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Found 4 results

  1. i haven't played xenonauts in a while and i was wondering how you change your type of attack e.g. from snap shot to aimed because my mouse wheel is not it anymore and i checked the conrols menu and that had no evidence of this change. Please help.
  2. How many maps are there in the game? I play it, but cant get far into it because I keep getting the same maps and it gets boring really fast. This problem I never had with the Original X-Com because it was always randomized.
  3. For some reason today xenonauts keeps crashing every time I try to do ground combat in the loading screen also when I have it on the max to speed up time it freezes and I can not close it out.
  4. While it hasn't exactly been confirmed, yet, there have been some educated guesses on how the game will end. Possible SPOILERS ahead! OMGZ! Well I was mostly just waxing philosophical, these kind of things don't have to be and even work better if they are subtle. (something that Ayn Rand *shudder* and bioshock are not) And you are probably correct that the deeper elements of my musings are in fact ourt of the scope of this project. but let me try and explain a little better. scenario 1: Traditional ending open play until the "final fight" you go squash the foe at his home. This is satisfying at plays on the themes of the underdog made good, vengeance for wrongs, human superiority. Nothing wrong with this and the traditional approach, but it does stray firmly into a black and white arena in regards to the conflict. Scenario 2: A more Civilization-esque multiple "victory condition" type end game. You could implement multiple game ends up to and including an Alien victory. But the key elements hear would be things like maintaining relationships with world governments and working towards specific goals occasionally at the expense of others. tactical choice would be key here, Combat ability vs. Diplomacy, striking at aliens vs. aggressive defensive operations, etc... this would be probably largely out of the scope of this project but could be a very interesting game and the themes invoked would be more dependant on the players path than anythign else. Scenario 3: A "best we can do scenario" with essentially a counting clock (being a known or unknown) time period and the goal being saving as much as you can before"time is up". This would be a scenario where-in the aliens being vastly more advanced/powerful/numerous the best hope is to limit damage rather than even be able to truly "strike at them". This would be able to be managed with the same game mechanics in place but the tone is drastically shifted away "kill the aliens" to "Stay alive". It's the difference between the Action genre and the horror genre. With this endgame Terror sites become things to truly fear because they are actively harming your diplomacy which would be your first priority in trying to keep humanity together and alive. This is what i was talking about the above being only 3 of many possibilities but your could see how themes and in fact game play and strategies would be effect by which particular endgame is in place. The themes evoked by a game only serve to create an immersion and make things interesting. But really anything done well is worth checking out. I'm writing in bullet time.
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