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Everything posted by Komandos
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The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
After the next wave of UFO attacks, several almost identical "tactical tasks" "lie" on the ground. Three or four identical missions in a row is boring. I propose to introduce a rule according to which the same mission cannot be performed twice in a row. (Even - not more often than once every three fights). 1. UFO waves should consist of different types of spaceships. So that after their crash, different combat missions appear. 2. If it so happens that there are many "crash sites" of the same UFO on Earth, then it is necessary to generate a random event that will make these three missions different from each other. For example: In one case, the player receives an additional squad (squad) of local self-defense forces under his command. In the second case, the player receives a tank (from the local self-defense forces). In the third case, the UFO was trying to deliver weapons (other supplies, resources) to its agents on the ground. Meeting such a UFO on a ground mission is like winning the lottery. Hit the jackpot. This is an additional excitement and incentive for ground combat. -
[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
Increase in the staffing table (twice). Put the file in mods / X-Division / scripts. personnelview.lua personnelview.lua Here's what happened before: -
[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
Soldiers replenish ammunition for this type of weapon - in the dining room. -
[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
Scientific research is progressing too fast. 40 scientists make dozens of discoveries in one day. Editing the "researches.xml" file. -
[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
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[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
I have an x-division, takes screenshots of the desktop (which is under the game screen), but not the game screen itself. -
[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
I liked the battles in the X-Division. Sebillian are weak and inactive opponents. Before - they always attacked. Now - they are very careful. Cezanne became dynamic and unpredictable. Fighting them is a pleasure. Of my 16 soldiers, 11 survived (after the battle with Cezanne). And I haven't edited the game yet and doubled the number of aliens. -
[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
The first three fights (+3 in difficulty) lost. Although there are 16 soldiers in the team. This pleased me. The range of the weapon and the viewing range seem too small. The fighting is going on in tight groups. Like at night or in a thick fog. Where to increase the viewing range for aliens? -
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[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
Dynamic. Fresh. Difficult. But not balanced. Returned the old AP config.xml - the geometry of the movement is broken. A sniper rifle is less accurate than a pistol. And the pistol is no worse in speed than a machine gun (5-6 shots per revolution). Edited weapon parameters during the day. And yet - to hit the target with a sniper rifle is unrealistic even close. -
[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
Okay. Thanks. The concept in which a handful of soldiers must confront regiments of high-tech aliens in open combat and invariably defeat them - I don't really like it. There is a lot of Action in this, but little Tactics. -
[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
In which file can I change the "Soldier" of the transport??? Edited the file:"aircrafts.xml " - but the game ignores all changes in this file. I have no desire to play with the default settings. I want a normal squad size. -
Soldier Inventory System Suggestion
Komandos replied to jeffQC1's topic in Xenonauts-2 General Discussion
If the placement of pockets can affect the tactical effectiveness of soldiers in battle: (accelerate the use of some items by reducing the speed of access to others; increase the speed of movement of soldiers by refusing to use pockets on their feet; increase the accuracy of soldiers by refusing to use pockets on their hands; increasing the range of the grenade throw if the player refuses to use the backpack and pockets on his hands; etc.), then such a system makes sense for tactical play. -
The problem is not income. The problem is in: how to diversify the tactics of ground battles. 1. If there are a lot of aliens on the battlefield, then: - every turn the player comes into fire contact with the enemy. - there are almost no moves when the player spends time only (and only) moving his soldiers to new positions (without the battle itself). 2. If there are a lot of aliens on the battlefield, and the player's soldiers are few (very few) (let's say there is only one soldier), then: - the firepower of the player's soldiers should be very large. However: tactics are needed here only when there are a lot of opponents in sight and you need to decide who to attack first and where it is better to hide. 3. Ideally, when: the number of aliens and the number of player soldiers = are the same. However: Alien AI is not able to solve tactical tasks as successfully as the Player. Total: There should be more aliens to balance the game. 4. The player's soldiers should not be too many, so as not to delay the turn-based game. The player's soldiers should not be too few, so that the tactical variety of tasks on the battlefield does not suffer, as well as the variety of ways to solve these tasks. Total: the number of tactical decisions in the same military missions should be comparable to the number of such military missions. 5. About the minimum number of ground military missions. After a UFO crash, the player wins all ground battles by default (bombing the UFO crash site from the air). Bottom line 1: In fact, battles are being fought to save unique artifacts from destruction (in the case of aerial bombardment). Bottom Line 2: Ground battles only make sense as long as there is a need to mine new (unexplored) artifacts and mine the researched artifacts as a resource for their own production. (Tactical battles in the game act as production (craft) artifacts and as the production of research directions.) Conclusions: by regulating the number of necessary artifacts, developers can regulate (limit) the number of necessary ground battles to defeat aliens. (For example, in order not to delay the game). 6. About the minimum number of soldiers (belonging to the player) in ground-based turn-based battles. If there are few soldiers on the battlefield, then the variety of tactical situations (the ratio of forces of rivals and their location at different points of the battlefield) is also not great. In order to minimally diversify the number of tactics in the game, soldiers must interact with each other not within the same combat group (squad), but also interact at the level of individual combat groups with other individual combat groups (at the platoon level). The minimum size of one combat group (detachment) is 3 soldiers (1 commander + 2 subordinates). Taking into account possible losses (injuries, death), this number is equal to 4 soldiers. Also, 4 soldiers are convenient for combat formation, 2 sit in front and 2 stand behind. Taking into account the real combat experience of a real platoon, there are 5-6 such combat squads in the platoon. (4 infantry squads: Left. Right. Centre. Reserve. + 1 machine gun squad, + 1 mortar squad). Total: 4*5(6)=20(24) a soldier. For comparison: in X-COM:1-2, the number of one platoon is 26 soldiers. In X-COM:3, the platoon strength is 36 people.
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Until the New Year - hardly. I'm not at home. For now, I can only join.
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For players who want to make a mod with a lot of aliens and a lot of soldiers - reserve a maximum crew size of 20 (24) soldiers. (In the original UFO: 1-2, the maximum number is 26 soldiers. In X-COM 3, the maximum number is 36 soldiers.)
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The goal is not to shoot accurately. The goal is to diversify combat tactics. Interaction tactics at the level of individual groups, not just soldiers.
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It will be enough for me if the developers create an opportunity (for mods) to increase the size of the xenonaut crew to 20 (24) people. In "Xenonauts 1" the game allowed to increase the size of the crew of xenonauts to only 16 people. The aliens had no noticeable restrictions.
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1. I like the offensive operation on the entire front (across the entire width of the map). 16 soldiers are not enough for the player to divide them into four squads: LEFT; CENTRAL; RIGHT; MOBILE RESERVE; + POWERFUL FIRE SUPPORT. This will allow the use of tactics of interaction of small groups in battle. 2. If there are 12 soldiers in the game, then the player is forced to move in one dense group; (or split into two squads). The three independent groups lack the firepower to deal with the large number of aliens. If there are 16 soldiers in the game, then I can divide the soldiers into three independent units + strong fire support to work across the entire width of the map. (Left squad. Right squad. Central squad. Heavy fire support). But I will need a mobile reserve unit if there are a large number of aliens on the map. Approximate composition of tactical groups with 20 soldiers: Tactical group "Left": - 2 shields; 1 assault; 1 machine gun. Tactical group "Right": - 2 shields; 1 assault; 1 machine gun. Tactical group "Center": - 2 shields; 1 assault; 1 machine gun. Strong fire support: 2 snipers; 2 grenade launchers. Mobile reserve: 1 assault; 1 machine gun, 1 sniper, 1 medic. 3. In the game "Xenonauts 1" I immediately made a crew of 16 people for all types of transport. I increased the number of aliens by 1.5-2 times. Increased the viewing range by +10. Increased the range of weapons by +10. tactical group "Left": 1 shield, 2 machine guns, 1 sniper. tactical group "Right": 1 shield, 2 machine guns, 1 sniper. tactical group "Center": 1 shield, 2 machine guns, 1 sniper. Heavy fire support: 2 grenade launchers. Mobile reserve: 2 shields - always strengthened the direction of the main attack. If I want to fill a UFO with 20-40 aliens, then 16 soldiers are not enough. Fights with more aliens are more intense and dynamic. The search for 6-12 aliens (half of which are in UFOs) by a team of 12 soldiers is boring and monotonous for me, in which there is little chance of a non-standard situation.
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Is it possible to make "Xenonauts 2" so that it is easy to set the maximum number of crew equal to 20 soldiers in the settings??? And also increase the number of aliens in battle?
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The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
Add tactical tasks to protect trade routes: There are trade routes between different regions (trade routes are marked on the map). UFOs periodically attack ships carrying cargo, which worsens the economic indicators of the region and the financing of the Xenonauts project. Creating (buying) aircraft carriers in the game that will autonomously cruise along with cargo ships along trade routes so that they help repel UFO raids and free cargo ships captured by alien pirate teams. Or: just add tactical tasks to the game to free cargo ships from alien pirates. -
Item Duplication Bug / Exploit Still There
Komandos replied to Wyldefyre_CP's topic in Xenonauts-2 General Discussion
That's how magic works. -
Melee Weapon Progression
Komandos replied to Kamehamehayes's topic in Xenonauts-2 General Discussion
Melee weapons make sense either for capturing aliens or when there are no effective ranged weapons. Against alien robots, I propose to create a very powerful weapon, but effective only in very close combat. -
The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
Each X-COM military base has its own "role characteristics". These are buildings. Staff. In fact: in the game we pump not soldiers, but Bases. The "experience" gained in battle is the money earned for the battle, which we distribute to "improve the characteristics" of the Base. If the developers make each Base unique (bonuses and penalties from the location of the Base, bonuses and penalties from the specialization of the Base). The money received for downed UFOs, for artifacts captured in ground battles, should be directed not to the general budget, but to the individual budget of the Base whose fighters shot down UFOs; whose soldiers stormed UFOs - then there will be rotation. Then all 6-9 Bases in the game will become similar to 6-9 characters in role-playing games, which the player improves.