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About thixotrop

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  1. @Nesa 2) If you press ESC or the Menu icon in the upper left corner of the screen you can change the audio volume under Options. 4) Chris said these re-used parts will be changed, but for the sake of an early demo we have tolive with it. 5) Yes these guys can't really shoot, often hitting parts of the scenery instead of the target. And yes, any soldiers enlisted for Xenonauts should be better trained to shoot. X1 had the same problem though. 7) Up to now, the aliens always start at the same starting points and are coming to you within the turns.
  2. Another day, another play Ok two actually. Now I tried and hide my machine gunner and sniper a bit, or rather did not used them as the very first to shoot and did not shoot always. And yes, they lived a bit longer. It is not possible to move, crouch or rotate another soldier while the other moves. Will that be changed to X1 performance? This includes that soldiers can be commanded to move while others still move. Sometimes: Soldier stops where he should, I command to crouch, then rotate him. All good. Then the soldiers stands up and crouches again. No TU spent, but strange. Sniper shoots Alien with 17% hit chance and hits (hooray). Can shoot again and hit chance is now 35% with same TU-invest. Why? the way he missed now. Some bullets comming from the soldiers that hit rocks and other things have the same explosion animation like the alien weapons. Soldier could move into a rock. The rock got scared by this so much that it turned solid forever afterwards: This rock was not so scared, tried to play hologram and had a resounding success with it. This was new to me as the rotation did not work before: The trees leave a sort of light shade in the air, which is best seen when rotating the map. Dunno if that is intended, but looks cool. A strange blocked hit and another WTF moment that nonetheless was quite funny. (Why is this text here underlined now?) And here is the .rec file of this: recording_7.rec
  3. I know I am late here and maybe this has been posted already: Why not give all soldiers a standard equipment: - Small first-aid kit, smoke grenade, flash grenade. - Primary and secondary weapon gets two standard ammo packs (three in total as one is loaded), depending on the type of weapon. This will make all soldier similar on some level. In X1 I had always 4-5 soldiers carrying medikits as loosing experienced soldiers was painful. Sure you should be able to change your standard equipment or go without it, but this equipment should not be calculated as the backpack weight. Everything else like more/other ammo packs, more/other grenades, additional weapon and other equipment like a full medikit, scanner, gas masks and so on has to go in the backpack. Backpack will be weight vs. strength balanced, or a similar mechanic, so you can pack three shotguns in your backpack but are a snail then. Maybe size of the backpack is capped additionally to prevent extremes.
  4. Had one battle just now. Is there a ranking for the aliens to shoot certain soldiers first? As far as I have seen with all versions of this demo, the machine gunner will always be killed first, even if he did not shoot at all yet. One of the next targets will be the sniper, maybe not the direct second though. Shotgunners are pretty useles as their range is so short. Before they get in range they are dead or near that. And they don't hit either. Suppression is rare. But ok, one battle only up to now.... Ths soldiers can't shot over rocks: Corpses can still groan when hit. And they are HIT while lying on the ground, although the target is behind the rock formation which has to be shot OVER, behind the tree over THE STREET...damnit. Seems to be the sweet spot here that these two always seek out. Hero alien no other words...because we got soldiers who are trained to shoot right?
  5. @Pave I knew abot the functionality. I tried it today again, and now +/- and Q/E works. Don't know what happened before. The roof button still does nothing, but I don't know if this is implemented already.
  6. Height change with + and - does not work for me Speed of bullets is OK for me Crosshair is really even more problematic than before Somekind of workaround: pressing Control multiple times and moving the cursor around the area will "mostly" bring up the crosshair. Soldiers sometimes still stop when moving around. Often this means they will be killed or at least shot at from an alien on overwatch. Feels like exploit potentional. Leaning icons???? Was watching for that but never had them. The map cannot be rotatetd yet or can it? It is really hard to select the correct tile to go when this adjacent to some higher plateau. You cannot see if there is a rock that prevents you from going there or if the path calculation is not working (see dead man picture below). no-crosshair problem: Rocks prevent area behind it to select to go to: Dead man or not? Hiding aliens:
  7. In the Science Fiction book "The Torch of Honor" from Roger MacBride Allen a team of two travelled with a small but very fast spaceship to a distant planet to place a translocator device. This had to be activated at a certain time to receive the data package of a full army with tanks, planes and so on. If the translocator were not activated in time, the data was lost and so the army. Funny thing, the data was send on its way before the small team were starting their trip. Talk about a pressing time schedule... Don't know if that mechanic is reasonable to use here, but however the translocator works, it will somehow dematerialize the soldiers/items/backup/whatever, send the "data" in someway - hyperspace/subspace/aether/parallel dimension/whatever to the new location where that materializes. This can be instant or not. I see three possible limits: Energy limit and distance As stated in the original post: Translocation costs energy that only certain energy cells/machines can grant. Small distances are low cost, large distanced not. Xenonauts have to find/salvage/develop these energy soutces and cannot waste energy in the beginning so that you have to choose where to send your troops. Processing time The number of possible transportations can also be changed to transport time. Just imagine it as upload/download or data processing time. Sending your troops away and bringing them back takes time. Your troops are just "not there" at the moment, no other action possible unless with another team or with conventional trnasport. Sure your soldiers can be coming back with normal transportation, maybe even heal on its travel time back, So you can send another team via translocator. Here Xenonauts need a better/faster computer that has to be looted/salvaged or developped. Unknown target area The terrain to translocate to requires a certain scan. The translocator needs to know the hidden map of hyperspace/subspace/aether/parallel dimension/whatever or your troops materialize in a mountain, at 200 m altitude or too far away. The Xenonauts have to raise scanning towers all over the world or scan regions in periodic times. - Planes are the quickest solution but are slow, not allowed to fly everywhere or are too suspicious that aliens or the local government start guessing. - Building some some wide range scanning towers is cheap but also not possible everywhere. - Sattelites are the best solution because they can cover a large area and update the scan automatically but are very expensive. You then have to decide what region to scan first to be able to translocate into. Combining energy limit, processing time and a need for an existing scan of the region can lead to hard decisions. Do I scan the region around my base first to go there quickly as it is a known area and does not demand long processing time or energy. Or do I scan important regions first to be able to translocate to and ignore alert messages of other regions.
  8. After my first five rounds of X2_demo I noted these (maybe they are known, I did not check all version threads): The maps (I had two desert and three vegetation maps with a street, looked much the same though) still look very blocky. Minecraft-ish. Inventory not working, so you can't pick up weapon of a dead soldier. Didn't try on alien corpse. Page up/down works to go through height levels but there is no indication yet. Just expected that there is something like it so I found it. Trees vanish with height level, great, but shouldn't the shadows stay? Seems like cheating. Would prefer a see-though bubble to see my moving soldier when height level is max (or roof shown). Ah yes, roof button not working, or at least not for trees. Bullets travel way to slwo for me. Mouse at screen edge should scroll the map. Mising mouse wheel aim percentage choice... ...or mouse wheel height level change. Some bushes grant more cover than a rock, strange. Two times now, as a soldier should walk to a new position with a visible alien, he walks and stops after two tiles. This was constantly so until the new spot was reached. Other soldiers with the same visible alien could walk normally. Most annoying: It is really hard to get the crosshair. Clicking the weapon often does not show this cursor. Also sometimes the soldier shoots after clicking the target, although no crosshair was there. And two times, when I thought he would shoot - no crosshair - he walked towards the alien. Otherwise the animations look nice, especially when the soldiers go up and down.
  9. Hi, although I guess / hope all you freaks like me know about the game that started it all, but you can get it for free here: And if you don't know, I am taling about "X-COM: UFO Defense" or "UFO: Enemy unknown" as it was named in Europe. Have fun! The "get it for free" time slot has passed. Hope lots of you could grab it.
  10. Nice presentation of ideas. With a space station in orbit or on the moon that is hidden in some way (the base not the moon), maybe with a cloaking device stolen from the aliens - which would also explain why UFOs can appear out of nowhere until you have upgraded your radar technology - you can use both examples. Use a captured UFO as a dropship for bringing heavy equipment, more soldiers or when you don't have to act quickly. And using the translocator when otherwise needed. You can use both transport systems to balance out the need for UFO fuel and translocator reload. During the progress of the game you can use other captured UFOs when needed or when one is used up because the fuel tank is empty.
  11. Uh oh, exactly what I had in mind when I read it. DD is really painful with that, leading to a full rooster of people not able to go on a mission or be destined to be killed due to penalities. Additionally, as injuries are already in the game, stress would just be another type of injury. Only stress appears always and has to be dealt with. Maybe your soldiers can react differently on stress. Some can remove stress quickly others can't. A successfull mission may not deal as much stress as a failure, a lost soldier or seeing civilians get killed.
  12. You can exploit the full zoo effect when your soldiers go and attack an alien base (That will be in the game yes? Please!) as these bases can have all different personnel to send on alien missions.
  13. Coming back to my - and others suggestions - for Androns like Terminators from that other game concept that was before X2. Even if you damaged them they can come towards you. Meaning an Andron without legs crawls towards you for melee or shoot with its weapon that it drags with it. An Andron without arms will come towards you to autodestruct and so on. An immobile Andron will still see you and reveal you to ther enemy units. Sure damaged Androns should suffer penalities like reduced HP, TU and so on. Nevertheless they are dangerous until they are not anymore. And yes, laaaarge Androns will be terrifying and even more with the above mentioned mechanic (no pun inended).
  14. I also see the danger raziel1984 mentioned. The GC missions interwoven with research team or strategic command demands as tiago_oldman described is a more dynamic way. I would like to go further and make the overall gameplay dependent on such events. In one of the numerous weapon mods for X1 (I can't remember which) there was the option or forced way to go with certain weapon tiers only, as you could not research all of them. A similar approach was discussed for the other game that was in the air before you focussed on X2. What I mean; have the story come out in different ways or in different levels of details depending on events, as mentioned above. I know this will demand more story work or even different story arcs, but it would create a much better replayability.
  15. Please let the humans have some anti-psion weapon or at least a protection/short time immunity/weakening gadget/drug/whatever if one chooses not to go with psy soldiers. In Firaxis XCOM I had in each of my two games only one (!) soldier with psy abilities. And the game pretty much relied on you to have such a soldier. I had to protect these guys like raw eggs, it was very annoying. So please, don't funnel the game on using this, make it a choice with some reasonable counter measurements. I don't think it is logical that humans develop psy abilities just as because they experience them with the aliens, yes it is a game I know. Maybe they have to use drugs and meditation training or a "Psyon brain in a jar" dangling at the end of a chain around there neck or inject Psyon brain but develop strange sicknesses over time, get tired more and more (like Frodo with the Ring in Mordor) or become unstable.