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axiar

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  1. this is exactly why I keep ranting and ranting and ranting about how screwed the economy is in Xeno... this my friend, is a hard truth, and is THE big big mistake of Xeno failing to be xcom. It just CANT be played like xcom. It made me so sad, that I mod the sh!t out of it. *end rant* To schnitzl: theres no way but to mod the game to economically expand. You played exactly like me, and bad news are, vanilla Xeno doesnt play like Xcom (yeah, you read that right). Your sad two options are, start all over, make bases and a minimal 6+tank team to tech progress, and once you have everything in order, (3 bases minimum, good overall relations with countries) develop tech and ground teams for final mission (although, good luck if a terror mission appears, they will kick your ass sadistically for being ground unprepared, and you HAVE to do those or you will lose almost $200.000 in founds from that country). OR do like me, and at least tweak some game values to make it more balanced so all that time that you put in ground missions (like me!!) are really worth it. If you are interested, pm me because I have already been pointed for "cheating promotion" for posting that (Tactical im looking at you). hope that helps!
  2. Amen to you Todd. I am actually NOT researching last operation until I have a fully MAG team... I think it will take me 3 more months game time to get to that point, and the FIRST think I thought was... UAT? already end game mission??? that was... incredibly dissapointing (and even, fury?? singularity what? where am I??). for Solver: I got a praetor in an alien base, surrounder by 8 operatives, throwed almost 4 stun granades and 2 assault crazy dudes went in with shock bastons and bam! I give it to him like police abuse in USA (super bad black joke sorry)
  3. Nope, I dont! actually yes, but not installed it because I wanted to complete vanilla first. But since he's asking, I just posted my own vanilla fix. And to me, its FAR FAR more logical than current values AND it creates a sinergy with crash mission more akin to OG and TFTD than in its current state, so consider it whatever you want my friend, for my it has FIXING written all over it. btw, now that you mention all of that, I will probably more soon than later give XNT a chance.
  4. I actually played TFTD first and yes, that game was super hard, cant remember how it went after I played OG though, in any case I dont have the less idea of that mission, but even in that case, yes, is naggin little... detail that could cause you great problems. I am talking about the big picture here, which I think is far more... mm... grave? than having an isolated unffair occurrence during OG. Facts are facts my friend, and despite every little thing we can discuss, xeno's economy is very limited, and far more straightforward than in OG. You have NO choice, nor control given the game mechanics, and, if you roam the boards, you will see that this is in fact a problem to a lot of people. But never heard a complain about how enjoyable or permissive OG was (IMHO, its far better to be able to have money and decide by yourself whether to exploit it than not, and you DONT need profitable manufacture in xeno to fix that). TFTD with all of its diffculty, broken or not, WORKED (OG at least for me, also, and like a charm). And in TFTD it leveraged mid game, the rough difficulty, by allowing you to catch up technologically and swarm the battlefield with soldiers. cheers
  5. Mod the items.xml like I did. Vanilla or not, economy here is flat and straightforward limeted as hell, and my n1 complain, because of that I should started all over my game, and I refuse to do that. *end rant* Darki99, go to install directory, find ITEMS.XML and change VALUE in: - ALIEN weapons and granades to value 3 or 4 times more this will make ground MISSIONS profitable (+150.000 average per mission) - ALENIUM should value 10.000 at least, ALIEN ALLOYS should value 1.000/2.500 this will allow you to stabilize your economy with a logical restriction that you cannot sell every material, because you need them, and will make crashed/landed ufos FAR more valuable. hope it helps!
  6. I think you are very right, my first impression was: where the F%$ck is my spherical geoscape??? but then just got used to it. I have even many more complains, although the game is super enjoyable, but in the end, this guy is right, and we all know it. Puted in perspective, the original Xcom is still more complete than xeno. And my very personal opinion is exactly like yours, this shouldnt be the final version, there is a TON of things missing and improvable. Still, I cant avoid to congratulate the developers, making a "modern" xcom is really, really hard, and they almost did it.
  7. hey my steam just updated my xeno moded to comunity edition to 1.08 and now it crashes like hell... any idea? god damit... I knew this was going to happen... gahh...
  8. THIS GUY knows its shit. Yes man, dont let other talk you out, xeno is indeed, a RAW JEWEL. I see EXACTLY what you are talking about, and I even think that the game itselfs deserves better. I mean, yes, its not perfect, but it works and its super fun blablabla... but I can see as you do SO MUCH room for growth, addition, polishing and enhacement that, well, the amount of things that have been coming out as mods speaks for themselves. I read your post and I even had to check if I didnt wrote it myself On other hand, I understand chris. Its impossible to stay in the same thing over and over for 5, less, or more years... you just need to move on, its sad, but I think that the best thing would some sort of... agreement with another indie company that could be willing to keep on enhacing, polish, and even adding the best of all mods out there to xeno, and make it CANON (I get that one too, is spot on), and it should be, and I am also ok, be PAID and NOT free. But well, in the meantime... is the best xcom version out there thats not actually the OGs so... we have that for us wich is nice cheers
  9. ah yes, the key is on the details. Im with you, ammo in the floor is actually impossible to see... well, I think we will never get a perfect xcom
  10. I agree 100%, but: in OG you didnt lose funding this easy (on veteran at least), so between that and all other "exploits", not 2 months for sure NEVER, but halfway thru game yes, you could swim in money, and I didnt even have to manufacture for profit like you indeed. You are right when you say that I should thought what to do with money, but the game punished me for playing like in xcom, when here the rules are different (Im kinda ok with it being different, but at least they could have put it somewhere!) Basically I had to learn the hard way, and I REALLY DIDNT AND WILL NOT START THE GAME ALL OVER for this, because its frustrating at the least having played like 30 hours and see that everything in the big picture that I did was wrong. Manufacture for profit is no the solution nor the problem, I also think is a cheap exploit, and Im against it, and you are right that the balance of having that option will force you to actually do it. What I say is: - give the player the ability to EARN somehow SOME money, and that of course shouldnt be "free" but an option to choose from: whether I profit, or I use it, just like in xcom (without the money breaking details that with discuss about) examples: alenium and alien alloys. They just CANT worth what they worth. Its, for me, a very very very poor logical decision. Make them be value, as money AND material (although they already are as material, you just have to do a LOT of ground missions to have enough to spare, but anyway, with vanilla values, its utterly impossible to make profit out of anything). - preventing to lose founding in my game experience is the most diffcult part of the game, to not lose founding (THE ONLY funding source) in the vanilla game makes you play (in my opinion) in a very, very linear way. Its impossible to focus on ground mission and keep up with the tech, while aiming for air superiority and global coverage. its simple not possible money wise. And I will simply copy paste myself, because even if I replayed knowing this, this is actually something that I think ADDS to the game: "SO alenium for me now values x10 to make in-game money, and overall alien items almost x3 to make ground missions profitable. And you know how that turns out? that encourages me to recover crash sites instead of just click-bombing them (boring, 50k average against 200k otherwise)... which encourages research and making better weapons, tanks and armours, which encourages to try them in battle... see the circle there? JUST LIKE XCOM did, AND I cannot exploit selling alenium! because theres not that much, AND I need it". cheers!
  11. yeah, this happened to me a lot actually , and still happens even, I cant make sentinel/pred armour beacuse of money, so for almost +50% of the game it would be super usefull. I totally support this
  12. For f**cks sake, are really people AGAINST THIS? REALLY? so the only thing you see is: "oh, I will then open the door, and shot down! buu not funny"? really? did you guys KNOW THAT DOORS CAN BE OPENED FROM THE SIDES???? take guy 1, open the door safely, take another guy, spot enemies, guy 1 shots, guy 2 shots. SIMPLE OR, open door with shield OR blast door OR throw smoke OR suppress alien in door from sides, etcetecetcblablabla for f**cks sakes OPENING DOORS HAVE TO TRIGGER REACTION FIRE. why? as stated, because: -it adds realism -it adds difficulty in storming the ufo command center (I totally agree with relative reaction value according to difficulty) -it is a strategy element completely valid and logical -it ENCOURAGES PLANNIN AND STRATEGY and... something I saw nobody state: ITS SUPER F**GN USEFULL WHEN STORMING A UFO FROM OUTSIDE: u know, when you carefully, strategically place your soldiers outside the said ufo, YOU KNOW they are gonna open the doors and go out for you (the same for them defending their command room) and WE NEED something to counter the fact that they open the doors, nade your guys, or plasma bomb them, etc etc... in this case, you plan, you position, and the moment they get out the ufo they are A$$ F***DK with a swarm of lead/laser/plasma/whatever for daring going out, instead of stablish position and defend the ufo from inside. god dammit, this needs to be implemented, and I am absolutley possitive that this ADDS to the game, instead of cutting it: "naah, lets up the TUs for opening doors" > already done, more TUs will be too punishing and illogical, 15 TUs or more for pushing a button? really? "naah, lets just state that alien put some restriction on the doors, and if the alien commander forgets its wallet, it has to wait another turn to go back" (sarcasm) >>> INCREDIBLY POOR work around and the fruit of the cake... "LETS REMOVE FLASHBANGS ALLTOGETHER!!"... chris... I just... common man, REALLY? I will just yoga myself and end that one here. So... Im fully with ILLUNAK and everyone else who has 2 neurons working together and supports this. ILLUNAK for president! peace out.
  13. great work man!! I wil be toying around with it once I finish vanilla (with maps... and some personal changes hehehe) but in the meantime, how the hell did you repositioned the soldiers list window??? that f*** s**t bugs the hell outta me!! cheers! *edit: I found it in your UI changes post, youre a god man!
  14. UPVOTE THIS TOO! here my personal list (if this get to the community release, IM BUYING IT AGAIN!! haha): (marked with "!" for me should really be implemented ingame) ! terrible odd window possitioning (especially soldiers managment) STATED ! aircrafts status on geoscape STATED ! drag n drops to assign soldiers STATED ! interceptor launch+set new target is odd as hell, if you dont assign them to anything they just take off to wherever they want to (!?!?) instead: big button launch interceptor (as stated by foehammer) > directly to choose target/flypath ! INFO, this games needs to provide more info on screens!: -on storage, theres no way to know the TOTAL amount of items (equipped items are not displayed... sigh) -on workshop, material requeriment doesnt tell you how much will it need from hoy many you have (ex. should be something like, PLASMA RIFLE req: 5/50 alenium, 10/85 alien alloys) -on soldier equipment the same, it only states hoy many are LEFT, not how many you have in total (ex. only adding a "/x" besides to the total... LASER RIFLE, beneath it, 2/4 -2 in use of 4-) aaaand... I have more to put! will be back
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