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  2. Ruggerman

    Xenonauts Mod

    The drawing are very fine, But they are supposed to be Military units, so you can be a little lax in the field, you would have to follow some military code on base.
  3. Yesterday
  4. Yeah, there's something badly wrong with that text, particularly on the base labels. What screen resolution are you playing at? I have quite a large 1440p screen so I wouldn't be surprised if the text is less readable on smaller screens / resolutions.
  5. Armoknel

    Xenonauts Mod

    Mod im working on and yes I am the artist for the drawings. I plan to redraw all the armor and soldiers and do the sprites as well to match the armor (kill me its going to be a pain) hmmm might also do some the splash art/base art as well. I havent done any males yet other than the one you see at the moment. I havent started on them yet and just wanted to showcase the male uniform. I still have a lot more females to do so yeaaaaaah its gonna be a while till I release this mod.
  6. Sounds good. Hopfully that makes the Maps better playable now after the old junk of Maps [before V.14 when i remember correctly], duplicate Textures, Fragments etc. get deleted. Are there any other things implemented it like missing Pictures and Texts for R & D, Storyline or such which isn´t announced in the Infotext?
  7. The old files didn't contain anything relevant to gameplay, it was just things like old maps and duplicate textures and fragments of the UI from years ago. Junk that needed to be removed.
  8. Thanks for the new Game-Version Chris. You said old unused Files get deleted from the Game. Where they planed to use in an refited Version or such or get we new specials, R & D etc. instead?
  9. Alienkiller

    Xenonauts-2: The Geoscape

    Sorry Dren608. That was not my Intention to be rude. PaulMode 7 and I are nerved from the Guys in Steam about the Orbital Bombardement. Every Explenation what belongs on that get blocked from the Wimps there. That´s why I get very about that. And I have a big RL Problem (Keyword: Doors) which is not funny and could be very very expensive if no wounder happens.
  10. Sometimes delays happen, unfortunately.
  11. Closed Beta Build V17 has now been released on Steam and GOG. Note that this build is only available on our Experimental branch so you'll need to switch over to get this update (instructions on how to do that here). This is a relatively small build we've been forced into making instead of a hotfix because we've cleaned up a load of unused assets in the game files, so switching back to the V16 branches to make another hotfix involves spending half an hour watching Unity import game assets we've deleted from future versions. We therefore made a new build instead - but as a result there's fewer new systems than in a normal build. Key Highlights: Base Structure Adjacency Bonus: most structures that can be built at your base now gain adjacency bonuses if constructed next to other buildings of the same type, which generally provides more of what the building already provides (e.g. Generators provide more power, labs provide more scientist workspace, stores provide additional storage space, etc). However, some types of building do not gain adjacency bonuses (e.g. Access Lift, Hangar, Medical Room, Alloy Forge, etc). Hopefully this system will make constructing new structures in your base a rather more interesting process than it was before! MARS Visual Updates: the MARS and ARES vehicles now update their strategy artwork when equipped with a new weapon type. New Fire Effect: there's a new fire particle effect in the game that I think looks much better than the old one. Asset Removal: we've removed a lot of old unused files from the game. This has reduced the install size of the game from 5.3gb to 4.1gb and perhaps slightly speed up load times, but keep an eye out for any pink error textures that suggest I've deleted something I shouldn't have deleted and let me know about any you see! Also, let me know if something has changed its appearance in a way that looks incorrect because that also probably means I accidentally deleted something that was actually required. Gameplay Changes - Strategy: There is now a Geoscape pop-up when soldiers arrive at a base, either when newly recruited or when transferred to a new base. There is now a Geoscape pop-up when an aircraft arrives at a base after being transferred from another base. Valkyrie dropship is now limited to carrying just three vehicles into combat. The player now starts with $3m funding. Some updates to the base structure balancing and the starting base: The starting Missile Turret has been removed. The Access Lift now generates 100 Power, and the starting Generator has been removed. Generators now generate 50 Power instead of 100 Power. Alenium Reactor generates 150 Power instead of 250 Power. Lab, Workshop and Radar now all require 25 Power instead of 20 Power. Advanced Radar requires 75 Power instead of 100 Power. Gameplay Changes - Tactical Combat: The game no longer crashes if you damage an object that can explode - e.g. a car, or one of the alien bombs on an alien Raid. Fixed an issue where the game was incorrectly spawning multiple instances of smoke / fire from an explosion or grenade, and not correctly overwriting existing fire / smoke in that tile. This also means fire / smoke will dissipate correctly. Fixed slowdown that could occur on a "miss" shot, particularly when using burst fire. Reaper cocoons no longer spawn a Reaper every single turn, even after being destroyed. Alien teleporters are no longer destructible. Fire now does 10 damge per turn, and damage triggers at turn end instead of turn start. Smoke no longer reduces hit chance to zero after a single tile, it reduces the shot accuracy by between 10% to 20% per tile depending how dense the smoke is. Smoke / stun gas now does a small amount of stun damage if you move into or through a tile containing it, but does a large amount of stun damage if you end the turn in the gas. Flares now have a limited throw range. Added a shadow to the standard ballistic weapon bullet to make it easier to see where the bullet is going. All MARS primary weapons are now compatible with all MARS secondary weapons. Combat shields are now limited to human-only use (i.e. vehicles can no longer use them). Robotic units are now immune to stun damage. A number of fixes to Alien Base maps: Fixed a door that was embedded in a wall and would not open properly on one of the Alien Base maps. Fixed a broken teleporter pair in the Alien Base. Fixed a pink error texture displaying in the Alien Base command room. The night vision radius around your soldiers now has a nicer fade-out on it. The red sawmill building on the Boreal maps has been updated visually so the outer texture is a bit better and doorways are the appropriate height. UI Updates - Strategy: Soldier Overview and Xenopedia screens now display correctly on 16:10 and 4:3 aspect ratio screens. There's proper letterboxing on 4:3 aspect ratio screens, so you now don't see random parts of the background of other screens. Fixed the Base Stores capacity numbers not showing if you went over capacity. Melee weapons now have their range set to 1 so tooltips are less confusing. The "New Projects Unlocked" panel now correctly orders the unlocked projects in priority order. Main Menu screen now uses the same font as the rest of the game, which makes things slightly more readable. Access Lift now has a basic description. Fixed a typo in vehicle "Smoke Launcher" name. The loading bar % fill now properly matches the % number displayed. As always, please let us know if you encounter any bugs by posting them up on the Bug Reporting subforums, as we'll release a hotfix if necessary.
  12. Dren608

    Xenonauts-2: The Geoscape

    That's just rude - It's your problem now? How about if it triggers backers and early access folks to trash talk the game because of it? If the game doesn't sell well we lose Goldhawk so be a bit more civil in your replies please.
  13. Last week
  14. It's too bad the new x-com games are too.....simplified?....for me. The presentation is quite good but it's all shine with no substance for me.
  15. This isn't an uncommon problem. Cities: Skylines has really bad text for me, the only game to do so. The devs have given up on fixing it.
  16. Alienkiller

    [v 16.1 Ground combat] Army of Reapers

    Chris said it get many bugfixes and such things. We will get the Patch, dosen´t matter when. And when Chris say that the new Version / Patch will come, then it comes in the announced week to 99%.
  17. The Patch will come this week. Chris and the Devs haven´t given us the new Version V.17 or Hotfix V.16.3 yet for several reasons. And if they take longer to fix Bugs, refit that and that, bring in missing content etc. then give them the Time. I stoped too testing and play some nostalgic Games again (like the good old X-Com EU / TftD / Apocalypse in OpenXCom-Version as well as the cool X-Com Interceptor-Version or UFO ET with Grayfiend-Mod on Win 10) for more Ideas and an evtl. DLC. I could play instead the new XCOM EU / EW or XCOM 2 WotC too, but the insperations there are already in Xenonauts 2.
  18. I'm still waiting, but somehow it doesn't appear.
  19. Stopped playing when they said that soon a new patch. And it somehow does not appear.
  20. Alienkiller

    Game play Panic and Economics

    @Dren608: Welcome to the Club, I´m an Backer too. I like such Elements like they are in the old and new Games of that Gerne. Without such Triggers the Games get borring like Xenonauts 1. Sadly after the MidGenerations (like me) the Generation thereafter are good for nothing. They wanna everything easy, ready-cooked and much important not using their Brain anymore. If someone wanna have everything easy, ready-cooked and similar then he / she can play Ponnyhof. And that´s an other Reason why about 95 % of the new Games are chuck up games. Only 5 % like Xenonauts 2, Motorsport Manager, Hearts of Iron 4, World of Warcraft-Series, Starcraft-Series, Mafia-Series, XCOM-Series are very interessting. Therefore I´m very happy that the Gerne of such Games have that cool Stress Levels / Panic Levels or similar not changed and never change since the old X-Com-Row. Means such Games of that Gerne and similar Gernes need such Stress Levels, Panic Levels or similar to give the Players an big challange. The good old X-Com Row, which I play again about the above named Reasons (from 1991 to 1999) have hidden Panic Levels and other Secrets. The first UFO ET-Game, which is good thanks playable on Win 10 (a similar reprensative which 2007 came out [2012 or so as Steam Gold Version]; Part 2 is following this year) orient in many Points on the old X-Com but have improvements already implemented. Both Rows have a 2-Year-Limiter for the Player. Either the Aliens overrun you or you win. In UFO ET and X-Com Interceptor / X-Com Apocalypse an second displayed Limiter brought in, which are the Engery-Level from the Alien-Mothership over Earth [UFO ET] / the 4 Warnings from the Aliens to Destroy Earth [X-Com: Interceptor] / the other Alien-Race [X-Com Apocalypse]. An new and cool concept Firaxis brought in the new XCOM-Row 2012 to 2018. In XCOM EU / EW you have an showed Panic Level for Countrys and the maxium Countrys you can lose. In XCOM 2 / XCOM 2 WotC the special Project (Avatar-Project) is the Limiter. That´s like in X-Com Interceptor (either you win or all humans die). 2019 / 2020 the Gollop Brothers came back with her Phoenix Point Game (with already 2 big DLC´s and 1 small intergrated Patch-DLC). There the limiter is an new Earth-Peeling / Earth-Scinning with mutated Humans, Anymals etc. as well as the 3 Main-Colonys of Survivors. All of that Concepts are great and Xenonauts 2 have to integrate such concepts or integrated them already [hopfully hardcoded ]. We don´t know what UFO2ET have of such cool Features get in and what cool Features will come in with the 3 more big DLC´s in Phoenix Point. Not to mention the secrets from XCOM 3. In that case Xenonauts 2 must have such elements in his Base Game and evtl. DLC´s. The Guys in Steam which are against such elements haven´t any clue what such Games are and are such wimps above announced. @Dren608 @MrAlex: Where I agree with you both that the Panic System isn´t fully balanced yet. Maybe the Devs don´t make a 2 Year-Limiter like in the orignal X-Com-Series and UFOET-Series, therefore they implement more Features to reduce Panic than in any other Rivals before (like special Missions, Technology Profilation, Outposts, etc.) as well as more Elements to End the Game (not only the Destruction of the Alien-Brain or similar). Therefore the Aliens have her Mother-Station which make chirugical interventions. Fair is fair.
  21. Previously, the bombing was 3 times a month for 20 panics each (a total of 60). Now it is done once a month but in all regions (120 in total). That is, the total amount of panic has doubled. Not surprisingly, this turned out to be too much. I am also an opponent of orbital bombardment in general. It is better to double or even triple the number of arriving ships (if necessary, increase the damage to panic from each) but to abandon orbital bombing.
  22. Dren608

    Game play Panic and Economics

    I don't know if anyone reads other Lists on this game, I just reviewed a few threads on Steam and there seems to be a general backlash to the idea of the orbital station/"doom timer" concept. Is there a real reason to have that be the driving factor?? As one poster put it They view this as a clandestine war vs the aliens. So we would expect it to be building up to something. If you are blowing up cities from orbit no government is going to back "clandestine" efforts. It's a shooting war and based on the Lore you have in Game we can't win it with our best technology. So they would be spending all their resources on finding solutions, not funding some Clandestine organization. The story just doesn't mesh together, massive global destruction from an untouchable weapon in Orbit and we are sniping at the odd alien ship flying around? Why would the aliens even bother, Wait until you have the world in a state of total anarchy and then come down and grab whatever you want, as there will be no organized resistance. I much preferred the original premise of Aliens interfering in the Cold war and we are the "men in black" trying to keep the world from self destructing as we deal with the Aliens. That had great story possibilities. With the orbital bombardment/panic mechanic we have now it is just a "race" that short of playing perfectly and down a prescribed path we just loose. That is not a game that allows repeatability and not much enjoyment of discovery, as as soon as the "path" is discovered no one will do anything else, if you don't discover it right away you won't bother playing anymore as it just won't be fun. I'm a backer, high enough so that I'm supposed to have a "character" in the soldier pool. With the current path the overview story is taking I'm not sure I would bother playing it. Being tied to a specific story line with a strict time limit is not the kind of game that sounds fun. Story line - yes - but let the player have the time and flexibility to solve it in numerous ways. Right now it feels like there will be one way to "win" and the rest is just wasted time. Maybe as a timer you just ramp up the alien activity in response to your success - The Original X-Com did this so that at some point you had to "finish the game" as you were being overwhelmed by the number of alien UFO's/Missons/Terror sites etc. Thus if you fumble around early the aliens aren't automatically escalating, as long as they "score more" than you they are "winning". Since the story seems to be not one of conquest (if it were we would have already lost based on the lore in game already) you need to find out what they are after and then force them to not get it. For that you need to allow the players to explore the game and that means giving them adequate time. Sorry for the "Rant" but it seems tied into the Balance of Panic/Economics. It seems that there are a lot of Games in this Genre that have this timer mechanic. Why does Goldhawk have to follow the crowd? From what I'm reading elsewhere there is a sizable audience that won't bother knowing that mechanic is in the game. Hope someone Reads this and explains why we abandoned the whole "Cold War" story line, and/or why this Timer mechanic has to be a part of the game in such a prominent way.
  23. meddog50

    Game play Panic and Economics

    As the game stands now I last about 5 months and its over. I have tried 5 different strategies to stay in the game but end up in the same place come end of May. I completely agree with Dren608 that the panic and economic balances need to be tweaked before this game goes into early release. I too go back to the early days of Avalon Hill gaming. I find this game totally enjoyable and immersing while frustrating the hell out me due to the balance. I get it, that's what we are here for . I have read some great ideas in this post (Dren608). Thanks for letting me vent.
  24. MrAlex

    Xenonauts 2: Aircraft & Air Combat

    First of all, we need reduced damage from missiles / torpedoes, + increasing their capacity, as in the original game. In order for the UFO not to fall all as one from the first shot at the beginning of the game. It also requires a reduction in targeting time and increased range and speed for missiles. As well as correcting evasion for small UFOs to make missiles relevant.
  25. Alienkiller

    Xenonauts 2: Aircraft & Air Combat

    Exactly MrAlex. The Devs wanna be with all useable integrations from the direct Rivals and better Integrations (like the Modular-System for Soldiers, Planes as well as Groundvehicles) resurect the Orignal Games with the best Things from the direct and older Rivals: a) UFO ET were the first try from Chaos Concept. It was good, but not good enough in some Points. In the Fighter Refit it´s like here but with your Idea with xx-Rockets per fighter. b) The new XCOM-Series is from Ground-, Geoscape, Storyline as well as R & D very good. But with the Airbattle . That´s why XCOM 2 and his smaller DLC´s / XCOM 2 WotC haven´t anyone. c) The latest Rival from Xenonauts 2 [Phoenix Point form the Orignal-Devs from X-Com EU / Apocalypse and evtl. Interceptor] have very good Ideas for Ground-, Geoscape, Storyline as well as R & D too. In the next big DLC 3 there will be Airbattle integrated. Maybe we can have an Idea of it for here. d) Last but not least the Predecessor Xenonauts 1 with his Advantages and Weankesses. But back to Topic: I remember the first Betas where we had much more Mudular-Systems for the Fighters. And an simliar Shield / Armor-System like the MARS and Soldier-Armors have for the UFO´s as well as Fighters / Transports were making the Fighters / Transports more interessting too. That´s why I say, we need everything we have as well as get from R & D. The cool thing would be that the Fighters will have mixed Guns later, because you can´t build enough Laser- / Advanced Laser Cannons / Plasma Cannons about to high costs etc. and can upgrade the Accelerated Guns to Gauss-Cannons therefore. The best Thing in old X-Com (EU / TftD / Interceptor / Apocalypse) as well as in UFO ET were that you had differnt equiped Fighters [Vehicles in Apocalypse]. I do that too with my X-25 Fighters and all new ones. 2 have Sidewinders, 2 have torpedos. If that were possible with the Guns later (Laser- / Plasma- / Accelerated- / Gauss), Electronics were cool too. An other cool upgrade above all Rivals and the Predecessor would be that we could Refit the older Fighters to a new Version, like X-25 to an similar Fighter-/Bomber of the next Generation.
  26. MrAlex

    Xenonauts 2: Aircraft & Air Combat

    Speaking of classics, missiles were rarely used there, and they are almost useless here. We follow the original.
  27. Alienkiller

    Xenonauts 2: Aircraft & Air Combat

    There will be differences, they aren’t fully implemented yet in whatever. Or they are shut down for us Testers for several internal Reasons (CTD etc.) and come later. Gauss is a must have and if the Devs wanna bring the full feelings to the X-Com Veterans then such a thinking comes from one which isn’t firm in the classic Predecessors.
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