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Found 14 results

  1. I am perfectly able to wipe it out, if only it didn't lock up on the first turn. It lets me position the troops, then sits forever after I press the turn button. That raises two questions: 1. Can I ignore an alien base altogether? What will happen? Will a region automatically surrender to the aliens after a while? 2. Is it a known bug that large bases (base.large.sebilian to be precise) freeze on the first turn? Is there a workaround?
  2. DOWNLOAD HERE Note: maps are now playable but some of the teleporters won't work. I'm not sure if this is a "bug" (in which case I won't have to modify my maps) or if teleporters are working fine (in which case I will have to make adjustment. Regardless, you should still be able to complete the levels. Just posting stuff here for interest's sake. I plan to make at least half a dozen of each type of map, and a few extra submaps as well. Current version: 2013-09-09 Current map count: 18 (2 complete sets. A set is one map of each size for each alien species). ------------------------ Description This is a level pack containing several map layouts and many submaps. Most of the submaps are just variants on the existing game content. None of these maps have been tested yet, and many are still "empty," so they aren't quite playable yet. (I'll remedy this shortly.) Design principle. Alien base missions are unique because they can be completed by blowing up the power core and leaving, or by killing everything that moves. They're also the only tileset with extensive corridors and the potential for creative teleporter use. Many of my maps are designed as "courses," designed to force the player through several stages before he reaches the command room. Inspired by the Xenopedia entry on base analysis, the power core is usually easier to reach, only requiring the player to go through one or two rooms (if he uses the vents properly). Cool things you can do with alien bases. Use ventilation ducts and locked doors to flank aliens Use random submaps to block off certain corridors, thus enhancing replay value Use teleporter tiles to make one corridor pass "over" another, similar to how elevators worked in XCOM1 Use locked doors to separate the base into "sectors," for aliens will not shoot through locked doors to come after you. Level styles Small bases: Staffed by corvette-tier aliens, the player must make his way through 75-100% of the base to reach the command room. The power core is located near the command room, so destroying it and leaving is a worse option than simply killing everything inside. The level is a slog-fest with few corridors. Large bases: Staffed by battleship-tier aliens, many of them elites, these labyrinthine maps are difficult to complete in their entirety, at least in the midgame when they appear. To reach the command-room, the player must make it through several rooms, each with 2-4 aliens. The power core, however, can usually be reached by sending one "commando" to sneak through the ventilation ducts. While he may pass through a room with aliens in it, the main force can draw their attention by firing from the opposite side of the room. Medium bases: Staffed by landingship-tier aliens, these levels offer an easier route to the powercore, but the level itself is smaller and less catacombic than the large bases.
  3. I have made it farther in my current game then ever before. Money has become tight, with income barely outpacing expenditures; however those dang large alien bases are popping up like freaking mushrooms. North America alone has five of them. Any advice here? My central American base is just being inundated by a constant stream of alien ships, I have lost air supremacy.
  4. So I'm thinking that the Aliens deploy bases too quickly. I'm at the end of November and I've got three (destroyed one). Also, do you not get any alenium from a base? I guess I shouldn't have shot the reactor on accident?
  5. Righ after deployment phase half of my squad wiped by allien snipers that see and shot over walls from other corner of allien base. Next turn they finished my team. WTF?
  6. Please, give us the ability to mod it. I would like the alien bases to increase alien activity on the ground in a radius around it without the presence of UFOs(as it was in the original game), instead of sucking out your income. I find the current implementation unrealistic and unfun. Since you are watering down the air-combat under the pretence of "this is what a player playing an xcom remake would expect", please, use this logic to include in the game features that people playing an XCOM remake do, really, expect!!(BTW, complex and unforgiving air combat is, also, one of them despite you thinking otherwise as it should be relevant by the multitude of posts about it).
  7. I play a alien base attack mission yesterday, it was like mission impassible to me. the aliens can shot me behind the walls, and my man even hardly reach to the room door.
  8. Question as the title - what do they look like? The small army defending the last room are cutting my troops down so I suspect I may need a different approach!
  9. I'm really happy that there are no longer crashes for models trying to crouch when the sprite isn't available, or for running over terrain that doesn't have a destroyed sprite, or trying to attack an alien ship when the map for it doesn't exist. But I gotta say that watching my hard-earned funding drain away as I direct interceptors to find the base totally sucks. At least those other bugs either crash your game or corrupt your saves and force you to restart. This one hits you where it hurts; the wallet. Are there any fixes to it? I thought of hitting ESC and then just dragging around the menu so I move the mouse on the geofront itself very little, but I'm not sure if that menu is movable like the others are. And I try to send interceptors to where I've seen landing ships but no dice. I have them fly over in a straight line, is there something more to do? Finally, are there any changes to code values I could do?
  10. So since I got no clear answer from browsing the forum...I decided to make a small thread asking this plain question. How do I find alien bases?
  11. Are these still the same as before i.e. they disappear on re-loads, can't be raided, lose you money etc? If so, I'll stop now as they've appeared and I can't seem to do much with em. Ta.
  12. Mass alien bases/persistent terror zones /w respawn timer as an alternative to crashing ufos and going to crashsites.I really dislike air combat and having to hunt down ufos before ground combat starts.
  13. This inspires me for an idea for Seek region order for aircraft. Obviously it would take a long time to cover the earth surface with a flight with 150km radar. If automated? That would add an interresting game component i guess. Player would have a feeling that he is doing one's utmost. Seek mission should become available after first alien bases discovered or smth.
  14. would all recruits start as rookies, or could you hire (for more cost) more expeienced personel, maybe for example if you have high favour/funding with some of the bigger countries they could allow you to recruit some of their expeienced troops (maybe as a event or diplomance function?) also i was thinking about ground combat during terror missions, about the presence of freindly troops (local police/military trying to save the situation), at the start they would be a asset, but once the region takes hits (from ufo action) they wouldn't be present anymore due to disorginization and damage to the countries military, and of course as the game progresses the standard weaponry would become inadiquit and thed turn the defence entirely over to the player. On a totally unrelated point: alien bases would they become operational imediatly, or could you catch them during construction to try and prevent them becoming operational? and any options later with research to *soften* up a alien base with missiles? maybe making the base damaged before the troops arive... (maybe researchable/buildable icbm missile silos?) would base missions be just the troops entering the base or multi part battles where they have to gain acess to the way in by killing the defenders (and maybe base defences) on the surface?
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