Slaineify
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Posts posted by Slaineify
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There are a bunch of features in Jagged Alliance 2's 1.13 mod that would fit right in to Xenonauts 2. While there's nothing wrong with XN1's ground combat, some more tactical flexibility wouldn't go amiss.
I 100% agree with this, JA2 with 1.13 is the definitive tactical iso-thingy, whatever you call this genre. I mean I can get that you might not want to over complicate XN2 for sales and that but maybe add optional toggle or something at the start of the campaign like 1.13 does? Either way I suppose it'll depend on dev time and all that but please for the love of god don't simplify the existing mechanics for wider accessibility.
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This with the geo-political mod would be truly awesome.
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Thanks man
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Still broken...
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All the downloads are broken for me, anyone else have this issue?
Self Imposed Rules
in Xenonauts General Discussion
Posted
There are people that don't do this anyway?
Anyway have a rule.
Chain of command: all squads must follow basic military structure, plenty of Pvts, a handful of NCOs and 1-2 officers or 2-3 officers and a bunch of NCOs, works best if you mod the transports to be bigger.
It gets stupidly hard once you'd normally be fielding full squads of captains and the like.