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Tenet

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Everything posted by Tenet

  1. Hello Sentelin! I have an idea - it should be possible to parse the weapon stats into an easy to read table - if we automate the process, you'll just have to share the generated results. This way everyone can have a list to read and make educated choices - perhaps we can even spoiler tag different tiers to allow people to make the choice on what to reveal. Thank you again for all your work!
  2. My justification is mostly - 1. It's 1979 / 1980 - adjust your prices accordingly 2. Xenonauts are a non-profit - Governments take the major cut of all loot I think TG is right, best way to mod is to just increase relations funding (much higher max-relation multiplier could be the way to go) or making workshops produce income.
  3. I wanted to throw out an idea about the economy - first a few observations: IMO the process of building fabrication bases to sell production is pretty boring. The only tie-in is that increasing the # of bases affects the # of incoming aliens, and the # of bases you need to defend. For me the main roleplay element of the game is running an organization designed to Defend Mankind. It shouldn't feel like running a business, and it shouldn't feel like you -have- to contest every UFO on the ground to make ends meet. The idea: I'm considering replacing manufacturing economy with deeper / unlimited relations gain. I plan to mod it in and test it on my next playthrough.
  4. Edit: Found it. Continent income, based on relations can be modified form the gameconfig
  5. Because many people disagree with what the manual states as extremely unrealistic and don't like the UFO-mission grind. They find the economy of the game to be unnecessarily limiting. There are two ways around it - modify the income per country, or modify manufacturing to be profitable. The latter requires an Auto-Sell macro to not be tedious.
  6. Yes. <strengthProgress pointsToProgress="1" maxPointsInSingleBattle="1" globalMaxProgress="100" strengthCoeff="80" comment="Points are given when soldier moves one tile while carrying more than strengthCoeff percent of its maximum carry weight" /> This is what is says in my file. It means a soldier has to move ONE tile, with min 80% of weight limit equipped, to get the One Point maximum for the mission, and the resulting +1 str. 1 point = 1 tile moved, always. You only specify the # of points you need to acquire for +1 STR, and the maximum points you can earn in a single mission. What confused you was an answer to a different example.
  7. Points -> Requirement to Get +1 STR = X (moves while carrying min. 80% weight) Points -> Maximum points per mission = n * X (where n = maximum levels you want per mission) So if your requirement is set to 20 and maximum points set to 40 you will be able to earn +2 STR per mission. If you want to make your soldiers stronger I recommend tinkering with the base settings and increasing the swing maximum to get higher starting values, instead of increasing progression. You can then recruit a particularly strong soldier for a heavy weapons position - more realistic than having your entire unit become super-soldiers. From my experience that last part is what it says - 80% of current max carry before losing TU's. So if your max is 35 and you carry 34 you're going to get points and get +1 str if you moved enough. My soldiers started around 50-60 STR and some ended up 80-90 after 30 missions (that it took to end the game - lotsa airstrikes ). Question: Where can I modify the age of the soldiers? Recruits in the high 50's doesn't make sense for 1980 medicine. Recruits should be in the 25-45 year range - reflecting trained soldiers and combat veterans. Should also add something to the lore that reflects their ability to improve so much per mission. Perhaps they are using some kind of a super-soldier serum developed following first contact. Review of the final Mission:
  8. I don't line answering anecdotes when posing a logical argument, but if you insist: That looks like tier 1 radar bases at sub-optimal positions on the map. Optimal positions and tier 3 cover most of the map. Apollo's cover the rest until you can build sub-bases to plug the holes permanently, and Apollo+Foxtrot, later Saracens / Corsairs with decent offensive tech and tactics take care of every wave. Why should a player that managed to win the air-war get penalized by missing crucial tech, the only thing in the game designed to mitigate Alien-Control and other high tier Psy attacks? It may be so in Vanilla and it may be your design choice, but I think it's a poor one. Another alternative: - Add Predator unlock to the Capture Praetor mission - if you managed to do that, to clear a Battleship with Tier 2 armor and capture it's leader, you deserve the reward (especially considering what it already unlocks).
  9. I really think you should consider removing the alien base requirement from tier 3 armor. The aliens aren't guaranteed to have a base, and it's quite possible to never get the tech or notice the requirement until you dig into the game's files. Even with the hints you plan it's a ridiculous immersion braking requirements - to have to lose intentionally to get a win. The worst part is that unlike XCOM-1 you don't know which Alien is on which mission - that big ship could be building a base, or it could be preparing to invade yours or going in for a terror attack. You'll have to let several bad events through before getting lucky and letting them build a base. Perhaps the problem is that the # of alien fighters that spawn is too low, so you rarely get challenged for air superiority.
  10. So I decided to mod some stuff in your tech tree... didn't like one Armor requirement: I also modified a bunch of economic relationships: Not sure if you already changed the Electro grenades in the hotfix but that feels just about right. They stopped being a win-button in my save and I had to go back to the "clear everything except target" -> "gang up to capture" tactic which is much harder to execute than just "stun everything". Love the mod so far, and love the fact that I can mod your mod
  11. First of all - thank you for the help earlier, applying hotfix fixed the CTD and I'm enjoying the game again. I followed your advice with the disassembly and it's indeed a nice boost of cash. Now I've hit a new wall - Alien Alloys. The amount you recover seems kind of low, considering you down an entire ship, often large, and get a small fraction. Even if Xenonauts have to share it with locals and funders, those ships are still much bigger than the amount it takes to make a gun. I don't think it's worthwhile to add grind to the game that's already quite long on hours. I've completed 25 missions and have ran out of AA trying to equip 10 soldiers. What I would do is increase the amount you get 5x, but also increase the amount required to build Fighters 5x. Makes sense when a fighter requires more alloys than a sniper rifle (even with 'unlimited' ammo). I would also add a small amount of AA to the airstrike rewards.
  12. I'm not crazy, it's a legitimate tactic. Actually all my troops have weapons - you didn't see them because they were packed away in case of berserk/AC. Thanks for testing the save - much appreciated!
  13. - I didn't meddle with anything except install the map add ons as per instructions. So the move animations are not disabled. - Downloading the V5.22, noticed I already had that file from 6-30-2014... might already have that hotfix installed. Off topic and possibly spoiler: I'll let you know how it works out.
  14. Getting constant crashes to desktop when trying to play attached save. My first Battleship mission. The crashes occur when I attempt to port up to the top level, when the game needs to show one of the aliens - very consistent. Less consistent - if you next-turn a few times eventually an alien will port down to throw a grenade, and the game will crash on one of it's animations. Playing on i5, Win7, 8800 GTS (old backup, running slightly underclocked). I thought it may be due to my GPU, but the consistency of the bug when revealing an area is indicative of something game related. ____ I also had an issue with this level loading - it showed up all-white, broken textures. This disappeared after restart and the mission was fine from then on, until the above. Not sure if related. Can someone check the save so I know if it's the game or my system? p.s. Electroshock Grenade > all other weapons, except vs. androids, for the simple reason of Psy Control/Berserk. Pretty miffed that I didn't just load up 10 grenades each soldier for that mission. XXX.sav XXX.sav
  15. Sounds good! Thank you for the answer. I'll definitely wait for v5.2! I hope you can add something like "Improved Morale System" to the feature list - many people are looking for this feature compared to vanilla and prioritize bravery when recruiting. They would love to hear that your mod addresses these issues and expands the system. Keep up the good work!
  16. Greetings! Thank you for working on such an extensive mod! Question: What's up with Bravery? (I'll elaborate) Creating a new game in Vanilla I had several troops at 60-70 Bravery from the start, and recruits were either right below 50 or above it. I generally dislike the current Bravery/Psionics implementation but didn't bother to modify vanilla files to address it yet. With your mod, whenever I create a new game most troops hang at 30~ Bravery, with some as low as 20... is this intentional? How will this work later on since bravery is so hard to gain and tied to Psionics? I don't want to invest in a save game only to find out it's unplayable late-game. TLDR Q: Did you do something to Bravery to keep it's average so low among new recruits, and how does that affect the late-game?
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