male and female there
  4. Yes, thanks, I found it either already and will try to edit and post if I manage to get a proper result (I would like to have 80% male and 20% female - this way it would be more realistic and still keep some choice)
  5. Call me as you wish but having 50% of female in a combat squad breaks an imerrsion for me - I dont see in real life so many female in military (I mean real combat squads) so it looks like an agenda about equal rights and so on from devs. I am ok with this agenda in general, but still can I in my personal campaign adjust somehow via config a gender of new soldiers whom I can hire? Update: Sollution
  6. I researched and produced some allien weapon indeed but looking at it's paremetrs I wasn't really sure it's worth equiping all my soldiers with it. Anyway from the design point I think the game should not present you new enemies like this when you didn't meet androids before and then get 7 of them at once runing at you. You should meet 1 or 2 androids first at some mission to understand how dangerous they can be and adjust your tactics and weapon for new battles against them. I managed to complete this mission equiping all my squad members with MG to max raw firepower but it was quite dirty save-load victory. I doubt I could beat so many androids that early on iron man.
  7. About missions balance in v8.1 Started the game Had about 10 ordinary missions - all of them were quite easy - seems ok for the start Had 1 raid mission in month 1 with normal aliens (sebilians or whatever biological creatures) - average difficulty - seems like a normal upgrade over those first ordinary missions Got another raid mission on month 2 with robots. Well, 7 big robots attacking me at once near dropship and exploding if I kill them - wtf... My squad is with ballistic weapon yet in composit armor (tier2) and killing 1-2 robots per turn seems to be the maximum of what I can do... and if they come close killing them turns into a suicide for my own soldiers. Looks like a bit too much for the 2 month mission.
  8. I have the same bug at alien raid mission with robots in v8.1. The game stops randomly at the end of alien turn with "alien activity" sign on the screen and nothing happens further and no sound of anything happening - I waited for 10 minutes but it didn't help. If I replay this mission this bug happens randomly again at some turn. Only on this raid mission with robots. Didn't see it before
  9. Yes, I know that it was this way in the original. Frankly speaking I think 100% turn-based combat is an outdated design. Games like Jagged Alliance 2 or Fallout 1/2 that was released later improved it with a mix of real time and turn-base. The reason they did it is to shorten those moments when nothing happens and you just skip turns or spend them on movement and weapon reloading - those moments which make the game longer without fun. However I unerstand that many players probably like 100% turn-base for nostalgia or other reasons. That's why I asked for an option for a mix of turn-base and real time - something what can be turned on\off. I think it would be a great addition to this game and improvement to its design. Though it will hardly happen for many reasons, I know.
  10. I have this bug regulary I have soldiers that are free now and can be sent to the strategic operation I click on that operation and see a list of all my soldiers but their names are grey in this list and I cannot select any of them from the list becouse of it. I make a save, exit the game, start it again, load the save, do the same things again - the list is white this time, so I can select soldiers now and send them. So I have to do this save\restart\load trick almost every time when I want to send soldiers to strategic operation.
  11. I would definetly like to have 3 tiles width dropship with a corridor so that soldiers inside could move freely. I don't really care whether it will be some real transport (like mi26) or some fantasy one - functionality is the key issue here.
  12. I played Xenonauts 1 and playing Beta of Xenonauts 2 now. I am absolutly fine with turn-based combat, it's a core feature of this game, so its not that stupid thread "make it real time!" However there is one thing I never could understand: why making combat turn-based for 100%? Why not to make it real time if you don't see enemies and enemies don't see you. So real time before and after the fight. Like in Jagged Alliance 2, Fallout 1,2 and many other games with turn-based combat. I definetly would like to see it as an option. The problem with 100% turn based combat that it makes the game very slow. Its a standard situation when you killed all aliens outside the UFO and then need to make something like 10 turns without fighting to actually reach that UFO with aliens inside to kill them and finish the mission. It takes so much time without any fun. Why not to make this run in real time in a minute and then have a turn-based fight again?
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