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I don't know if it will help but here's an old video demoing the mod: https://youtu.be/gDXoZ9copgU around a minute or two in is where I breach the hull.
One other thing I found that's a bit annoying is that on rare occasions (i.e. farm maps), the UFO was entirely surrounded by fire, both at the breach points and any paths my soldiers could take to reach the front door of the UFO, meaning it couldn't be infiltrated. Kind of annoying.
Is there a way to put out fires early on? Or do you just have to wait a long while?
The hull sections are also intended only to be destructable using specified weapons - the breaching charge and later plasma breaching charge. It's not clear to me whether you are using these or just conventional weapons - the latter can be used but it will take a lot of firepower (explosives are not actually very effective - terrain has no armour value, so multiple small-damage attacks like from a machine gun are actually a lot more efficient than explosive weapons).
If neither of these points addresses the issue, I can only assume there's a problem with the install or priority given to the mod.
Love the changes, btw! I'm hoping there'll be no problems.
1) The mod makes no changes to alien bases so you can't breach the UFOs there.
2) You can use any weapon to breach but it will take a lot of shots. Because of how damage mechanics against terrain work, I think it is actually more efficient to use a heavy automatic weapon (plasma/mag machine gun). Terrain has no damage reduction, so all that matters is total damage output, and a full burst from a heavy automatic weapon will outperform explosive weapons on single-target damage. (No, I'm not happy with it either, but that's how the game works.)
My strategy for attacking Landing Ships has been to approach from three directions, attacking from the main entrance and both breach points at the same time. You can keep a couple of soldiers around the side of the main door, such that they can open it and scout inside without making themselves vulnerable. If you have a vehicle or a couple of snipers you can clear out spotted aliens from safety and otherwise keep them pinned down while the side teams move into position to attack the teleporter room. Shotgun-armed soldiers are generally fast and powerful enough to take out anything that comes down the teleporter.
Not gonna lie, I find Landing Ships troublesome too. But it is possible to assault them without just camping.
Overall conclusion -- landing ship layout encourages only passive approach, with a very long corner gunfight to kill all the balcony defenders before getting to the bridge. There's no cover before any aliens above will be killed.
But I cannot deny, from the visual side it looks awesome. Just needs some attention to make the ship interior more suitable for the gameplay. My suggestion is to make the side sections safe from the balcony fire, to make some place where your troops can fortify before the attack continues.
I DO approve of the "Rockets aren't COMPLETELY useless once you get to the ship" idea, though. I'm cool with it taking three or four rockets because yes, they wouldn't be as effective as a shaped breaching charge like you've made.
(Am interested to see how Xenonauts 2 deals with this. They seem to have opted for fully destructable UFO hulls which is cool but if you can blast through with M16s it'll be a bit silly!)
Guess I'm just too much of a fan of the 3rd Doctor Era. "I say, Benton. Chap with the wings, five rounds rapid."
If there's no possibility to do so or just no time/will from kabill's side, the current mod's state is still satisfying in all ways (except, maybe, researchable charges - i will think about a kind of a submod after finishing some translations).