Simply put, it makes it possible for players to equip their soldiers with soviet and nato weapons during the same campaign.
Xenonauts 2 weapons mod#
This mod expands the set of ballistic nato weapons by their soviet counterparts. Casaubon (new ideas and weapon balancing).Mikiztli (new ideas and weapon balancing).Every few days, it's aliens after aliens after aliens, and it's a mad scramble to get interceptors up in the air and smack them down, and I don't always succeed.īut at least now I feel like I'm actually running a military organization granted emergency power, funding and authority by the collective nations of the planet Earth to combat an extraterrestrial menace, rather than a band of mercenaries who are the only folks with a clue while everybody with money runs around like beheaded chickens and shoves their dollar bills and rubles and whatever under mattresses because sixteen people on a schooner got abducted.FullSovietWeaponsExtensionPack (EN) Authors: (To say nothing of the scientific expertise of all of Europe, the interrogation masters of China and South America, the funding provided by Central America and Indochina and Austrailia) can provide me. For your sake, I hope it's the latter, which is what I'm going to assume.Īnyway, me? I'm feeling quite satisfactorially engaged by the game, even with a budget actually resembling something that both of the military-industrial machines of both the U.S.S.R and the U.S. It's common for ufo defense players to not have alien activity on continents they don't have bases on.īodily mutilation for cheating in an online game? Compare and contrast to UFO defense, which was very generous with its ufo spawns, and you weren't penalized for not building bases early. Xenonauts may be hard especially since you can't make money, but in my opinion its only hard because early interceptors suck and UFO spawns can occur anywhere without taking into account whether you actually have units there. Now of course, you don't want to staff the workshop just yet since there's nothing to build, but you should strive to staff the labs ASAP. I'd like to note that I was playing at the time bases cost 1MILLION to build so my strategy would work even better in the latest version. And then I just shoot down alot of UFOs and do ground missions until I could afford bases. One extra hanger to fit three interceptors.
So I put +2 labs and +2 workshops in my base and +1 living quarters. Well your starting money is more than enough to have 3 labs and 3 workshops. Sure, it's expensive, but these Xenonaut guys are shooting down ALL THE UFOs!"Īnd honestly, if the CIA can afford 3 billion dollars to prop up ONE group of religious whackjobs fighting the Soviets during the '80s, you'dd think that the entire world could cough up an extra 20,000,000 or so for the guys who are literally the only things standing between them and aliens abducting their cattle and probing their women. I had to inject funds a few times, but I explained that away as "can't argue with results. I gave myself an extra eight million bucks, enough to rapidly build an expand a base in the florida keys and one in central china, quickly arming them, radaring them, and shooting down ALL THE UFOs. I dunno about him, but my secret was Cheat Engine, and lots of it. Well I'd like to know your secret to being able to afford 3 laboratories! :) A 50% aim penalty is massive so such a small damage increase isn't worth it. If you've been working with 45 scientists like you should be striving to get by the first month, you should have laser rifles by the time androns show up.īasic alien rifle does 60 damage and alien pistol only does 50 damage. Originally posted by Mr.Kill:Alien weapons do too little damage to be worth it.