Jump to content

All Activity

This stream auto-updates     

  1. Today
  2. With that I mean Beta 13 isn´t playable. We all have Problems with the Maps in Alien Bases, Base Defences, Upgrading our Interceptors, the MARS and much more. You can play the first Month but in the Second you get crushed, that´s why all other Beta-Testers stopt testing in this Version and waiting for Beta 14. In the other Betas before (Beta 11 / 12) you could play until the 4th or 5th Month for testing all new Features for that Versions. Sadly I have to say Beta 13 was a complete flop for Testing the new Features, esp. in the beginning 2nd Month. The Devs tried to fix it, were not successfull. That I and the others mean with wait for Beta 14 which the most Problems with that get or should be solved. And it get more refits / reworks and improvements which make you a .
  3. I appreciate the replies and the info, but please stop suggesting I stop playtesting this version. I understand there's another version coming, that there will be improvements, and that this game is nowhere near it's final form, but the whole point of beta testing is to find and report bugs. I know you don't mean ill by this, but I've been seeing you make this suggestion on many bug report posts and it's getting a bit obnoxious.
  4. Yesterday
  5. That was a big problem in xen 1. They would hide on the bridge of the big ships and you'd never get near them. They could Psi you even if you weren't in an aliens field of vision. I always felt that was very unfair.
  6. Having a blast with the mod, just two questions 1)regarding xenomorphs: Are the exploding xenos (the ones with the yellowish green heads and will burst at the slightest touch) stunnable or do they have any sort of xenopedia entry? same question for the eggs, I haven't tried using stun weapons on those, but I did try that on the exploding ones, wasn't very fun for my poor assault so I figured they're either not stunnable or there's another way around getting them 2) I am 99% sure I did not get the light scout operator during phase 1, (ceasan) I've gotten almost every single one in phase 2 except for the basic bomber ceasan operator and I still don't believe I have the interrogation for him, am I going to miss some tech because of this? I am aware that getting the next tier of operator rewards you with the previous ones, and it has been like that for the rest of the operators but for some reason I really dont think this one did (just checked my xenopedia entries, unless I missed it twice I don't see the one for the ceasan light scout operator)
  7. Indeed! This is not a show-stopper for my testing, so I'll keep at it. Just wanted to make sure whatever formatting issue caused this makes their list of things to look for and fix.
  8. Last week
  9. That´s something new, which I have never seen before. But the Geoscape isn´t fully done yet too, esp. in such Specials. Beta 13 has some nice Features implemented, but about the not fully done Geoscape and other Maps (esp. Ground-Maps and Basemaps) there are to big Bugs and Problems to be solved. Same Suggestion until Maps and Geoscape-Problems solved: Stop playing and beginn a new Betatest after Beta 14 comes out!
  10. The Archive will be refited / reworked too in the next Beta or Betas. There are much more Problems with the Archive which are already announced. The biggest one is that if you are on the left side fully, you can´t scroll and read the newest Entrys anymore. Same Suggesten here like in the Icland-Map: Stop playing and wait for Beta 14!
  11. Will be fixed with the next Beta. It´s an old Map which will be replaced completely by new Maps which are still in Development for Beta 14. Best thing you can do: Stop playing and wait for Beta 14 atm!
  12. On attempting the Iceland base mission in late January (I ran in to the infinite reaper bug), I found that a soldier placed in the rear center position of the dropship spawned inside an alien cargo box. They are able to shoot, but cannot move. spawn.json
  13. The alien hyperdrive entry has some sort of formatting error that results in text being drawn over other text at the bottom of the description. The display error is different on the popup when you research it from the entry as displayed in the Archive later, but it is present on both screens.
  14. My first alien infiltrator in 13.2 popped up in the Pacific ocean. The nearest land to the location is Cocos Island, about 250 km east of the infiltrator. infiltrator.json
  15. The Devs will bring in more content in the Game and see after the Beta-Tests that the Archive have to be redesigned. How we will see. But your suggestions are good and maybe the Devs will bring in some of them.
  16. That is a really unique suggestion. Not to be mean, but a lot of suggestions are along the lines of copying ideas from other games (I for one must bring up xcom apoc in at least every third post I make). This though, it feels new, it is an idea that would add depth to the game without really infringing on any of the other mechanics. You can't cheese the air war by using the archive. Usually it is just the research reports that give the player the story. There is no script or cutscenes otherwise, so I think that adding more to the story through the archive is interesting. Particularly because it can flesh out other characters and bit of lore that can't conveniently be presented otherwise. The thing I like about this is that delving into the extra story would be optional. So you wouldn't need to sit through it on your second playthrough but it could provide a distraction if needed. In the above sense, there is no reason not to include it, but it seems like just the thing for a mod. Some community sourced content rather than precious time for what I understand to be a small company. In terms of making the archive an actual space in the base ... maybe this could be linked to strategic operations? or to some form of training/R&D?
  17. I wouldn't like too see godly mind-control aliens or soldiers (if this is easily modable, I will disable it). I'd like to see 'modular' aliens (like one riding another one), and when any of them is lost it has some effect.
  18. The lore and narrative aspects of Xenonauts are some of it's strong suits (see game setting and research tree posts). One way to enhance this aspect would be through the existing archive. I have various suggestions, that range from simple (I hope) UI improvement to more daring and ressources consuming ideas. I will try to list them from the most simple ones to the most "complicated" or ressource consuming looking. Before exposing the list of ideas, I have to point out that, even if people invested in the game and on this forum do like the lore aspect of it, it's very probable that most people will not care as much. So, all of what follows really are flavour and polish features. They could enhance the game, but they might also not be noticed if people just are not inclined or incentivised to engage with them. A lot has already been done here, such as giving an interesting story as well as "operation" relevant info in the reports. The "better ending if you pay attention" option and the music also need a mention. I also have to point out a bias on my part : I'm an history student and love stories, lore and history. I am thus a necrophiliac pervert and my opinion regarding the literal archive in the game that has the lore stuff might not be the more bankable way of doing things. I also have to point out that all this data saved could not be good for the save files, but I leave it to the tech wizards. I'm just worried and try to be good. 1. Classification system in the archive. Have subfolders for the different items in the archive, such as technical reports, autopsies, etc. This is the "first step" for most of the following ideas. A research tool for titles and or content of documents could be nice, but it will probably be a luxury and not really necessary if the classification system is done right (there is not THAT much reports). 2. Add files for the existing technologies and facilities at the start of the game. When the player takes over the Xenonauts organization, they do so in medias res. The war is already ongoing, even if in its first stage. But the organization has a long history. Such files could give a basic tutorial for the player who bothered to take the time AND give him some basic understanding of the setting. They don't have to be long or numerous, they could even be grouped into two or three synthetic files. Below, a few examples of the info that could be handed out. - Document on the barracks ; explain the way stuff and recruitment go on. Expand on the multinational aspect of the organisation with reference to multiple language signs, and so on. Could be grouped with the hangar and barracks under "logistics". - New document on the training facility could be handed out when built and give some more background on the old days when the xenonauts had funding and the world was not yet perhaps doomed. - Document on the radar and it's fancy UFO spotting technology. Could be grouped with the lab : it's about tech. - Document on the hangar that would give basic info on how aircraft delivery, rearm, refuel and repair work. - New document on the medical center when built could give basic info on how injuries work. Could also give trivia and data about the daily life of the base. - Document on the workshop could give out good info on resource management, especially if ideas brought up here are implemented. Could be merged with the hangar and the barracks I suppose, due to the logistic aspect of it all. Logistics could even be the name of the file. - Document on the labs could flesh out the Gaius Baltar like guy that is competent and really smug about it when he files the reports, or when he sees you at the coffee machine and does not replenish the water. What a jerk. Background story and tech priority advice too (meaning : give some tips on how the player could engage with the tech system, he does not have to stress about this or that, autopsy reports will come in automatically, etc.). Could be grouped with radar : it's about tech. 3. Mission reports and history. Give the feeling of an organisation that crunch data and allow the player to review what they are doing. Could give a more palpable feel of the work already done… and help the player depress or keep it's head high, depending on the amount of WIN vs LOSS registered, or the daunting cost of victories. - A list of all interceptions, planes and UFOs involved, equipment involved, and the result. The battle reports, but neatly filed, if you want. - Same thing, but for ground operations. - A list of all orbital bombardment that happened, with casualties and effects on terror - It would allow the devs to put in some custom reports… regarding certain previous incidents long before the current war or at the very start of said war. 4. Soldiers files or lists. For maximum paperwork effect and immersion. Shortcuts could be placed in the barracks menu. It sounds like busy work for the devs however. - Automatically generated list or individual files of soldier on duty and performance (medals, kills, whatever is pertinent) -> thing is, the barrack already kinda does this, so the devs might not want to bother. - Automatically generated list or individual files of soldiers that died on duty and performance (medals, kills, whatever is pertinent) -> again, barrack... - Give previous service of soldiers like it was done in Xenonauts 1. Not necessarly archive related, but desserve a mention. -> barrack again... so... why do I feel like the barrack compete with the archive ? 5. A function in the archive, for each tech or report in order for you to rubber stamp the technology or data dissemination (or an info to say it's under way, if you did it when the tech popped up, or if it is automatic). The idea of it being a choice could be that, if one of your allies is compromised by aliens, you might not want to keep them in the loop. It might be more relevant in the Geoscape however. Another way to play it would be to have a panel of info, somewhere (or reports in the archive) that give updates on the current state of technology dissemination. The lab could also be a candidate. 6. Give the archive a literal physical building as well as… its own document about the archive in the archive of course ! - It could help to give more personality to your first base, more lore input, background, old sweet deliciously dusty stuff, that could give more of an HQ feel to your first base, as well as gravitas, because paper ALWAYS adds gravitas. - That would require art, however, for the archive building… and it would probably be a unique building. So… remember about my bias ? - I'm not saying that this building could also act as a strategic place in the base, some kind of last stand bunker to protect precious data and make the player engage with the history of the Xenonauts by the fact that the concrete walls of the archive protect the soldiers in dire situation, and it's deep knowledge help for the sake of Humankind, but, yeah. Praise be to the archive, may it's documents be plentiful and it's walls everlasting without humidity. 7. Add an archivist. A flavour thing, and the lady that is the (I suppose, I do not know her exact function) strategic assistant/officer could fill in just as well. 8. As you complete projects for them, you could have access to data about the forces and data that your founders have or had. That sounds like a lot of work and would probably be better one the geoscape, but, again, I love the archive (even in it's bland state) and want it to be loved by everyone. So here it is. I hope some of these ideas are good, and I hope the motivation behind it is also good.
  19. Earlier
  20. Xeroxth

    So, who wants more cool aliens?

    @Comte Pseudonyme I like your idea of making the alien behavior more distinct. I also think there’s another way to create new aliens while still technically still the same species of aliens, that is having alien ranks being not only a separation of gear and weapons but also genetic implants: For instance, a generic Sebilian is just another combat platform to the Praetors, and as the creatures rise in rank, they will be given different genetic manipulation to make them more and more varied based on different species of reptiles: >lieutenants can spit poison like cobras and have more snake-like, more slender body with head flare and fangs >captains can have shell plates that act like riot shield with a stockier body, with beaked head like a turtle >commanders having an extra melee attack with a jaw like a crocodile and tipped with alien alloy augmented teeth as well as all other abilities of their lower rank counterparts While the Caesans can be manipulated for their role as fodders, pilots and low level psy troopers: > Caesan pilots due to the need of controlling motherships during long space transits have completely degenerated legs with their fingers sub dividing into arms. Being able to wield heavy weapons like rocket launchers on their anti-grav supports >Caesan Hivers have themselves fully made for being thrown into the meat grinder of war. They have their psy ability modified to have multiple bodies sharing the same mind. Which means they’re a hive mind squad that acts like the soldiers in FEAR. >Caesan psyker have their bulbous head crackling with a power field that weaken enemies around them and suck away morale every turn. They’re protected by a layer of power armor. Things like this will show the alien being nothing other than tools for the alien overlords and a grim glimpse of humanity’s fate if we bow down to the praetor. Even a more upgraded Reaper is possible. Where their head and brain is completely replaced by a scouting drone, giving them the ability to wield multiple weapons at the same time, something like Endless Space 2’s Cravers. When the body is too heavily damaged, the scouting drone can detach from the body and attack as the creature’s second phase. More aliens would be really nice, but I think we could top other games in the same genre by having more non-humanoid aliens. Something sorely lacking in these kinds of games. But if Goldhawk is lacking in time this is the next best bet.
  21. Directly, no. Indirectly, yes. Succesfull supply run to base will make alien war progress quicker. Also each base on map will mean more UFO's and more UFO's also mean more progress for aliens unless you shoot those "extra" UFO's down right away. However those do not make major difference, only general. Since there is no penalty evacuating, get away immediately when you feel your equipment is not right. Take proper equipment and get back. Repeat until you have "good" equipment for what you encounter. Btw. alien bases are regenerated every time you enter so forget "kill few aliens, then get back so fewer aliens to fight" tactic. Also remember alien bases have narrow corridors, so something on ground ...
  22. Comte Pseudonyme

    So, who wants more cool aliens?

    Sure, clichés are effective and have purpose, you're right. Edit : And I can understand that we consider things differently, what is cliché for me might not be for you. Matter of taste and consumed mediums I suppose.
  23. dasufo


  24. Your welcome. A bit of ekstra information if interested, alien outpost have phase 2 units, bases phase 3 units and fortress have phase 4 units, so dont let these outposts grow or you will have a really hard time getting rid of them. This somehow sounds very familiar.
  25. Thanks, early december and came in with my alpha team and got swarmed by hordes of reapers & higher level reapers. Turn 3 booked it out of there.
  1. Load more activity