![]() ![]() Project Xenocide: Unfortunately, they folded back in 2010. UFO:AI has a pretty involved campaign with a lot to research and build - an average campaign will take place over 200 missions in 2.4. In contrast, multiplayer is the least developed aspect of UFO:AI, though a couple of us are hoping to improve its handling for 2.5. UFO2000: My understanding is that this is a multiplayer-only game with few changes from X-COM's battlescape. To give you a sense of this, I think of plans for the project that probably won't even be on our radar for the next 3-5 years. Probably the only advantage we will have on it is the fact that we're open source - our game will never stop being developed and anyone can join that development if they want. From videos, it looks like Xenonaughts is much more faithful to the feel of the original battlescape scenarios - destructable terrain, isometric tiles, etc. No, we have nothing to do with UFO: Afterlight or UFO: Extraterrestrials. In the campaign, the number of civilians killed effects the happiness of your funders, so there is an incentive to get on with it. Whichever you choose, how you find and use cover and the different weapons will make a big difference. Some players prefer to let the aliens come to them, some like to move in and take them down. But the real core of the battlescape is in soldier fire and movement. Even the AI (alien and civilian) is damnably stupid - no herding the civilians to safety, yet. I dream of some day having a robust scriptable events and objectives system like Wesnoth, but for now the battlescape is just a straight up kill or be killed affair. ![]() If only! We call that the "battlescape" (as opposed to the geoscape - the world view during a campaign). Should I try to somehow put the civilians on my dropship to save them and retreat? Am I to entrench myself and wait for aliens to appear so that I can blast them? etc. I often was at a loss at what I should be doing and what to expect.
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