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Kaguya

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Posts posted by Kaguya

  1. I don't really like 'Elite' or 'Veteran' as a rank. They are closer to describing someone's skill, rather than their rank.

    That said, first 4 ranks could be along the lines of

    Recruit -> Rookie -> Squaddie -> Xenonaut

    Recruit is a throwaway rank anyways, since you can skip it with a 10-day training session, so there's not much point in wasting a "real" rank on it.

    Overall, I'd still personally go for

    Recruit -> Rookie -> Squaddie -> Xenonaut -> Sergeant -> Captain -> Colonel -> Commander

    with the pyramid shape from Xenonaut-rank onward. 1 Sergeant for 5 soldiers with Xenonaut rank (lower ranks wouldn't count towards this), 1 Captain for 2 Sergeants, 1 Colonel for 2 Captains and a single commander, unlocked after 2 Colonels.

    Alternatively,

    Recruit -> Rookie -> Squaddie -> Xenonaut -> Sergeant -> Captain -> Commander -> Marshal

    Like above, but Commander-rank would be limited to the # of bases you have, thus the Commander-ranked people would be "Commander of <basename>", and Marshal would require having atleast 3 Commanders.

    Realistic? No, but I'd find those lot more interesting than having just 8 "foot soldier" ranks. It's supposed to be a strategy game, not an all-out Realistic Military Hierarchy-simulation. IMO.

    Ultimate solution, however, have the rank names in an xml file... which they probably are, looking at strings.xml.

    34fy2wn.png

    Yes, they are. :P

  2. Voted yes. It'd be an okay addition, especially for air combat, unless that thing gets some serious tweaks that make it something more than just a dull samey thing over and over again.

    In ground combat against the same UFO over and over again the terrain changes, which along with different spawns make the encounters more/less hard and varied (along with different races, with different gear layouts).

    Once you shot down one UFO of some specific type without losses, you can shoot down that exact same UFO with the exact same strat, every single time, with the same outcome.

    EU air combat was samey thing over and over again certainly, but atleast it took a lot shorter time to complete, with less hassle.

  3. If you open up the female names file and reduce all of the female chances by 50% while keeping or increasing the values in the male soldier name file would that have the effect you want?

    The effect will be the game crashing on launch, so not really. If set to zero anyways. Altering the chances in the name file doesn't seem to do much, aside from determine where the soldier comes from. The male/female decision is made in the executable itself (at 50-50 ratio), it just digs the name/experience from the xml.

  4. AFAIK, the whole lot of it is hardcoded into the executable. The only thing in the easily moddable files affecting soldier generation that I've seen, has been their age. (aside from the name/regiment stuff that is easily accessible)

  5. Eh. Gun porn doesn't really have a place here. The weapons themselves already define the role you want that soldier to accomplish. That said, there probably will be mods that add more variety, but IMO, the base game doesn't really need that. It's nowhere near being the main focus of the game. Besides, it'd get all wonky by the time you get laser/plasma/whatever weapons, which would throw away most if not all weapon modifications, as well as ammo types.

    And if you consider turn based to be as boring as watching paint dry... why did you even buy the game? That's kind of the core gameplay here.

  6. In x-com you would just equip everyone with the heavy alien gun and never manufacture human weapons because it's just so much simpler and cheaper and you find so many of them. Chris wanted to make research and manufacturing relevant.

    X-COM didn't even have researchable human weapons beyond the Laser weapons, which you could research without even seeing a single alien. And it was completely outclassed by the plasma weapons the moment you got them researched.

    Nothing to do with simple or cheap, they just were garbage in comparison (aside from infinite ammo on lasers)

  7. Modern software and graphics cards makes 3-D rotatable objects quite simple to do.

    Xenonauts uses sprites, so the fancy graphics cards won't help at all. They'd need to make 3 additional versions for many of the tiles to make rotation work.

    While the tiles are initially rendered from 3D models, they have been drawn over by hand, so that'd still be quite a large undertaking for a relatively small return.

  8. Regions do not start at the exact same amount of funding. But, they do seem to adjust their funding quite freely. Shooting down UFOs over North Africa will net an increase in funding from them at the end of the month. If the aliens succeed in their mischief (like the pips that appear in Geoscape telling about mall strafings and whatnot), the region will reduce their funding.

  9. i remember that picking up unconcsious aliens in original UFO was a good way to prewent them from waking up and shooting my men in the back.

    It wasn't a very good way, since all they did was jump out of your backpack when they woke up. Not a big deal with normal aliens since they'd be unarmed, but putting an unconscious Chryssalid in your backpack was a very bad idea. I know, I tried. :P

  10. Yeah, I mentioned about this in the suppression mechanics thread. Don't think this is a bug per se, just the way the system is supposed to work for now.

    Which at this point is bit overzealous. My issue was with a trooper killing a sebillian with an MG. The sebillian was standing in the next square from the MG. A friendly trooper was behind the MG guy, and as the MG soldja killed the sebillian, the soldier behind the shooter was suppressed (guess the empty casings hit on his helmet or something).

  11. Were those friendlies near the target of the shot?

    Bullet path has no relation to suppression so the only reason they should have been affected would be if they were stood close enough to the target to be within the suppression radius of the weapon.

    The MG is set to a radius of 5 tiles from the aiming point.

    They were. But it shouldn't matter. If the soldier being suppressed is behind the soldier doing the shooting, it shouldn't matter if he's 1 tile or 10 tiles away, or if the target is 1 or 10 tiles in the completely different direction from them. They aren't being suppressed by anything.

    That's the way the mechanics currently work, certainly, but I don't think that's the way they actually should work.

    As things currently are, if you stack up at the UFO doors to charge in, the soldier opening the door can suppress his entire squad to his sides/behind him, if he fires off a burst at an alien standing near the door.

  12. The suppression system seem to be a bit on overdrive at the moment. Expected, being first release and all.

    I had 3 guys breaching into a small scout, and since the reptiledude inside was facing towards one side, I threw my machine gun dude behind his back, promptly killing it. Two of my own guys were supressed by it. One of them was standing behind the machine gunner. The other one was to the side, and in no danger (short of an critical miss that would have sent the bullets going over 45 degrees over the target).

    The soldier standing behind the machine gunner definitely shouldn't have suppressed. The guy standing in front to the side is debatable, but even then he was in no real danger of getting shot by the MG.

    Friendly fire causing suppression might be a bit eh, but suppose it would make sense in a situation where your own troops go berserk (do they in Xeno?) or carelessly shoot in a manner where friendlies are in direct path of the bullets or very near it, but in the aforementioned situation, no.

  13. ...and what are you guys buying for your second base? Someone on here recommended building the 2nd base right away, since you're probably not going to have much in the way of disposable funds for a long time after the game starts.

    So I've started a couple of game where I build a new base ($1 M for command center) 2 hangars ($600,000) living quarters, a radar, and a storage area. I think that's about it. Without purchasing anything to actually go in the base, and without even buying any stuff at my starting base (no more hangars or MiGs) I'm already running a deficit by the end of the first month.

    Suggestions?

    Honestly, all your second base needs is 2-3 hangars and a radar. Just shooting down the UFOs is enough to get positive relations with the surrounding region(s), spending more for Chinook support is a waste early game (IMO). I've played several Air Defence games where I don't do ground assaults at all, and it isn't hard to have 3 bases running by the end of second month.

    Once the hangars in the second base are complete, you can transfer one of your original F-17s to it, and start building a MIG at home. I usually send that MIG to the second base right away, and start building another MIG. When the new month hits, you can start working on 3rd base, again, just a couple of hangars and a radar. This should stop most of the areas from reducing their funding, and start increasing it instead.

  14. It's totally unnecessary. The soldiers don't have any kind of free agency short of reaction fire, and none of the actual troopers in the field are 'in command'. They are just morale sticks. As such, complicating the rank system serves little to no purpose.

    And while you COULD find yourself running with 10 Captains in XCOM, doing that required you to have another 100 soldiers with a lower rank, which IMO was rather good system.

  15. Hey so quick question about female soldiers in game. I (and I expect I'm not alone) would prefer not to have female soldiers forced upon me. Will there be a way to turn this option off?

    Probably not by the game itself, but shouldn't be too hard to mod.

  16. I don't remember grey damage in the demo. Afaik, atm, they're basically a "healing spell".

    They aren't. You can't fully heal a soldier with medkits. You can keep using a medkit on a wounded soldier a million times since the game doesn't prevent that, but it won't provide any additional healing past certain threshold, which is no-where near to bringing them back to full health.

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