Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
The first one being that almost everything you salvage from the alien crash sites or bases will be auto sold without any say on your part. Only a few select items are saved in your stores.
Second you cannot buy earth weapons. All the earth weapons are free. I really enjoyed buying, capturing, and hording earth weapons in xcom. I also liked it when you lost one you had to buy a new one. Its weird to me that you have a budget but the earth weapons are not part of that budget.
In addition any weapons you acquire from battle cannot be used.
Also the total number of world funding locations is dropped from country based to region based. I know why they did it but the simplification feels off. You cannot get a region back and you cannot keep playing without "♥♥♥♥♥♥♥♥" government funding. I think the limit of regions you can lose is 2. I really dont like that. I think in the original XCom you could lose almost everything and keep going while subsisting on funding from captured items and manufactured goods. I liked that feeling during really long games.
Lastly research happens a lot on the smaller things without any input from you. It also happens to fast too. Same with production.
The rest of it is similar to the old Xcom experience though. The terrain is destructible and the tone is nice.
Also, Community Edition.
This is great feedback, exactly what I was looking for. Of what you listed, I really dislike the free Earth weapons. The others seem pretty annoying, but no deal-breakers.
I did try OG XCOM 1 in dosbox, but played Terror from the Deep back in the day, actually beat it (took MONTHS as I recall). They do play very similar, but I was weird I guess, I liked the underwater missions.
I'm guessing that most of those tweaks are XML files then? I'll definitely run CE, there seems to be no good reason not to! Is there a github or something to access the CE source or modify, create pull requests and the like? If I get into X1, I may put some time into helping out on that, but of course I'd have to play a bit to not break more than I'd add!
but tbh you'll be off those so fast that it barely matters
More here:
https://gtm.you1.cn/app/223830/discussions/0/35222218647006287/
https://www.goldhawkinteractive.com/forums/index.php?/topic/19508-xenonauts-community-edition-035-and-0351/
As for mods, I'm on Linux and Xenonauts's mod manager (run through Wine by Steam) seems to not be able to manage both manually installed mods (extract them in the /assets/mods/ folder) and subscribed mods. I had to unsubscribe and erase all Steam Worshop mods, and manually install all those I downloaded from Nexus. This wasn't a pain as I used to do exactly the same thing when I first play on Windows before I went on Steam.
I would do that if I knew where to look. Modding is a little obtuse for this game.
Serious thanks to everyone for the tips and advice.
BTW, I'm following this video and it's given me a really solid start in the game:
https://www.youtube.com/watch?v=Fv885hlwTPY&t=882s
Xml files that are spreadsheets are tricky to mod. They usually are large databases, and begin with 'excel' and 'workbook' strings.
Xml files that are settings are not. Example of settings files are: config, gameconfig, cities, armours, armours_gc...
The issue is to save them in the right format, therefore it is best to open an existing, saved xml file with Notepad++ (raw text mode) and modify it to create your own setttings file.
Advanced modding requires to have several xml files in your mod directory, as well as other assets files.
As an example, here is one of the custom settings files that are in my custom mod, it is the config.xml file that changes three settings by simply overwriting them (if vanilla or set in mods that are listed below this one (loaded before this one)):
I am also an old X-Com Ufo Defense fan and I have a blast with the Open-Xcom versions. As for Xenos, I think its faithful, but I use some mods and for a new starter, I think you can´t go wrong with these 4:
- CE
- Fire in the Hole
- Enhanced Crash Sites
- Armoured Assault
Currently I am playing around with stuff like better Foxtrot, increased accuracy and some other mods, but atm I don´t know how it affects the gameplay.
If you are searching for a great X-Com game, try "Ufo: Extraterrestrials" :) I have the gold version still on CD and it was great with the BMan-Mod, but haven´t played it for years. Steam really has the Platinum Edition and als Ufo: Ext 2, but I don´t know how good they are on Steam.
There is also: "UFO: Alien Invasion", a community game based on (ugly but 3D) Quake engine, which has a solid tech tree and storyline.