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Found 7 results

  1. I know plenty of you have been awaiting the release of Xenonauts: Crimson Dagger for a while - it's finally here. This is the story of the Iceland Incident, humanity's first contact with extraterrestrial life and the events that led directly to the formation of the Xenonauts. The novella is written by Lee Stephen, who is the writer of the Epic Universe series of novels. Lee is a huge fan of X-Com and wrote Crimson Dagger free of charge as an extra to go in our Kickstarter. Thanks, Lee! This novella will be available free on this sub-forum for the forseeable future, and will also be bundled with every copy of the game on release. You should also be able to find it free on Lee's site, and on Amazon (where I think it costs $0.99 as free release may not be possible). For now, though, it is a Premium Pre-Orderer exclusive, so enjoy it! Naturally, if you enjoy it, then it would be worth checking out Lee's other work! PDF: http://www.xenonauts.com/devfiles/Xenonauts_Crimson_Dagger.pdf EPUB: http://www.xenonauts.com/devfiles/Xenonauts_Crimson_Dagger.epub MOBI: http://www.xenonauts.com/devfiles/Xenonauts_Crimson_Dagger.mobi
  2. First off, let's start out by saying that this game has the best writing of any of the X-Com games ever. It really does. We all appreciate what Chris and all of the other devs are doing; namely, a superb job. That being said, lets get to business. GOALS Create a list of places in the in-game lore (Xenopedia) that contradict realism or otherwise break player immersion. Make proposals to alter the in-game lore to more realistically explain the game without altering the gameplay. Do it all in such a way as to minimize the work and/or annoyance of the developers. (We want to help, really. ) How we will accomplish this: People will make posts detailing specific instances of unrealistic or otherwise immersion-breaking lore ("unrealisms"). I will update this post with a list briefly describing each unrealism and include a link to the post. We will discuss the specific issues to try to reach a few good realistic explanations to replace the immersion-breaking one. When we reach a few good ones that people can (mostly) agree on and that make sense, I will update the list to indicate that the issues has been resolved and include a link to a post containing the more realistic lore. Allow Chris to decide if the proposed alteration is acceptable. IMPORTANT: To keep things organized, I'd ask us to avoid reporting unrealisms and discussing unrealisms in the same posts. Report posts should only contain where the unrealism is found, and why it is unrealistic. Feel free to make a second post directly after the report to discuss it. LIST OF UNREALISMS: Changes Not Proposed Yet <none> Changes Proposed LINK Missile Range Explanation is Unrealistic --Sidewinder --Avalanche LINK Fighters Having Armor is Unrealistic -- CONDOR -- FOXTROT LINK Weapon "Magazines" Erroneously Called "Clips" -- Rename Weapon Clips LINK Both Xenonauts and Local Forces use radar, but only the Xenonauts can see UFOs and track them consistently. So, we propose renaming the radar base structure. --(Same Link) OLD, OR OTHERWISE IRRELEVANT:
  3. So, I can't help but wonder. If this is an advanced race of creatures, they must be able to tell that our satellite network is our main resource of communications. Why don't they knock out the whole thing? It's not like we have the resources to protect our satellites from advance alien fighter craft that are superior in near-zero atmosphere. This would make it very difficult to base a game around - no satellite, no gps, loss of a lot of things required to justify how we are able to combat aliens. Maybe there's something in the story that explains this, but I'm not sure where that would be.
  4. Hello community, Hello designer, xenonauts hase a nice story with some significant changes compared with the original xcom. One of the major changes is the timeline, which affects almost the whole background. I want to suggest some minor changes to the game, to make a better use of the storyline and hence improve the feeling ingame. summery of the storyline The storyline told us, how the first contact was made 21 years (not 30 as the homepage suggests) before the start of the game, which is the autum 1979. For the first years after the Iceland Incident major ressources where put into the xenonaut-project from both blocks, east and west. With the years pasting the funds where reduced, the backers vanished and the whole project was about to be shut down. Then the aliens apeared again. conclusions out of that storyline The xenonauts have an advanced knowledge about the pure existence of the aliens, an ideas on their superior technology and the alien tactics. They are prepared, compared to the rest of the world, but fallen back to almost marginal logistics. The Xenonaut-Project has done something for 21 years, it has databases, sleeping networks, mothballed hideouts, retired officers and soldiers which can be reactivated. And much more. It is all in all comparable to the gladio-project (http://en.wikipedia.org/wiki/Operation_Gladio) transfer out of the storyline into the game The Project is an 21 year old advanced military project. That should be more noticeable when the game starts. The player should have both feelings: beeing overwhelmed by the alien superiority on the one hand; beeing somehow more prepared on the other hand. The player should be able to reactivate easily the old status and networks of the xenonauts-project. ingame suggestions The suggestions which I am bout to make have the major purpose to change the ingamefeeling without changing the present mechanics to much. They are more cosmetical than anything else. But they should make the game more spooky, more tense and more ambientic. training facilities; the single squad left should have own facilities, which should be able to make use of for the new recruts. Put 2 officers into the facility as military instructors and put new recruts into the drill; which should be easily made by the retired squads. aircraft carrier; a kind of mobile basis which hase the advantages to be better protected against detection and alien aggressions. In the Year 1979 aircraft carrier are the world wide major and most advanced military unit. Make use of it! submarines; as the second idea of mobile bases / rocketlauncher against the alien air superioirty. mothballed radar stations; the player should put some ressources to reactivate already existing logistics more than building new ones mothballed bases; same here with bases. if the player builds up a new base, there should be lot of stuff ready, just needed to dust. There are more thoughts to come, I am still about to think all of that through.
  5. Obviously just arrived, but I'm a bit confused by the dates. Crimson Dagger refers to 1958. The in-game story about first contact in Iceland is dated 1959. The date in the main interface is 1979. And the weapons and aircraft are late 1970's (F16 1978) and the early 1980's (M9 9mm pistol 1983). Unless I'm missing something, this needs to be tighten up for ppl like me who find it a confusing distraction. Perhaps a minor tweak, but worth doing.
  6. I realize the game is meant to be something of an alternate reality Cold War, so historical accuracy isn't essential, but there are some major issues with the whole Iceland Incident story. The two main ones are the existence of ICBMs (not explicitly stated, but very strongly inferred multiple times) and Cuba being under Communist control. Cuba was still embroiled in civil war in 1958, Castro didn't gain control until 1959. Similarly, the first test fires of ICBMs took place in 1957 and 1958, but there were no fully functional ones until 1959, and there were nowhere near enough for "MAD" until a few years after that. That said, I suppose the biggest issue I have with how it's all told is tone. It feels like it is describing the Cold War in the 60's or 70's in the way the Russians are viewed and interacted with. The Cold War was still very much in its infancy, and many of the concepts and ideas that later came to represent the period didn't exist by 1958. Anyways, just my thoughts on the matter. Keep up the great work on the game!
  7. Considering how the aliens watched earth for quite a while before attacking and how they are masters of biological warfare, it wouldn't be surprising if they found some sort of alien virus that turns people into aliens. Chrysalids are a kind of virus. Only a) they are bigger and b) they have rather short incubation time. Now suppose the aliens invented a small virus that had say a week's incubation time and started spreading it over cities. Wouldn't that be lovely? Xenonauts would have to rush to kill the virus outbreak before the whole city would be infected. UFOs could have viruses on board on a regular basis. Xenonauts would be surprised at first, how some of their soldiers perfectly out of the blue would get sick and turn to aliens at home, forcing them to fight a (small) base invasion scenario. Only after a while, if their research would be fast enough, would the Xenonauts realize, that they have been infected and needed some cleansing of their own and of any scenes where aliens have been killed. This could expand to a battle between the Xenonauts and the aliens researchers, as -- supposing the initial production cost of the virus is rather high for the aliens, the human immune system has a good chance of killing the initial virus and the initial virus is a one-shot thing, in that it cannot reproduce within humans, just change them -- the aliens might be able to create higher quantities of fiercer viruses over time.
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