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  1. I see in the vids that you can carry corpses (alien/human). I'm just wondering if you have to pick up alien corpses before winning the battle in order to collect them for research/autopsies, or does it assume that after the battle, you collect the bodies lying around (...game does it automatically for you). If it DOES collect them for you at the end of the battle, what is the purpose of the ability to carry corpses? Just curious.
  2. I have six bases, one of them has two research facilities and two bases have one each. I have successfully created two projects using 30 and 15 scientists. When I try to create another one at the third base it shows that I have zero scientists, while actually having 15(I can fire them). Let me know if you need more details or if I missed anything. Thanks.
  3. THIS WORKS WITH: v20 stable and v21 Experimental 5 Okay, so yeah, I'm doing another one. I've noticed in several threads that people could use guidance on how the UFOs act in the Geoscape, and I was reminded of the UFO mission types you could get if you interrogated alien navigators in EU1994. I had said previously in a couple of threads that I should do a mod for UFO missions, and now the ACA is done, I thought it would be a good time to start the UMA. I'm working with a different artist this time. Long time forumites will recognise Henry Ponciano. The UFO art he did seemed to have a special resonance - it was the one I got the most comments and private messages about (people wanted moar ufos!) so I thought, well, as I usually would commission fanart, why not put the work I would have commissioned to good use in a mod? Like the ACA, the research is automatic and is corpse- or rather, wreckage- unlocked. Shoot down a UFO, and as well as the UFO analysis, you'll get a mission analysis tied to the UFO. What I'd like to have done was tie the research to the mission that the UFO was doing at the time, but there's no way to access that data, so the best I can do is to tie it into the UFOs themselves. I'm taking an experimental step in this mod and adding a new "voice" to the game. You aren't going to be getting your briefings on UFO mission types from the Director of Research. You'll be getting your briefings from your Operations liason officer. I've tried to provide a different, more buisnesslike tone, but I'm not quite sure how it'll pan out. And we're done! MOD COMPLETE. here's the v20 stable and v21 Ex. 5 downloads. Gentlemen? Your feedback is very much appreciated on this, as I'm branching out in several ways.
  4. Hello, i playd the old UFO and there i can found the Leaders in Bases. Problem here was i captured an Officier from Aliens (much of them) but never found a Leader. So i never fultfilled the target capture an Leader and cant get Forward in the game. Eventually you can help me of have a FIX? I Play the newest stable Version of the Game. mfg VN
  5. Is this a known issue? Or am I the only one who cannot initiate research in the new UI? I've started a new game, and it finished the first mandatory research (alien invasion). Then I wanted to choose one of the given research topics, but there was no way to choose them and assign scientists. I restarted a game and found out it happens after I hired 5 scientists. Didn't check if it happens after 1-4, but it worked after restarting and then was bad again after I hired scientists. I hope it will be fixed soon
  6. Hi, From examining various research and manufacture times of items, I was wondering if it was possible to make my scientists and engineers more efficient in their duties? Could I for example make 10 engineers the equivalent to 100 and make them 10 times faster, or would I need to adjust the research and manufacture times of all items individually? This is my first attempt at modding so please be gentle with me Cheers, Andy.
  7. Since I've gone beyond the character limit in the Mod List thread, I've decided to archive some of the older Mods here. If you feel they should still be on the main list, please let me know. Aircraft/ Interception [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Kabill's Air Combat Balance Mod [/td] [td] Kabill [/td] [td] v0.19 [/td] [td] 21/08/2013 [/td] [td] Reduces Foxtrot air dominance - Redundant as of v19.1 [/td] [td] Forum Post [/td] [td] Mod Download [/td] [/tr] [tr] [td] Aircraft Loadouts [/td] [td] Gazz [/td] [td] ? [/td] [td] 09/09/2012 [/td] [td] Alters missiles [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] Adding more scouts and less fighter craft [/td] [td] Max_Caine [/td] [td] ? [/td] [td] 07/07/2012 [/td] [td] Reduces large numbers of fighter craft. [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] More aggressive Fighter [/td] [td] Amiga4ever [/td] [td] ? [/td] [td] 04/04/2012 [/td] [td] Alters fighters so they use missiles from distance more often. [/td] [td] Forum Post [/td] [td] Download - DOWN [/td] [/tr] [/table] Battlescape [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Window Vaulting 0.2 [/td] [td] dJm [/td] [td] ? [/td] [td] 06/10/2012 [/td] [td] Allows vaulting through windows [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] More Realistic Gunpowder Weapons v 1.0 [/td] [td] StellarRat [/td] [td] ? [/td] [td] 22/08/2012 [/td] [td] modifies pistol, shotgun and assault rifle [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] Fix for xenonauts using weapons [/td] [td] craftomega [/td] [td] 9.4 [/td] [td] 25/04/2012 [/td] [td] prevents the game crashing when using an alien weapon. Note: BUG NOW FIXED [/td] [td] Forum Post [/td] [td] Download -DOWN [/td] [/tr] [tr] [td] Cursors in 3D [/td] [td] Gauddlike [/td] [td] ? [/td] [td] 02/02/2012 [/td] [td] Alternative cursors for people and vehicles. [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [/table] Soldiers [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Extended Female Names & Strings [/td] [td] eltharion [/td] [td] ? [/td] [td] 23/07/2012 [/td] [td] Increases number of female soldier names. [/td] [td] Forum Post [/td] [td] Download - DOWN [/td] [/tr] [tr] [td] Face Mod [/td] [td] anotherdevil [/td] [td] All [/td] [td] 05/03/2012 [/td] [td] Breaks up NoIdidnt’s face into component parts (ouch) [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] Israeli Soldiers [/td] [td] TheTuninator [/td] [td] 8.61 [/td] [td] 18/01/2012 [/td] [td] Adds Israeli names and backgrounds. [/td] [td] Forum Post [/td] [td]Download [/td] [/tr] [tr] [td] ANZAC Soldiers [/td] [td] Pinetree [/td] [td] 8.5 [/td] [td] 30/12/2011 [/td] [td] Adds Anzacs into the game – Now part of the Extended Soldier Background Mod [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [/table] Vehicles [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum Post[/td] [td] Download [/td] [/tr] [tr] [td] Hunter with primary and secondary weapons (Rocket Launcher/ .50 Cal Machinegun) [/td] [td] XenoNut [/td] [td] ? [/td] [td] 22/04/2012 [/td] [td] Provides Hunter with both primary & secondary weapons to use. [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [/table] Weapons & Equipment [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum Post[/td] [td] Download [/td] [/tr] [tr] [td] Weapon Balance Mod v1.0 [/td] [td] Belmakor [/td] [td] 8.5 [/td] [td] 28/12/2011 [/td] [td] Alters details of base Xenonaut weapons [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] Modding the Machinegun's ClipSize for 5 Bursts [/td] [td] Quartermaster [/td] [td] 8.4 [/td] [td] 13/12/2011 [/td] [td] modifies machine gun to 5 round burst, instead of 3 [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [/table]
  8. Caution: Wall of Text Ahead! So I've been thinking about the whole "research now takes twice as long" thing. I'm trying to examine this from an honest point of view here, so if you have comments, I encourage them. I played my first game of 19.7 with the intent of seeing what would happen if I doubled the amount of scientists I had online in order to try to keep up with the pace of the game in 19.6. I wanted to examine how it affected the overall game play and how hard it got. Or if it was even possible for me to do. So here are the research costs as I see them: Fully staffing your first lab costs: 5x$10,000==================$50,000 Building a Fully Staffed Research Lab: 42% of Living Quarters:========$21,420 Build the Lab:===============$200,000 Hire Scientists, 15x$10,000=====$150,000 ================================== $371,420 Monthly Research Lab Costs (per lab): Lab maintenance: ===========$20,000 15xScientists: 15x$10,000=====$150,000 42% of living quarters: =========$2,142 ================================== $172,142 So assuming you want to get to two full labs going by month two, you would spend $421,420. Each subsequent month, you pay $172,142x2=$344,284 So assuming you maintain a roughly even funding level (about $1,000,00), research accounts for ~34% of your overall funding in maintenance alone. That's pretty steep. How I think this affects the game: Assuming that none of the pacing has been changed, you would have to spend considerably more than 100% more cash to research the same amount. This means a couple of things: 1. What order you research things in becomes much more important. For new players, this can possibly mean starting the game over. Knowing what research paths lead to what greatly affects your research strategy. Not knowing that can be rough. This isn't necessarily bad, it just needs to be recognized. Since a lot of fans of this Xenonauts played the X-COM series, I'm not sure how much of an issue this really is. 2. Lots less money for everything else. This basically delays the deployment of all manufacturing. A lot of the gear is extremely expensive. So it gets to the battlefield slower. That means that the missions are harder. Killing Androns with ballistic weapons isn't fun. 3. The cost of research must be balanced against other needs. This means it's a meaningful choice where you put your money. And a lot of time thinking about how the shiny new toys the soldiers want affects your bottom line. Makes you feel like you are prosecuting a war. That's a good thing. 4. It makes the game harder. Again, this isn't necessarily bad! Considering the the above factors, all things being equal, you will be less prepared with fewer assets to deal with each era of escalation the Aliens bring to the game. 5. New players won't see this coming the first time through. X-COM was legendary for it's brutal economy until you learned you could sell laser cannons for a profit (). How it's affecting my game: 1. Building the second base became a lot more important for me. I felt needed to get it online more quickly. This delayed my deployment of certain other assets, such as my first Foxtrot (I didn't have the cash to build it, even though I had the hanger space). Once I got to Jackal Armor, I had just enough to manufacture one set. 2. The atmosphere seems more desperate. I'm enjoying this aspect, actually. You end up sending a lot of guys into the breach with no armor and starting weapons. My first Scout attack was straight vanilla. 3. You definitely get the sense of having to juggle the finances around and never having enough resources. 4. Having that much research online is great until you run out of research. Then it's like setting wheelbarrows of cash on fire. Conclusions: 1. I like what the increased research costs bring to the game. The tension amps up, and it makes it feel a lot more like you have a big problem and not enough money to solve it. 2. The battles are more desperate, because you don't have the latest gear, and collecting UFO parts is a considerable amount of your funding. 3. Increased costs will encourage grinding UFOs for cash. I'm not sure I like this aspect. 4. As the game eras progress, the challenge of keeping pace with the escalation level is going get out of hand quickly unless you are very, very good at balancing finances. Recommendations: 1. Create a base research cost for everything. Add a modifier into a drop down difficulty setting that you can change. Perhaps have a Easy, Normal, Veteran, Superhuman levels being 50%, 100%, 150%, and 200%. Multiple difficulty levels allow the player to customize the game to suit his/her tastes and abilities. The player may not want to deal with quite as difficult of an economy but may like very challenging tactical combat. Keep them separate and everyone wins. 2. I think the current Geoscape difficulty is suitable for Veteran or above level of game play. A Normal game shouldn't be this hard.
  9. I was always keen to see that each of the alien races would have something meaningful to contribute to the R&D of the game. This is partly to eliminate any superfluous research, but also to show that humanity was using the alien biology and culture. Looking at the autopies/ vivisections in assets (and please correct anything that now appears automatically out with researches, so this is a bit off the cuff) there' seem to be a few that don't really add that much. SPOILER SPACE FOR PEOPLE WHO DON'T WANT TO KNOW THE RACE NAMES/ RESEARCH TOPICS Caesian Their autopsy leads into Alien Biology and hence stun weapons. Their vivisection simply gives a bonus against them. So both counter measures.Having the Caesian Psion lead into some human psionics, if only defensive measures. Sebillian As per Caesian, they lead into Stun Weapons, but their vivisection will also provide you with the updated Medikit, so this is a good example of what would be nice to see elsewhere. Andron In 19.4 this doesn't seem to go anywhere? I would have thought it would lead into flexible armours (Wolf) or into Alien Electronics (which I see it did back in v18) Harridan A clear link into the Buzzard suit is there. I'd have thought that this would have been a prerequisite, rather than just an option along with any of the drones. Some sort of sniper rifle accuracy bonus may be a nice addition. Wraith - feeds back into the alien biology you'll probably already have by the time you meet them. I suppose a teleportation unit is out of the question. Ummmmm... some sort of 1 turn camouflage? A stasis grenade that blocks teleportation in it's range? Praetor - Something psionics related, if only defensively would seem to be in order. Reaper - In the spirit of invulnerable aircraft, research here could create greyed out zombie soldiers of your favourite Xenonauts. They would have a HP allocation much like an assault shield. Failing that, some sort of Medikit enhancement. Drones - Drones seem to lead into the buzzard. I'd have thought one at least (Medium or Heavy) into a hovertank. An Xenonaut drone was always on the wish list though. So a few thoughts, although the aliens , for me, should always have the edge.
  10. First of all – game is looking really great, thank you for putting it on Steam. Now, to the question at hand. I apologies, if this question already has been answered, i used “Advanced Search”, honestly. I am playing V19 Experimental Build 5 and got to a point, when xenonauts need to get their hands on Preator, as “Alien Leader Interrogation” entry stated. Unfortunately, these creatures are nowhere to be found. My forces landed plenty of battleships and carriers already, attacked three alien ground bases – no result. Maybe, I am doing something wrong?
  11. I dont have any of them. Is this bug or am I missing somthing?
  12. Hi, I'm new to Xenonauts (but a big original X-Com fan) and just wondering if this is a bug: I started a new game and just happened to get a really early landed UFO that happened prior to researching the initial Invasion. When I got back with the Light Scout and corpse (forgot the name) they both automatically got researched and popped up as results some time later. This is without me having to select them, and happened before the Invasion initial research was complete. Is that meant to happen?
  13. Ok so I am having trouble with a mod I am building and wanted to ask for someone to help point me in the right direction What I am trying to do is add/modify to the existing research and equipment. I want to use an existing research to replace existing weapons with upgraded versions but I need a little help with how to make it work with the existing research similar to how when you research allenium explosive the frag grenade is replaced with the allenium grenade I want to do that with some other research or get those changes to apply to new items that I intend on adding to the game. so for instance if I add a new piece of equipment that should be upgraded to an advanced version when allenium explosives is researched
  14. Since it's been removed from research since it was felt it was penalizing the player to have to research a blast furnace to be able to use alien materials , then why can't we have it for free, the scientist could say that's a no brainer sir, there's our answer to that problem of working their metals yada yada... It's already in the after-action report after you capture a scout, even says it's sent to research, so sounds like an easy fix right?
  15. After some fighting on alien battlegrounds and forum posts I decided to write what I think about Beta (which I think is Alpha:) For me this Beta is completely unplayable. I can't follow it. Some research should be done manually, some research is done automatically (autopsy and ufo's). Maybe it is fun, but not for me. Research is researching. There should be some mystery. Manufacture... I can't build something for money. It was very important part of original series. Now I can build something and sell it in half price. Full inability to manufacture my own advanced weaponry (like lasers and gauss). Geoscape - there are some events and they are fun. Base Construction - it is a pity I can't build my base on an Island of Crete. I think there are many dead spot's around the globe. I am completely lost which base building does what. I can't click on it and see. Tooltips suck. No xenopedia articles on base buildings. And I have no idea why i should build something. Especially medical center - the only building which is not prebuild on my base. Short radar, long range radar - why not two different radar stations ? but that's a minor. Xenopedia - no articles for base buildings. No articles on default weapons. Default weapons - no different bullet types. And why are they infinite? Also why standard grenades are replaced by advanced grenades automatically? That's a micromanagement we all loved in original series. Shotguns - why are they better then m16? Never killed anybody with them. Playing on veteran and aliens a too tough for them? Have no idea how default combat roles are assigned and what stats are good for which combat roles. Difficulty levels - why are aliens became tougher and tougher with time? They grow thicker skins? That suck. Nevertheless it's far better to increase amount of aliens, for me... But AI i so passive now, even on veteran. Maybe ambushed aliens eat medkits or what, but it be much difficult if they try to shoot. Or retreat. And for me alien placement on map is too random. But god bless they don't use grenades. But battle itself have many issues, maybe I'll write another post on this.
  16. Research of datacores When you capture an alian craft you get a datacore that is then destroyed. Question: What is a Datacore? Is it a processor or a Storage device? If a processor what about researching it and then being able to sell it to the supporting countries. ie. Auto sell like plasma pistols etc. If it is a storage device then once researched it might allow a small boost to radar detection. Example: Light scout datacore researched > gives 5% short range boost and 1% long range boost to radar capabilities due to finding communication info about the alians on the data core. Once capped on radar boosts eg. 50% then it wouldn't be such a jump if we do get the hyperwave rely eventually I think that we would get some info from the datacores as to how they communicate and would be able to search for communications.
  17. Hello@all, have a problem with power source research. 4 power sources captured and stored but can't reasearch them. Now my reasrch tree is empty. Last reasearch I did was buzzard scout amour. What did I wrong? Is there a workaround for this problem? Please help. best regrads disc0rdi4n
  18. Hey, Fabrication is manufacturing stuff. We can't manufacture alien alloys. The name makes little sense, then. We can, however, manipulate them. Perhaps renaming the research to Alien Alloy Manipulation, or something similar, would be much less confusing. I've seen at least two people (and myself, actually so that makes three at the least) that thought that after this research we could manufacture alloys, which we can't. Anyway, I figured this would be a simple fix that would reduce a good amount of confusion.
  19. Hi all, Been following Xenonauts since way back. Finally took the plunge this week when the Steam beta went live. I love the game so far. Art has been greatly improved, music is fantastic. It's a real gem. The only thing I am worried about is that I might be ruining the experience for myself as the game is not finished yet. Thinking about waiting a bit more to get the most satisfaction out of it. One question: I have noticed several times that I seem to get a Ufopedia screen for certain subjects when I haven't even started that research yet. An example is the first alien Ufo I encounter, I think it's the small scout. I don't see an option to research it and all my scientists are researching something else. Then suddenly I get a Ufopedia screen for it. Am I missing something? Is this intended behaviour or a bug?
  20. When research is completed you are returned to the research menu, however, when a build is completed you are taken to the menu for the item you built. I don't believe that is the right place. You should be taken back to the workshop to reassign your engineers to a new project. I think there are some other occasions where the return location isn't correct too. That's just one example.
  21. Hey, guys. Howzit? So, thinking over the plasma weapon mechanics, I remembered that the ionized gas (the plasma itself) is prevented from dissipating by the inclusion of a bit of antimatter at the core, which somehow binds it together for longer. Antimatter doesn't behave like this, and it kind of breaks a lot of immersion for me, and probably would for a lot of others who know how antimatter operates. Actually, it's my main complaint in the game right now, now that I think about it. I would recommend calling it a graviton (inject a cluster of gravitons, inject a single graviton, etc) instead of antimatter, because calling it antimatter makes no sense. Antimatter would simply annihilate with some of the plasma (it being regular matter), creating a release of energy (if a lot of antimatter, a whole heck of a lot of energy.) It would just detonate inside the barrel of your gun, leading to a big mess and probably a dead soldier. However, gravitons are the hypothesized elementary particle relating to gravity, just as the photon relates to electromagnetism (light), the gluon relates to the strong nuclear force, and the W and Z bosons relate to the weak nuclear force. While gravitons technically wouldn't act as the game says either, I think they would make a much better particle to techno-babble away as the reason the plasma doesn't dissipate. I mean, since they actually relate to gravity, it'd make a lot more sense to people who actually know what antimatter is and how it behaves, even if only on an elementary level, and how gravitons (probably) actually operate isn't nearly as well known as antimatter's properties, so it'd be much less likely for people to notice what's wrong. Besides, graviton's just sound cool. I don't think it'd take all that much changing of the game, just a few lines of research description and xenopedia, I'd expect. But it would increase the level of immersion for me (and probably other people who know how antimatter operates) significantly. That's all. Thanks!
  22. Its a little bit odd, i but dont get any electronics from the wreckages. I´m now in the fourth month, so it is getting a really hard to maintain air superority with only F17 and MIGs. Does anyone have a clue? Which ufos have electronics onboard? Or maybe a little hint how i get the better planes (maybe via pm) .
  23. Will there be any research topics or Xenopaedia entries that explain what the types of alien missions are. What they are actually looking to accomplish. For example:Scouting missions, research missions, terror missions, superiority missions etc Likewise, Xenopaedia entries for the types of craft that you have encountered. Just the sort of research you used to get if you interrogated navigators etc back in EU94. While, having played the original, I might know what the missions are and what ships do what, it would surely add to the fun and immersion of a new player?
  24. Having a few specialised workshop bases, would it be possible for a Research or Manufacturing Completed go to the specific base of the research or manufacturing that's actually been done. At present, it goes to the first base.
  25. I should point out that right now I have no suggestions. I havent really played enought as of yet to say "this should be done". However. I have been following Xenonauts since Eurogamer(?) 2011, when Totalbiscuit covered the gaem for his WTF Is series. I finally preordered it the other day and mostly that's due to the new XCOM by Firaxis. It's quickly become my favourite game yet, as I don't particularly enjoy the original XCOM for it's steep learning curve and lack of tutorials (or even tooltips). With Firaxis' game I've currently logged 100+ hours and several Ironman runs, none on Impossible. With Xenonauts I was expecting the same frustration I had with the original XCOM, and it's still there a bit, but I hoenstly think the new look the game has sort of made up for it alone. The move to real weaponry, neat animations, and a very nice Geoscape are some of the reasons I think I like Xenonauts. I've played some ground battles, and of course currently their arent a huge number of maps, so once I did them a few times it became easy to corner aliens, and then wipe them. Especially since I have access to a bunch of useful weapon types rather than one awful rifle or pistol. The game does have frustrations. It seems that by the time UFOs become too fast for my MIGs or F17s I need to build another base, but it doesn't feel like I've done enough or got enough funds to do so. So I'm left with a Europe base that's let nearly 15 UFOs escape because of range and fuel, and another base that will take a while to even reach combat readiness on basic UFOs. Reasearch of course isn't fully realised, and my biggest frustrations have been not knowing what to research to get something specific. So I'm left reasearching at random until I hit what I need. Of course not all of the research options have descriptions yet but I feel it shoudl still be clear what research leads to what. How do I know what leads to Anti-matter whatever for Plasma weapons? My opinion is overwhelmingly positive, and I didn't think it would be. Most of my issues are based in the fact the game is in Alpha, but that still feels like a cop out, I don't intend to treat is as such everywhere, because many of the main mechanics are in place and work. Overall, I enjoy Xenonauts, and no doubt It'll become a staple of my YT channel alongside Firaxis' XCOM, but for now, I feel like my enjoyment is being hampered ever so slightly by the base issue. I feel like myabe the game needs to recommend when to build a base so I know, maybe as an option that can be turned off.
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