postm00v Posted August 7, 2014 Share Posted August 7, 2014 I was wondering if Xenonauts also used the same system as XCOM where you complete certain 'main objectives' and the game gets harder after each one you complete. I've been playing quite a bit now, but it seems aliens get stronger regardless of any goals I achieve. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 7, 2014 Share Posted August 7, 2014 Alien progression is independent of what you do, so you can't hold back the game by avoiding doing certain things. Quote Link to comment Share on other sites More sharing options...
postm00v Posted August 7, 2014 Author Share Posted August 7, 2014 That's all I need to know. Thanks. Quote Link to comment Share on other sites More sharing options...
BULIGO Posted August 7, 2014 Share Posted August 7, 2014 Alien progression is independent of what you do, so you can't hold back the game by avoiding doing certain things. According to that, there must be a precise point in the time-table where the game is at it's peak and cannot get anymore 'harder' no matter how long you play the game? xx+(#player bases) spawned UFO's per wave and thats that, right? Can the game spawn 10 Battleships per wave? Capital ship+2 escort is 1 or 3 UFO's? I'm a pest. Yes, I know, thank you. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 7, 2014 Share Posted August 7, 2014 According to that, there must be a precise point in the time-table where the game is at it's peak and cannot get anymore 'harder' no matter how long you play the game? xx+(#player bases) spawned UFO's per wave and thats that, right? Can the game spawn 10 Battleships per wave? Capital ship+2 escort is 1 or 3 UFO's?I'm a pest. Yes, I know, thank you. Ticker point 800 I think is when the game stops advancing. Large bases appear at 600; highest number of UFO spawns at 700; and at 800 Battleships start appearing on Ground Attack missions (replacing Cruisers I think). That said, strictly speaking the aliens can keep advancing indefinitely since for every alien base the maximum UFO spawn count per wave increases by 1. So if you allowed the aliens to build bases indefinitely, the waves would keep getting larger. But that would never happen unless you did it deliberately so probably doesn't matter. Quote Link to comment Share on other sites More sharing options...
postm00v Posted August 7, 2014 Author Share Posted August 7, 2014 I've just had an Andron terror mission where I lost 4 Xenos from my best team. (actually 6 'died', but when I completed the mission they were just gravely wounded; Thank god) Those medium saucer thingies absolutely wrecked me. I'm guessing I'm like mid-game now? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 7, 2014 Share Posted August 7, 2014 In terms of the alien escalation, December-January is mid-game (ticker 300-500; there's 100 ticker points in a month, which I neglected to say above). I think you can get Medium Drones from January? Quote Link to comment Share on other sites More sharing options...
BULIGO Posted August 8, 2014 Share Posted August 8, 2014 (edited) In terms of the alien escalation, December-January is mid-game (ticker 300-500; there's 100 ticker points in a month, which I neglected to say above). I think you can get Medium Drones from January? Thank you for the infos kabill. One thing that is confusing to me: everybody say the UFO wave size is dependent on the number of UFO bases active on the planet. But the gameconfig.xml says : <maxMissionCount value="7" comment="This is the maxinum number of mission for a wave. The number of human bases will be added to this one." /> Is this variable the same as UFO wave size?What you said sounds more logical. More UFO bases=more aliens peeing on my barbecue. I've read somewhere there was a tug o' war about this issue? Maybe it was changed but the old comment stuck? Edited August 8, 2014 by BULIGO Quote Link to comment Share on other sites More sharing options...
kabill Posted August 8, 2014 Share Posted August 8, 2014 It's a mistake in the file comment. It's definitely alien bases, as Solver discovered the discrepancy when looking at the source code. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 8, 2014 Share Posted August 8, 2014 Yeah, it is the comment that is wrong. Alien bases make more sense anyway. Also, X:CE makes both configs possible, you can then make the wave size dependent on the human base count, or alien base count. Quote Link to comment Share on other sites More sharing options...
BULIGO Posted August 9, 2014 Share Posted August 9, 2014 (edited) Thanks for the clarifications, guys. Slowly crawling out of the pit of uselesness here Btw, the quoted description has a little typo in it. Cute Solver, apparently you got a quirky ISP like me Edited August 9, 2014 by BULIGO 'I blame the mad Cow Disease'-William Shatner Quote Link to comment Share on other sites More sharing options...
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