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lemm

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Posts posted by lemm

  1. I made the suggestion of arranging a "Xenonauts+" mod pack. This would be an aggregation of all of the mods that don't alter the gameplay, but provide extra content. For example, more soldier names, extended soldier backgrounds, more automatically researched items for the Xenopedia (i.e., the Lore+ mod), more high-quality maps and tiles, and so forth.

    I know I made a post about it with some suggestions on what to include, but I can't find the topic. Anyway, it's just another idea for you to consider.

  2. The first three are all good. Even though the second one has a few bugs, and some of the missions are tedious, I think that it was a better game than the first one. I disable all mind control in both games, because I think it ruins the game.

    Apocalypse was okay, but as soon as you get all of the research items, the game just becomes stupidly simple. Also, the aliens look like they belong in a puppet show.

    Interceptor was a neat idea, but I didn't play much of it because the battles were boring due to the lack of terrain. Neat music though.

    Enforcer was just a generic shooter and nothing special.

  3. I'd like to expand on this mod by looking at other aspects of Xenonauts lore that could be fanonised.

    What about artifacts or rooms from the alien bases? Maybe you could do a Xenopedia entry for Caesan, Andron, and Sebellian bases.

    EDIT: And alien grenades, as well?

  4. - Shrike now can hold 10 troops, Valkyrie can hold 12, as 4 extra soldiers each was a bit overpowered

    I think that's a good adjustment (and I'd say it's a major change, not a small change).

    In v22.9, I missed the opportunity to research the Valkyrie, so I had to assault carriers and battle ships with a shrike. Twelve men felt like a good number for those missions.

    The final mission was quite difficult with 12 men because I didn't know what to encounter (and also because my squad was mostly newbies), so it took me a few tries before I made it through. However, I think it would have been far too easy with 16 soldiers.

  5. I'd like to see a multiplayer (1v1) game that has a mix of stopped-time and real-time control, inspired by Frozen Synapse and the Xenonauts Air Combat minigame.

    In the default game mode, each player has a wing of four fighter craft, and each player's mission is to either destroy the enemy wing or to bomb some objective on a randomly generated map. This is done by issuing orders to the aircraft, such as "attack this target," "defend this region," "take this flight path," and so on. The gimmick is that either player is allowed to pause the game at any time so that he may issue orders, but orders can only be issued while the game is paused. A player's pause bank is constantly recharging so that he gets an extra pause once every ten seconds of game time. The goal of the game is to predict the opponent's moves so that he is forced to spend pauses more quickly.

    The game would feature a minimalist design and lively music, similar to the Xenonauts air-combat game.

  6. Some tips:

    Battlescape:

    - If you find yourself in an unwinnable situation, just abort the mission, even if it's a terror site. Retaining your experienced operatives is the most important part of the battle. For instance, it's hard to combat Androns if you don't yet have laser tech, so just don't bother fighting them if you see them.

    - In the early missions, use a lot of smoke (against caesans) and two shield guys. Crouching shield bearers are extremely useful for exploring in the open terrain, and are usually guaranteed to survive for at least one turn if they get caught in the open. Use high health, high TU, armored, inexperienced soldiers for this task.

    - When breaching scouts, just stand back and fire machine guns in from range to suppress the guards in the ship after using C4, a rocket, or an MG to destroy the door. The only valuable part of the ship is the alenium reactor, so don't be hesitant to fire in explosives and blow everything up in the front room. You won't get as much money, but you'll still get operative bonuses which are far more valuable in the long run.

    - Corvettes are harder to take out than scouts, but you should have stun weapons by that time, so use lots of stun grenades and rockets before going in. You might have to risk your shield-bearer to peek around the corner, but you can minimize the chance of death by giving him smoke cover before he goes around. Once he takes the reaction fire, have your experienced troops lob in grenades (or C4) to suppress, stun, or kill. Don't bother storming Andron corvettes in October, unless you happen to have electroshock grenades.

    - Yeah, there aren't very many maps, but there is a community map pack, and more maps from the community will trickle in over time, once the game is done.

    Geoscape:

    - Wolf and Laser by the end of October is good.

    - You need to get two bases up ASAP. The second one should be started no later than Oct 1. I always put my first base in the middle east and the second base in Northern Mexico.

    I wish that the game required variable strategic approaches to the Geoscape, because the single best strategy is always to place the first base in the middle east and then quickly expand to America while getting two research labs up and running.

    For example, the aliens could either focus on one region in particular and reveal their larger ships sooner, in which case you would only need one base with a lot of research capital; or, for the first few months, they could wage a more global assault with a lot of fighters while delaying their capital ships, in which case you would need to build many bases with many hangars, but you wouldn't need to spend as much on battlefield weapon research and production.

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