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odizzido

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odizzido last won the day on September 5 2024

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  1. I noticed this too....but I don't think it costs anything to repair so I find it perfectly fine. I imagine it would take time to find all the scraps of your plane so you could reuse everything in the rebuild.
  2. It's a little hard to tell, but you may have shot it down over water? When engaging a UFO that is over water it will prompt that shooting it down will not generate a crash site, at least it does in my experience.
  3. I never knew the lasers had a bonus to accuracy and half recoil(though honestly from a realism point I do agree it should be effectively zero recoil.....but from a game balance point I understand why you might not). I wonder how it would feel to have lasers fire fewer rounds with zero recoil?....so a rifle shoots twice instead of three times...the "machinegun" shoots like 5 times or something. I don't know how recoil works exactly so I don't know what the right number is. Anyways I really like lasers. The ability to destroy walls/objects is a huge advantage that I use all the time. I only ever used laser snipers though, as building more than a few weapons early on is too expensive. Shotguns seem like they would be great too though. edit------- oh maybe people don't realise they can mouse over the text at the top right of the xenopedia page despite it being the bright white is because it has no contrast. Like if it were Easy Aiming Bonus, with the Easy Aiming being bright white and the bonus being the darker grey text it would be much more obvious. But it would require people to go into the xenopedia to see it. If it were under the standard tooltip you see when mousing over in the soldier or manufacture screens I think I would have known about laser bonuses pretty quickly instead of learning about it from this post. I think it would make sense to have it in the tooltip, since it is a gameplay altering thing.
  4. Am I missing something? I usually just autoresolve the aircraft intercepts, even if they're not great.....but I am at the end of my second playthrough and I decided to take a look at aircraft weapons/fights more closely. I am specifically talking about shooting down harvesters since they're the only UFO that can really do any damage on autoresolve. I did the math, it takes a gauss cannon 20% longer to take down a harvester UFO(maybe a little longer since it gets into range faster) but it has extra weight so you can only use one armour slot. Reducing armour that much for 20% increased kill speed seems underwhelming considering I got gauss pretty much right at the start of the game and now I am at the end. Perhaps battleships have longer than 3 range on their 360 degree weapons which allows fusion lances to hit while being out of range? That's the only thing I can think of, but I've not seen any battleships yet. I feel like I am probably just not seeing the benefit because I don't have enough experience in fighting air battles.....what am I not seeing?
  5. I play X2 on linux(Pop) with steam proton and I am at the end of my second game. Not a single crash, zero issues at all. I have found that games on steam just work on linux. Some games, like factorio, actually work better on linux. I think factorio runs something like 20% faster on linux compared to windows. One game I am playing recently, satisfactory, seems to crash once in a while but it only seems to be during multiplayer for some reason. It hasn't been enough for me to look for a solution but it's something to note. Of course when I was playing mech5 one of the people I played with was crashing on windows so I can't say that it's just sometimes some games don't work properly on some computers.
  6. The thing I miss about the original x-com is the better shooting mechanics. Bullets just don't behave properly in xenonauts. Xeno2 has a lot of good going for it too though. Better interface, better missions, better story, better polish. I wonder if someone could make a mod to give the game proper ballistics.
  7. Hey, congrats on the full release I've been quite enjoying the game....I am almost finished my first play through. I left you guys a positive steam review as well. Just a small thing that I noticed, in the UOO bridge assault science screen you missed a "we" or something in the last sentence. Also while I am at it, I just researched singularity cores and one thing I would just like to mention is that taking mass from a sun would almost certainly extend the life of their star. Smaller stars last longer than larger stars despite having less "fuel" because the reaction rate decreases faster than the loss in mass. In the game you said that it decreases the life span of their star and that's why it's a desperate move...but you could instead say each core will cool their planet making it a frozen wasteland instead. Both are desperate moves so it still works story wise. Also also, as I play I wonder what the melee animations would look like if they were simply sped up from the point from where they start to swing towards the enemy. Here is the steam review I left:
  8. Cool. Always nice to read these. I hope you have a nice break
  9. The screenshot looks quite appealing. Hopefully I can install this on linux when it's time. I switched a year or two ago from windows. I am not sure if you will read this comment Chris, but if I do struggle would it be okay if I bug you for a steam key? I can of course show ownership of this on GoG. Steam does a really good job of supporting windows only games on linux.
  10. Thanks for the update
  11. Cool, I kept checking. While I really do enjoy the longer updates, this is perfectly acceptable too, really.
  12. Always nice to read the updates You do a great job with this.
  13. Pretty nifty. I've been wanting to play for quite some time now and it's cool that the end is in sight. I assume that given how the game has been made that the 1.0 release will be pretty playable/bug free too which will be nice.
  14. I think it's a really good idea to have a few different settings for difficulty. Frostpunk did this kind of thing where they have sliders for difficulty of different areas of the game like people's needs, their mood, weather, and one more that I don't recall. I personally like to max out three of the settings but put people's mood on normal as it just feels better for me. I am somewhat between the two examples you had. I do more than just one or two ground missions, but I certainly don't do them all. I think I would like the ability to choose how many the game is balanced around, like 2%, 20%, 40%, 60%, 80%, 100%. In the first game one of the things I didn't like was farming resources to build planes and weapons. I actually just modded the game so that the elenium and alloy costs were at like 20% of normal so I could autoresolve more ground missions.
  15. That's nice artwork there. And having possible changes to the geoscape sounds pretty good. If your ideas work out that would be pretty cool. There is another of these types of games that was always pretty buggy and iffy, but had some fun concepts and that's the UFO:Aftermath/aftershock series. In aftermath there was the alien biomass growing across the planet mid way through you had to push back which was pretty nice....and in aftershock there was the whole resource linking game on the geoscape which could be optimised and provided reasons to go on missions beyond them just being there. I know this is kinda outside your design, but I just wanted to mention the idea of changing how the accuracy works in this game again. I don't recall reading anything saying it has changed since 2021 when I play tested a little so I wish to illustrate my ideal system and I will hope you consider trying it out. I think it would significantly increase my enjoyment of the game. Now enjoy my MS paint skills: edit---------- I just wanted to say I understand why you did things that way you did in the first game....but I was very much hoping that since you're on a 3D engine now you could give it a little bit more of a realistic solution
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