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Dreadnoughts spaw way to early, even BEFORE battleships. And its impossible to get down even with tier 4 air weapons , with squad of 3 Maradeurs (end game interceptors).
They all get kiled with no chances.
Get a fury , you would say?...okay...1 fury is 600k , and game spawns me like 4-5 Dreads at the same time. GO deal with that.
I deleted this mode , because even on Normal impossible to play with.
The only change that comes to mind is subjective - (might try it for my next run; Looking at your files it should be fairly straightforward) - front load some bigger UFOs, to appear even earlier for "high profile" missions, making these harder in midgame, where it really matters.
Base Construction in particular - in my current Vet-run the aliens ever made only one base.
It's "Furies, Dreadnoughts, Oh My" that I'm not fully on board with.
The theory is sound: make certain missions carried out by Super-UFOs difficult, requiring the Fury to nuke them.
The practice however: All it does is force some extra late game "milk runs" on downed cruisers, which I might normally just airstrike, to farm the Gravity Generators now required for the Fury Warheads.
I'm not sure if much can be done here - Fury is kinda a weird thing in the base game already; It is difficult to get right, without massive changes.
https://www.goldhawkinteractive.com/forums/index.php?/files/file/34-xenonauts-community-edition/
I checked again, the mod 'Furies, Terror and Dreadnoughts Oh My' is still in modpack X:CE.
I think after reinstalling X: CE the problem will disappear. If not, write again, we'll figure it out.
However, unused arts has been applied in the mod "Furious, Terror, and Dreadnoughts Oh My", which I subsequently change for more balance and interest (in my opinion).
https://www.deviantart.com/ignusdei/art/Xenonauts-Destroyer-class-UFO-815607783
This mod has absolutely no effect on the probability of occurrence of the main races (caesans, sebillians and androns). For light scout and scout ufos the odds are 50% caesans, 50% sebillians. For corvette and above - the same for all three races.
I hope this is some kind of bug, because this is REALLY off-putting.
Goldhawk forum [www.goldhawkinteractive.com] leads to a dead link.
It add diversity in ground combat without changes in Global map. Of course, without dreadnought too ;)
Crew diversity
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=710814923
Is this mod have top priority at the mod list?
Main features of this mod not new aliens and ships (although they, too interesting), but increased variation during gameplay. Two similar battle may require different styles of play.
Curious about the insideof these new ships, and how are new aliens (behavior+guns)
There is a new stand-alone mod http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=710814923
Enjoy!
It is very interesting to check
Can you tell any?
But you get new delicious features :)
It's just necessary to wait new UFO wave
I can't find a reason to use vanilla while it's possible to play in MUCH more balanced and tweaked CE version, with many atmospheric included in set mods.