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  3. "Any sufficiently advanced technology is indistinguishable from magic." Arthur C. Clarke, 1961 If you would go back to let's say ancient Rome and pull out a flashlight, what do you think the people would take it for? Technology or magic?
  4. Here are the upcoming changes for the next version. I think its far from complete if you know what you can change : sightrange diversified: Caesan: 22 Wraith: 30 Xenomorph: 40 ( good nose ) Sebillian: 20 Harridan: 30 Reaper: 40 ( good nose ) Androns: 24 Drones: 30 Robodog/Roborex/Roboreaper: 40 ( good mechanical nose ) @Pandi fixed the Stinkys wooden farmhouse. Many thx for finding the missing spectre Fixed aircraft weapon position offset again. Thanks to @Pandi for pointing this out and helping to solve it Increased Aircombat Alien Anti Fighter Missile cooldown from 0.3 to 1.5 and Heavy Fighter one from 0.3 to 0.7 . This was specifically changed to make fighting the first interceptors more easy and not only accessible to pilots with superhuman skills or No Airgame users. For specific video footage refer to this: https://youtu.be/9dCbMknyuxE?t=9m42s, https://youtu.be/9dCbMknyuxE?t=11m51s, and [coming] Increased carbine/shotgun damage by 10%, except for Rail Carbine Normalised carbine magazine capacity to a multiplier of burst options Increased Magazine capacity +2 for every shotgun Decreased material requirements for the MAUSER from 4 alloys to 2 Revised Reaper and Zombie mechanisms: More Powerful Reaper will now spawn more powerful zombies which will spawn the appropriate reapers. The more powerful the reaper the faster the zombie spawns another reaper. Zombies can now be killed before they spawn a Reaper, taking them out for good. Zombie armour revised. They have good energy armour now but are very weak vs kinetic and fire damage Increased moral penalty for killing civilian by +300% to further discourage friendly fire Increased recruitments range of stat points by +20. The sum of average stats are still the same par the next change. Increased strenght stats of recruits by +10. Phase 3 and 4 Xenomorph melee units got a boost in +10 TU and lower weapon tu useage recoded the corvette layout, aliens should stay inside the UFO now Experimental: Decreased Vehicle Priority by 99% Inner UFO Walls are now destructible. We need feedback on the feeling of destructability updated armour descriptions
  5. That was fast thanks! All good I understand, I didnt think it would be as easy as swapping a file or two. Just curious, hows the mod coming along? It feels complete to me besides the occasional xenopedia entry
  6. If you really want to have a good break from X-Division i suggest XNT, although i have no clue if that even works to begin with.
  7. In short, its impossible. You would need the experience of a developer to merge 2 games, because the files which spawn which UFO are as integrated into the game as the bones in a human body, and it wouldnt even be worth the hassle. That is, if XXP even allows you to do that. XXP has silly code dependencies on the Fix Pack, breaking all other aircraft adding mods on top of it irreversibly. In short, its bad code, and you should stay away from it. You can still play it though.
  8. So guys im wondering and if any of the xdivision creators can chime in at all, I absolutely love the mod and the increased difficulty of the UFOs, I wanted a break from xdivision for now and felt like returning to its vanilla-ish roots with maybe the Xpansion Pack mod, but air combat is easy its just silly. Is there a way I can select a few certain files and add them into the XXP mod and have that same increased air combat?
  9. Intriguing. Billy-the-farmer never got much back story. Maybe it is time to see what lies behind the shotgun and blue checkered shirt I like the idea of a perspective rooted in paranoia, with a protagonist uncovering the xenonauts organisation bit by bit - but the reader having a clearer picture of how the pieces fit together from experience playing the games. Also, it would be good to capitalise on the dread and terror as witnessed by a mere civilian: them being poorly armed and neither able to understand the aliens nor to communicate with the Earth's forces. Not quite sure how to play it with the psychic element though. It is core to xcom but can feel a bit of an immersion-breaker; I definitely lean towards a grounding in scifi rather than swirly purple magic.
  10. After he was shot dead with a machine, only a car, only the barrels can stay, as it should be. Sorry for bad English
  11. Last week
  12. Finally could play a bit. I really missed this. Fullscreen: 1280 x 800, Quality: Fastest Maybe some of the following things were mentioned in the former public release, but I cannot remember if me or someone else did report those. Just take it as a reminder then. In general: - The master volume in the menu of the game does not consider the music. It is loud. - Weren't the keys mentioned in the menu somewhere before? I couldn't find them, took me sometime to use the Medikit. How to stop the soldier from moving down path? It isn't Esc or Space. - Nice: Soldiers can mover over the seats in the Osprey to go out the other side. Also: Osprey! - Also nice: Climbing animation looks great. - During the Hidden Movement, the screen moves to movement place, so you roughly know where something is happening even it is still pitch black. - The hidden movement also takes quite some time to finish. Didn't know with black screen whether something happened or if the game froze. With visible enemy during hidden movement I could see that the game just waited for some time after the enemy/friendly unit moved. - Also while hidden movement seemed to stall, it is possible to pan the map by moving the mouse to the edges. - Missing a height level indicator to know where I am. Couldn't select my sniper on the boulders until I clicked the unit icon and realized the map jumped up a level. Maybe something like the original game had, but only when the unit is hovered over to know this. Or even simpler, just let me select the unit I hover over. - Missing the hide-roof-button. Especially when moving a bit away from the Osprey and the whole upper part becomes visible again, it is hard to see which soldier I have selcted or where he/she stands inside the Osprey. - The hit-stuff-in-front-problem is still an issue: - Grenade Launcher can't shoot straight and hits rocks/sandbags in front. - Thrown grenades are not as problematic but still are way off. - Autogunner only hits the door frame he stands in while shooting an alien at the opposite wall of the room. - Sometimes the weapon selection doesn't work: Rifleman. Clicked grenade to throw but was too far. Clicked on gun again but couldn't change the %-values by right-click. Clicked grenade again, then gun again. Left-click threw grenade. Other soldier worked fine though. Now some pictured things (as usual from me): Dust/smoke of grenades/grenade launcher linger in the air and sometimes jitter around. Grenade Launcher cannot hit properly Targetting through walls Text in second image is a bit misleading: The shotgunner spent the TU correctly on first alien. Targetting second alien just to show that it is possible although he shouldn't be able to see it. And here is this: recording_3.rec
  13. A citizen of some country finding himself in the midst of a ground combat scene between Xenonauts and some aliens. Hiding in fear of the battle taking place between the two unknown groups around him/her. After the battle he/she crawls out of the hide-out and sees the known surroundings changed by heavy destruction. Human and strange-coloured blood can be seen but no bodies (Xenos have taken their fallen and all aliens with them). He/she finds an overlooked alien device, grabs it and flees. In his/her home the tiny device in the pocket is forgotten. He/she dwells in after-shock for some time, having nightmares due to the combat as it seems. But over the next few days he/she sees visions of strange origin, with aliens and humans and some obscure feelings of dread and terror of things to come without knowing what this all means. After some visions have passed he/she is growing the need to tell somebody about the found device and the visions of strange seemingly ill-intended aliens and so tries to find out about the Xenonauts as they seem to be the counterforce to the aliens. He/she is studying the yellow press about strange encounters and occasional battles the regular press and the government seem to ignore or hush-down. After finding out that some famous scientists and well-known technologists have been gone missing for some time (recruited by Xenonauts), he/she can trace their last steps towards some unknown organisaton named Xenonauts. This aroused suspicion of the Xenonauts and he/she is observed for some time and finally captured. Then after some time of custody and intense interrogation he/she is urged to work for the Xenonauts as he/she being the only one to be able to have visions in the vicinity of the found device. Thus becoming the very first psychic human in the team of the Xenonauts research section.... I imagined the overall story as seen from the personal view of the citizen, going through horror after the battles experience and the dreaded visions going near insanity before realizing why the visions are happening. Further then, trying to find out why all this happen (tin-foil around the device are stopping the vision to get a clear head and overcoming the dread) similar to the protagonist in H.G.Wells "War of the Worlds".
  14. You mean the Gameplay Trailer? It looks really good for me. The camera moves a bit odd, I cannot really say why. The game will look amazing in VR I guess...damn that I can't use that with having glasses. I still wonder why they sub-titled the game "Dasein" which means in German "existence" in a kind of poetical way, while the developers are coming from Serbia. Maybe because there main inspiration is coming from the works of H.R.Giger who was from Switzerland?
  15. @Solver Did the forum software update ? The Quote button bar looks distortet.
  16. I did the ground mission during Phase 4 where I had to capture a downed Bomber UFO. There were more than 80 enemies on the map: Androns, Robodogs, Roboreapers. Isn't it too much?
  17. I'm not sure with the current sight range. I did well dealing with ground missions most the time. This was the beginning of Phase 4. I stopped at a terror site where I landed on the open field in Valkiria's drop pods. This was a day mission. My first turn was: I take some cover and kill one sebillian. Smoke is not a problem for sebillians AFAIK so I don''t use it this time. The enemy's turn: about 5 enemies come to my sight and shoot at my soldiers, about 20(!) enemies shoot at my soldiers from far away (I don't see them). About 80% of their fire hit the targets (my soldiers). Result: One soldier is down. Two of my soldiers are heavily wounded (10% health remaining and bleeding). Four are moderately wounded and bleeding. Most the soldiers are suppressed. I didn't even try to make the second turn...
  18. because that would be risky. if people are already slightly suspecting aliens mad people will start to be believed more. because it will make their guesses sound more plausable
  19. The last patch reverted some of the sight changes, most caesan/sebill only got around 20-25 range now. Just some special races (xeno, robodog, etc.) still have upto 40. But anyway - its harder with those bigger alien sight, no question. You need to adapt your strategy - smoke is much more important now. Don't forget: it is a beta, things are still in testing. 60 range was to much. 40 was already doable, I made a lot a missions with it and won all without any losses (but some wounds for sure :)). Just see my LP. With the actual patch version I find the sight ranges totally ok. You can't stand in the open field anymore (which I did myself in the past too). It is not that bad as it may look. The aliens don't shoot from anywhere - they not only need sight, but also a certain hit probability. Which they don't have got from very far away. Overall the missions are much more interesting compared to the times of "blind aliens" - at least for me
  20. Sight range of aliens (now 40, previously 60) makes the ground combat to masochism. With such sight range all aliens are able to shoot from any point on the map. They don't even need to move somewhere. And they all became snipers as I see. What is the point of preferring day missions, what is the point of my soldiers carrying the armor with increased sight range if they still cannot see the enemy for the first 5 turns till they get closer to the enemy if somebody survives by that moment? May be you should add some binoculars or glasses to the research?
  21. Why kill them? Instead, capture them and fill 'em full of psychedelics so no one believes any of their rantings https://en.wikipedia.org/wiki/Project_MKUltra
  22. Man, Scorn takes disgusting and runs with it. I like it through. Did you guys see the trailer for Scorn 2?
  23. i should note i kinda copypasted this from another place but i thought it was better if i bput it here instead but i couldn't figure how to delete the original. well i still have mixed feelings about this game. but i will take turn again to talk and stuff... so i like the idea that a scientist can come with you on the field to do some more science risking a scientist his life in reward for more science. i also think about the class idea, how about for example tanky person's who are advised to be used with either shields or MGs/rocket launchers. acurate guys for example sniper's and rocket launchers. and fast guys for shotguns and assault rifles. i like that idea. okay next part contains usefull ideas again, i hate the shadow war theme. so please just don't. but if you really want to lay low a bit more an idea might be that sometimes after you capture an ufo you put the area under lockdown and stuff, big white screens covering sight, you can't transport the ufo to base because lack of equipment and it would raise to much attention, whenever a civilian would pass by they would be scared of by patroling guards. you know the the situation i am talking about, you can probably even imagine it in your head. but what would be cool is that sometimes this research site could be attacked be a nearby ufo. meaning you have to defend fragile equipment and the more is destroyed the more science is lost. i would like this idea over the rescue vip's or fighting human or even human-like creatures like in xcom. because again, i dont want xcom, i want a unique alien fighty off defense game. im okay with partial shadowy organisation but go more fbi or cia secret level than going xcom 2 level. also an idea might be to unravel part of the map layout but not uncover shadows. you do fly over with a helicopter remember? you can look outside of the windows. another idea could be perhaps to take a moraly cruel route, when for example in the aftermath of a terror attack you have to kill off any witnesses and make it appear to be a horrible massacre by some terrorist organisation, or a meteorite strike. make a late game event be 9/11 but caused by aliens? eh? eh? no? okay... later on mind erasing devices could be used to make it less cruel since th whole alien have psi abilities and stuff... it could even be used as an advanced stun grenade more idea, you know how in xenonauts 1 you sometimes fought in a military base? any surviving soldiers could be forced into your crew instead of killing them off/mind wiping them. they would start with advanced combat knowlege depending on where the camp was located. it would be higher if for example vietnam was the where the aliens crashed. now on the points made of aliens being hyperpowerfull and alienating humans to fight for them. again do not do this at all costs. please. and dont forget that the world is in this scenario in a state of tension, there are enough soldiers with good military training or even ww2 veterans are avaible. the first few ufo's the aliens don't expect to be shot down, let the player enjoy some easy victories as the first ufo pilots are ill equiped and are no more then mere scientist/scouts. this would give enough time for the player to develop proper equipment and standart heat resistant armor to be prepared against properly equipped foes and keep the whole human vs human idea out of the equasion. also, others probably have mentioned this already but take inspiration from the scom2 psi system, that is something they did nail. it is already painfull enough losing control of a soldier, dont make them shoot your own as well. one state of full mind control is enough. and more importantly, make mind controllers appear different from others, i want to know who is messing with my men's brain, and make them have to be close to use their abilities. not camp in their ufo. .
  24. well i still have mixed feelings about this game. but i will take turn again to talk and stuff... so i like the idea that a scientist can come with you on the field to do some more science risking a scientist his life in reward for more science. i also think about the class idea, how about for example tanky person's who are advised to be used with either shields or MGs/rocket launchers. acurate guys for example sniper's and rocket launchers. and fast guys for shotguns and assault rifles. i like that idea. okay next part contains usefull ideas again, i hate the shadow war theme. so please just don't. but if you want to lay low a bit more an idea might be that sometimes after you capture an ufo you put the area under lockdown and stuff, big white screens covering sight, you can't transport the ufo to base because lack of equipment and it would raise to much attention, whenever a civilian would pass by they would be scared of by patroling guards. you know the the situation i am talking about, you can probably even imagine it in your head. but what would be cool is that sometimes this research site could be attacked be a nearby ufo. meaning you have to defend fragile equipment and the more is destroyed the more science is lost. i would like this idea over the rescue vip's or fighting human or even human-like creatures like in xcom. because again, i dont want xcom, i want a unique alien fighty off defense game. im okay with partial shadowy organisation but go more fbi or cia secret level than going xcom 2 level. also an idea might be to unravel part of the map but not uncover shadows. you do fly over with a helicopter remember? you can look outside of the windows. another idea could be perhaps to take a moraly cruel route, when for example in the aftermath of a terror attack you have to kill off any witnesses and make it appear to be a horrible massacre by some terrorist organisation, or a meteorite strike. make a late game event be 9/11 but caused by aliens? eh? eh? no? okay... later on mind erasing devices could be used to make it less cruel since th whole alien have psi abilities and stuff... it could even be used as an advanced stun grenade more idea, you know that in xenonauts 1 you sometimes fought in a military base? any surviving soldiers could be press ganged into your crew instead of killing them off/mind wiping them. they would start with advanced combat knowlege depending on where the camp was located. it would be higher if for example vietnam was the where the aliens crashed.
  25. Late January or early February next year, I'd have thought
  26. I am ready, right now, to give my money to you. When can we expect to see a kickstarter page?
  27. Elite Firebird, there was no leveling up, some places were hard to get to. The better you got the further you went. Played that for years
  28. Is there a way to save names and stats of fallen comrades? Would be nice to remember them.
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