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axiar

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Posts posted by axiar

  1. You should have a third base up by December. Two bases is the absolute minimum at that point. Geoscape coverage is the most important thing in xenonauts, followed by the ability to shoot down UFOs.

    Ground combat is the least important aspect of the game. You can theoretically beat the game by doing less then 10 ground missions. The final mission will be tough though because your men won't have experience.

    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 :P (super bad black joke sorry)

  3. Axiar looks like you dont know nothing about XNT.

    Your promoting cheating.

    -.-

    In the Mod Overhaul there are multiple ways to gain resourses:

    - Dissembling UFOs

    - Manufacturing Rifles and Armors.

    - Increasing world funding.

    - Recovery Crash sites without abusing explosives.

    Darki write to selgald for help in Germany.

    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. Ok, two things. First, the dificulty settings in the OG were broken. So unless you used a third party patch of some kind, all difficulties were really beginer (This is why TFTD is so hard. people complained that even on superhuman the game was too easy, so begginer in TFTD is harder than Superhuman would have been in XCOM:EU)

    Second, there's a ufo mission in the OG that if you didn't shoot down the apropriate UFO's before they reached their target's borders, you'd have a strong chance of automaticly losing that countries funding permanently. Source

    So you could lose funding in an extreemly unfair way in it.

    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 Hey Hold on!

    You know Chris that I have lot of respect and admiration to you and GH developers I know that the "Xenonauts Path" was hard, was long and probably you'r tired of all "that" mess. I understand.

    but...

    Make games is not related to the engine, 3D, 2D, support or "not support", etc. Innovation is about creativity and logistic, nothing more than that. A good design in game system is "Engine proof", no matter which resources you have.

    Examples?

    1. Right now I know people that play TETRIS, maybe you will tell me that this game is made in other "age" of history of game design, but is not true, actually we are in a dark age of game development. The "MTV" and "Call of Duty" generation sink quick the industry. What game industry needs? Creativity and Risk.

    2. The guys go Deus Ex Human revolution, from a small group of developers of Eidos France, like Xeonauts other remake. They work on Crystal Dynamics engine, soon they discover that the engine limit a lot the amount of choices and interactions that they want. What they did? They modify the engine and use all the resources that have at hand. The result? Maybe not has they plan, but better! they adjust at the environment and complexity of the engine to make one of the best FP-RPG ever made.

    I strongly believe that Xenonauts has a lot of Raw jewel, the game itself has a huge amount of possibilities but all that you think is "little professional art"? This time I disagree, the game needs a better creativity director that plan, make statistical diagram and analytics of the game. And ... come on "Free DLC"? Come on... Even players post here that hey want to pay for MORE material to the game...

    Are you ashame of your own game? are you bored to deal with game code? did you lost love in your own creation?

    Long time ago some one tell me

    "Game development is all about passion, creativity and planning"

    The result of that phrase? "Journey"

    PD/ Sorry about my disastrous english, I'm on smartphone. Chris is not personal.

    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

  8. I have to really disagree. The economy in the original xcom was what was broken, because after a month or two neither resources nor money was ever a concern. Crash sites gave so much money you never had to worry about it. Yeah, you could manufacture for profit, but it's not like you really needed to.

    In Xenonauts, on the other hand, you have to think about what you're doing with your money. You didn't, and that's why you got into trouble financially. You actually have to consider whether its worth hiring extra scientists to get new techs faster, or whether you're better off expanding air coverage or building more advanced weapons. That's exactly the sort of decision you should have to make.

    If manufacturing for a profit were an option, they would have reduced the money from other sources (like crash sites) so you'd simply be forced to do it.

    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!

  9. 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.

  10. 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!

  11. Can someone put back in the ability to drag and drop soldiers around in the dropship view? As in dragging someone over an occupied space will switch the two. And you can move tanks around without having to unassign the entire squad.

    Another UI issue would be how the 'build new base' and 'launch interceptors' buttons are just white text. Could it be possible to have them be in a grey or white oval ish shape to help them stand out.

    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

  12. I don't understand why in Xenonauts manufacturing is so different then in oryginal game. I'm limited by cash to build weapons, while I believe I should be limited by alien materials and components. Here we don't have components at all. Just alien alloys and alenium.

    And hicks in Africa have laser weapons, while not all my soldier had such weapon. :(

    If you fighting with Aliens, materials should be precious, cash should be just addition. And manufactured weapon should be very good bussiness for sale.

    YES YES YES YES. THIS.

    being completley relevant to this comment and OP I would like to throw my 2 cents in this:

    I registered just to seek info on this (more to come) and now I found myself trying to mod the hell out of this (wich is, btw, OSOM).

    Im TOTALLY 100000% with xcom vet on this one, Ive extensively played all xcoms/ufos/blablabla and I really like xeno except for this... the moment I saw theres just 2 type of alien materials I got this XCOM:EU feeling again I mean... COMMON, really they streamlined this??

    no need for power source? navigation? just alloys?? really? I am so dissapointed about this... and then I saw how this affects the big picture around economy as well.

    Im playing veteran, and guys, playing like I did in xcom (original) and xcom:TFTD doesnt work... I have 2 bases with 2 ground teams of 6-8 guys not-completly equipped almost 50% of game (could make plasma just for one) and Im completly ruined money wise... at the point of being unable to keep playing!!

    So I also asked myself "what do I do? I have to DO SOMETHING... but I dont want to cheat!" and for me the economy system is broken. Yes. broken, there, I said it. I lost 4 continents in 6 months downing every ufo with 6 aircrafts in 2 diff continents, and doing a gazillion of crash sites... and even had negative budget already by december having just lost 2 continents! (all of sudden hitted march and lost 2 more)...

    So, to the OP: YES, DO IT.

    I HAD TO mod the items value to almost double (or triple in some adv alien tech) and since it wasnt enough (2000 hours of ground missions later) I had to do it again, when completly desperate, I happened to find out that alenium, which is rare, is 2 bucks worth... yeah thats completly logical... *HUGE SIGH*... So, maintaining the "no item manufacture selling" spirit, I gave MYSELF the chance to sell something of value (knowing off course that I also need it to make weapons, armors, etc, its all about decisions in the end) when I needed more money!... so, yeah give yourself the chance man, if they dont (the devs), at least they gave us the tools and freedom to do it. And while writing this, I get why OP is asking this, because I think we all would prefer freedom IN-GAME than having to alter it to meet our likes outside of it (thats just... weird, its great in one hand, but... its weird, I feel like beta testing it... not cool).

    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.

    Personal thought: So instead of freedom they striped away completly any "money making" vs alien-item-insufficency decision leaving money only depending on founding (you cant rely on 50k airstrikes, for a 2M budget)... which is, in my humble opinion, a lazy restrictive decision. Lazy, because I feel as if the devs just said "hey, no cheating here" removed any ingame economy selling or whatsoever, and leave us absolutley unable to control our economy... and thats not not not cool.

    Original xcoms were all about freedom! in almost every aspect of the game! thats why I believe that everyone here prefers something like xeno instead of that uber-funny-and-addictive blasphemy of remake that we got from fireaxis.

    In conclussion, I love the game, but I found unnerving to mess it up (aka mod it) to be able to FIX it! but, having the feature already provide me to enhance it and adapt it to my old-style gameplay, and thats terrific on the other hand. I just would loved to see it ressemble more to the old micromanagment (YES I WANT MORE!) and stick to the old selling whatever you want mode :(

    Peace out!

    ps: sorry for grammar errors, im from loser argentina!

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