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  2. Dunno how well the SMG does it right now, but maybe alternatively you could look into it suppressing a bit more. A CQ high reflex one handed suppression weapon would be pretty cool to have. Of course it should not suppress as reliably as the LMGs or miniguns do.
  3. Today
  4. @Svinedrengen For now i have increased the bullet per burst from 6 to 8 and clip capacity from 30 to 40. I also adjusted the accuracy of the gauss smg. Edit: strings.xml weapons.xml weapons_gc.xml
  5. Svinedrengen

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    Well the uniqueness (dont know if that is a word) would be that if you stayed put, you would get the ekstra shot, which would make SMG's good at very surtain situations. I did also think about more shots and ammocapacity, but in theory it just sounds more like a strait upgrade, and what is unique about that? Anyway I am definatly going to test both thinks to find out what works best, as I still think they need a little more of something. Ja I know, and that is exactly the reason why I wanted to hear your opinion on the subjekt.
  6. I looked at the situation and i dont think they need their % use lowered. Lowering the % use is the laymans first thought, but you have to keep the weapons unique. Whats so unique when every problem gets solved with lowering TU% ? Instead i think increasing the amount of bullets to a higher number and adjusting the clip capacity. From 6 to either 8 or 10 bullets and from 30 to either 32 or 40 bullets per clip. Hard to say which one is more appropriate. But alas that is why we have a development team, you need to throughly test these changes in the short, medium and long run. X-Division was not build upon people trying to think out problems, but with hard statistical data to back up their decisions. X-Divisions work has been layed down, but if you want to improve on the SMGs that is the direction i would be looking at.
  7. Svinedrengen

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    The Schockdamage feature is a pretty good addition to the game, it makes the shotguns a little more than just a niche weapon with stundamage, it is still a niche weapon just better now, and it gives the locals with shotguns an actual chance to defend themselves, although it is still a very small chance. SMG's are now a viable option instead of pistols, but they still need a little more to make them a truly legit option. I have been thinking about lowering their TU usage from 40% to around 30-33% so when you dont move, you can fire 3 times. It would make them good for breaching and controlling small areas. What do you think? @Charon
  8. sectoid

    Phoenix Point - Gollop's new X-Com-like.

    i backed this game with soldier roster edition. the only thing i am complaining about is - Julian/ the team is releasing too much spoilers. i understand the developer need to update the backers about progress and cool stuff they're making, at the same time attracts more customer. still, i am very reluctant to read, to see, so many advance item even before installing the demo. what is the fun of reading the whole UFOpedia first? if you got what i mean. hahaha.
  9. sectoid

    Ufo2 Extraterrestrials

    i am still on and off checking UFO2's homepage for development and release progress. dragging so many years. what are they trying to achieve.
  10. Yesterday
  11. Ziomster44

    UniCamo v 1.0

    I forgot to point out that the order of mods in the screenshot reflects what I used in most of my game, not the mid-playthrough attempt I made to get the Blackbird to appear by bringing the mod to the top. My bad!
  12. Charon

    UniCamo v 1.0

    The position of your "top of the list" seems to be situated where normally the meat is in a hamburger.
  13. Ziomster44

    UniCamo v 1.0

    First of all, great mod and thank you for creating it! The camo and the new variety of crafts adds a nice taste to the game That, and it fits better in the Cold War atmosphere of the game. I do have one question, though... the Blackbird is mentioned in both your comment above as well as the Xenopedia ingame. My understanding is I should be able to buy/manufacture (probably the latter) the Blackbird alongside the Foxtrot (which would be after the Cold War Relations research, I think). Unfortunately, I never had the option to research/engineer the Blackbird (I already got to the point where I could create Corsairs and the cheaper Condor alternative). I do have several others mods in use, they may or may not conflict (see attached file). Once I noticed this potential problem, I moved yours to the top of the list to see if that would enable the Blackbird in game, but that did not seem to make a difference (then again, maybe it would only at the moment of researching the Cold War Relations research). EDIT: The screenshot below reflects the order of mods that I used in most of my game, not the mid-playthrough attempt I made to get the Blackbird to appear by bringing the mod to the top.
  14. Just out of curiosity, did you want that for a possible mod of Xen2nauts? Or for something else?
  15. Last week
  16. ApolloZani

    Soundtrack in Xenonauts 2

    The soundtrack to X1 felt like an extremely good redux of the original X-Com. Especially the air combat, still listen to that one on its own some times.
  17. Ruggerman

    Phoenix Point - Gollop's new X-Com-like.

    Snap Shot Games, has provided a link to down the next incarnation of this game, and it plays out very well, in the ground combat, but you do not get a sense of being in the game when you are flying around to find the ground combat sites. This is not like the game above, as the game interface, has changed a bit?
  18. Hello! Recently picked up this game, played a good 100 hours or so of a vanilla. Was very fun! Been slowly dipping my toes out into mods and found this, which is a life saver...only issues is it kinda ruins itself. Yes, better armour and guns mean you can have better base defence...but any structure that this effects doesn't show up on base defences! It's just black impassable space that you can shoot across.
  19. Light Scout

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    There some kind of AI issue, as i think. Non-combatants always pushing to my guys guns and die from reaction fire, in the same time guards and other military ETs guys hidding deep in the ship and never rush.
  20. Hello everybody! I have had the pleasure of reading all about the new Xenonauts 2 and new air combat mechanic sounds like fun to learn! Don't get me wrong.. Personally Xenonauts 1 air combat was my favourite of this genre. One must admit that the repeativeness and lack of variety was one bad thing to say about it. But it was fun to learn. But after reading all the comments I wanted to leave my few thought that I personally had combined from all the comments given to topic. Thoughts about regional map and airbases for xenonauts2: Regional map that would have separare airbases and the "single main ant base in missile silo" would be just fantastic. One thing I would love to see is xenonaut controlled aircraft carriers to sea.. devs please let us have one or 2 and maybe subnautic ones that emerge..! Alternative: They don't have to move. If that is issue. Maybe build on some sunken island base and then the launch areas could emerge and catch vtols. Just idea anyway. I hope that goes to think tank and some one draws pretty concept picture of hidden aircraft carrier emerging from sea.. Xenonaut organisation would be ever more cool :P Also I hope each region could have their own air base under xenonauts control. Do not confuse refer to region to each country tho... Would kinda make sense to me at least. Should a region fall they would reveal the air base and therefore be lost. Aircombat: One thing I highly hope is that there should be ALOT variety in UFO even they are same class. Give us a good reason for aircombat to analyze the opponent, it could be a recon mission, equipment to aircrafts.. just I hope it would be meaningful part of the game. Another thing I hope is tactic or reasoning for behavior to diffrent alien crafts based maybe on the missions they are doing. Example: If you encounter research craft and damage it why would it stick around? I hope some crafts would bail more easy if you cant take em down in single attack run. I hope aircombat get as much importance as ground missions. I gotta say that I liked more playing air combat than ground mission in the long run. I might be rare player for that matter but please I hope air combat would.. wide range of options like the ground combat is. Pilots and drones topic: If the new air combat is to be actions of pilots, I hope there would be interface to give orders to them. Even you give order to simply attack I hope the options to also cancel mid attack (example draw fire and bail before getting hit, yet remain in battle) or eject for that matter. I noticed lot of talk about drones too. Sound like a easy way to simplify the game mechanic.. yet most of us hope for real topguns! Another way to go around would be that each country could have crappy stock pilots.. and the hero pilots you could recover from missions. Silly suggestion to spin around here: Some pilots could have some character in em, leaving maybe room for audio recording for em? Just a idea anyway. Last thoughts: Again I am happy to hear xenonauts 2 will have new air combat game mechanic. Cant wait to give it a try! Keep up the good work!
  21. Larry Burstyn

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    Thank you. And my eyes thank you also.
  22. Chris

    Soundtrack in Xenonauts 2

    Yeah, that's a nice piece of music. However the soundtrack in Xenonauts 1 was generally well received and the same composer is back to do the music for Xenonauts 2. You can always swap in different music if you want though!
  23. @Larry BurstynI think you requested something like better visible facehuggers for your eyes: Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division: aiprops.xml This removes the ghost ability, which means facehuggers will create an visible icon on the right sight for you.
  24. Antimatter Technology 2 is not unlockable in the current version .01. This doesnt keep you from getting Antimatter Technology 1,3 and 4 though. The armour progression has been stretched so that some armours are faster reachable, while others have a more logical progression. The goal was to better distribute armour research so you get enough time to play around with a new armour before the logically next one gets unlocked. Some roborex dependencies were removed which made 1 armour not unlockable. A data hack had an inappopriate, but still researchable requirement. A few fixes all around the board. Additionally the research was optimised for Palus Shining Xenopedia.
  25. Thanks! What are the fixed researches that I will miss out on if I attempt to patch from .01 to .10?
  26. The one you want to save and restore is the one in the X-Division folder.
  27. Regarding making the 0.10 update savegame compatible, do you replace all the researches.xml files? There are multiple ones in my xenonauts folder. I have one in the assets folder, a mission_researches.xml, and another set in Lore+ folder and Furies et al folder, Armored Assault folder, and X-division Folder
  28. Hi, is the Roborex unkillable? It seems to just keep reviving with an explosion every 4th turn. Or is there a finite number of times it has to be destroyed? Edit: Oh nevermind, it seems that you have to shoot it when it is down and not targetable automatically. I thought it was dead because of this.
  29. Earlier
  30. I found the Xenonauts ost to be a bit boring. Originally Phoenix Point was only going to have Broomhall, but thanks to feedback, Both Broomhall's and Simeon Dotkov (their sound director), will have music in the final soundtrack. This track is excellent and sets the tone very well. Is there any chance X2 will have a more electronic, sci-fi sounding score?
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