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Everything posted by Komandos
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Demo Sept 22, 2022 Thoughts
Komandos replied to Kamehamehayes's topic in Xenonauts-2 General Discussion
If you increase the radius of vision of the soldiers, it will become easier to find the lost aliens. -
The reward for tactical missions is so small that after the extraction of the desired artifact, the strategic sense in conducting tactical missions disappears. P.S. I saw a video on YouTube.
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The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
As soon as the Earth's air defense forces shoot down an alien shuttle, an alien evacuation group rushes to the crash site. An alien evacuation group takes the crew and all artifacts (except UFOs). Now the player must hurry to the UFO crash site, even if the mission takes place at night. -
Make the task sign on the strategic map change its color over time. Green color - the mission (task) is relevant. Yellow - the aliens have carried out part of their plans. Red color - you are late. (The aliens have done what they planned and are evacuating soon). Depending on the color of the tactical task icon, other bonuses and other trophies are awarded for completing a tactical task.
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Why was the God-awful orbital bombardment brought back?
Komandos replied to Emily_F's topic in Xenonauts-2 General Discussion
Making X-COM a secret organization made sense only in the first X-COM where the invasion itself (preparation for the invasion) was secret. When an orbital laser destroys entire cities, it makes no sense to hide from the population that there are forces on planet Earth that are trying to stop this mess. -
Why was the God-awful orbital bombardment brought back?
Komandos replied to Emily_F's topic in Xenonauts-2 General Discussion
Players need a good tactical and strategic simulator. Where many different tactics can be used on the battlefield. And on a geoscape, you can use many different strategies. There are no new tactical functions (crawling, the ability to interact with individual tactical groups on the battlefield, etc.) in the game. There are no alternative strategies for winning (except to develop as quickly as possible) in the game either. Do not forget that the first X-COM was more of a sandbox than a strategy. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Komandos replied to Charon's topic in Completed Game Mods
Figured it out. The accrual of panic points after the death of a civilian was really very high. Corrected by me in "moraleconfig_gc.xml (Much more than in the original game.) -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Komandos replied to Charon's topic in Completed Game Mods
If I don't participate in terrorist missions, will I lose anything? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Komandos replied to Charon's topic in Completed Game Mods
Terrorist missions (in the city) are impossible to pass in principle. And the problem is not the number of enemies. The problem is that soldiers with 80-90% bravery panic and run away after the first round. Even if I have all the necessary advantages and conditions on my side to win. How to increase the panic threshold in a terror mission? Or turn off the panic altogether??? -
If you double the range of the weapon and at least 1.5 times increase the radius of vision, then this gives: 1. The opportunity for your soldiers to spread out across the landscape at a much greater distance from each other. (According to the increased viewing radius and the increased range of weapons to support each other with firepower.) Now soldiers do not need to walk in a dense crowd so that one soldier can shoot at an alien who jumped out of the fog at another soldier. The most time-consuming thing in Xenonauts 1 was moving a whole crowd of soldiers in a very, very thick military fog so that they could support each other with fire in case of enemy detection. Because of this, the battle became long and painstaking. I understand why many players think that managing 20-24 soldiers per battle is incredibly much. They play on the original settings of the game, where even moving 8-16 soldiers through a very thick fog is a really difficult and monotonous task. 2. Since the soldiers see further, they have to spend fewer tours to search for aliens. Tactical combat becomes more dynamic. 3. The radius of view becomes larger than the radius of movement, which gives better differentiation for weapons of different ranges. Now enemy soldiers, after their detection, can be at a distance of two moves (and not one move, as before).
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Xenonauts 1 have too many bugs to use the "iron man".
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I'm not kidding myself. I play the way I like. Cheating is convincing myself that I want to play the way the developers want. Who knows better what my tactical orientation is: me or the game developers???
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I've been playing Xenonauts game, "balanced by developers" for just a few hours. After that, I had to completely rewrite the balance of the game (and, in particular, double the range of all weapons and the radius of view). This is the real value of the effort that developers spend on balancing the game.
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The fact that a soldier in one round is able to run twice the distance (30 tiles) than a bullet fired from a medium-range weapon (15 tiles) can fly in one turn - do you call this "excellent range"??? So what if the aliens have thicker armor, if this armor and the numerical advantage of the aliens (several times) are not able to give them victory over a "weaker opponent". Turtles also have thick armor, but even a hundred turtles are not able to defeat one person in battle.
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Due to the short range of the weapon, the player's soldiers are forced to walk in droves, like the phalanxes of Alexander the Great. (To be able to concentrate the density of fire). The range of all weapons should be doubled, and the viewing radius too.
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Aliens can come "out of the horizon" (out of the fog of war), calmly overcome 30 tiles and calmly bypass the sniper from all sides to inflict damage on the next move. 30 tiles is the distance of one throw, the distance of just one sniper shot. One shot is too little for a sniper rifle when the enemy comes "from behind the horizon" close.
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Why was the God-awful orbital bombardment brought back?
Komandos replied to Emily_F's topic in Xenonauts-2 General Discussion
The rich have a much more interesting life than those who are in need of material resources, free time, etc. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Komandos replied to Charon's topic in Completed Game Mods
How do I download the latest version? -
30 tiles in one turn overcome many units. 30 tiles is just the range of one move. One miss and the target approaches the distance of hand-to-hand combat.
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Why was the God-awful orbital bombardment brought back?
Komandos replied to Emily_F's topic in Xenonauts-2 General Discussion
The final missions, for the player, are fundamentally no different from the usual ones. The battle is also designed for 8-12 soldiers, (like a normal mission). The only difference is more powerful weapons and thicker armor. In the original X-COM 1-2: For the final mission, you need a special transport that took twice as many soldiers (26) as for a normal mission. And the last mission consisted of two episodes. -
Why was the God-awful orbital bombardment brought back?
Komandos replied to Emily_F's topic in Xenonauts-2 General Discussion
You can use "urgency" (timer) to create tension in the game. But this method is no better than "UFO waves" when the player is experiencing time pressure and lack of resources. From the "urgency" (timer), the player gets tired just like from other ways to create tension. The only way out is in the variety of the game. The timer is only good when it is running in the game for a short time. -
Why was the God-awful orbital bombardment brought back?
Komandos replied to Emily_F's topic in Xenonauts-2 General Discussion
In the old X-COM, a player could defend the planet for at least a thousand years and no one forced him to fly to Mars right now. But after all, developers make fan fiction specifically on the old X-COM, but not fan fiction on XCOM 1 EU or XCOM2. -
Why was the God-awful orbital bombardment brought back?
Komandos replied to Emily_F's topic in Xenonauts-2 General Discussion
1. In the old X-COM, the player could spend as much time in the game as he saw fit. The game did not force the player to fly to the final mission right now, (timer), and not after 20-30 years of playing time. 2. The timer in the game does not allow the player to fully explore the game world. Instead of satisfying your curiosity: "What will this or that research give?", the player has to be content with only those studies that move him forward, as a person who is late for work. However: some players come to the game as tourists who want to see all the sights. -
The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
The imbalance of the game is that the game allows you to indefinitely increase the number of aliens on the tactical map, but does not allow you to increase the number of soldiers to a tactical minimum of 5-7 units (LEFT FLANK. CENTRAL. RIGHT FLANK. MOBILE RESERVE. HEAVY WEAPONS. SPECIALISTS (doctors, engineers, sappers, etc.)). -
The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
If a player has accumulated enough strategic resources to be able to send 20-24 soldiers to battle instead of 8-10, then why should the game prohibit the realization of a strategic advantage on the battlefield? If I have advanced so far that I can afford a more fun and easy tactical mission mode, then why should I still fight with minimal human resources, as at the beginning of the game? P.S. A good game is good because it can turn into a "sandbox game" for an experienced player at easy levels.