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  1. Yesterday
  2. Alienkiller

    The strategy of the game. Concept.

    I thank God, that such Games like the UFO-Extraterestials-Row, the old X-Com-Row and Xenonauts-Row is Singleplayer. Yes it gave in the Microprose-Time with an try to make that Row a little bit MP-Playable. But fast it was seen, that such Games are much better in SP. There are enough Games, which get destroyed with Multiplayer-Abilitys. So Singleplayer is still THE BEST! I have my Experiance in that from many Games. WoW is the only Game which I have to play with people I don´t know. In very closely circle of Friends / very closely circle of Family evtl. Starcraft, Diablo or such.
  3. There was once a game like this: Ufo - The Two Sides v0.99 (1.0 2018) https://youtu.be/Zxbd77a7nSE Key feature is online play (multiplayer). One player plays as the Earthlings. The second player plays as the aliens. Both players: build bases; are at war in the sky; fighting on the ground. Having watched two broadcasts of the same battle (video from the point of view of aliens and video from the point of view of earthlings), you can get an idea of how the battles will actually take place with adequate alien AI. The man playing for the aliens is trying to disable all the equipment of the ship (UFO), blow himself up and the artifacts with the last grenade so that the player playing for X-COM does not get them. (If he foresees his defeat at the X-COM team). So my proposal is not so absurd. P.S. So for general thoughts: The classic balance of turn-based combat (range, visibility, terrain, starting position, etc.) Has a number of disadvantages, the main of which are 1. What should the player do during the opponent's turn? 2. Only a few soldiers survive the mission. Good - 50% of UFO capture attempts are unsuccessful.
  4. Alienkiller

    The strategy of the game. Concept.

    OK, then the Beta-Offer on Steam seems to be discontinued. But it sounds good that the Devs think for the Future and offer an Early-Access-Testing then. There the Game is more stable, Gapfillers are over 90% away etc. And Sorry that I was so harsh. I´m a very patient Human, but if something like the massive Changes from Xenonauts 2 to it´s predecessor have to be repeated thousend times (on all Platforms) and outdated Things come everytime back, then not only I .
  5. I have submitted an early access request. But so far, there is no need for new testers.
  6. Alienkiller

    The strategy of the game. Concept.

    I aggree with Mandoflipp for the new Complexity, Rework, Refits etc. in Xenonauts 2. I was very friendly the whole time with explenations of Differences it have already and show you where the Dev-Offer is to test Xenonauts 2 yourself (Steam). Now I say it directly: Komandos I only see Xenonauts 1 with the X-Devision Mod in your Examples, which haven´t any value for the Buildup / Gamplayability in Xenonauts 2 anymore. The Devs refited Xenonauts 2 during the first Beta-Phases already in the Geoscape, the Missions, UFOs, Enemys and all other important / secondary Parts with more cools Stuff / Secrets comming in. Some Parts get testet already others are complete new. Test Xenonauts 2 yourself and don´t nerve with the completely outdated Xenonauts 1 anymore.
  7. Last week
  8. Xenonauts are like a fire brigade - they fly out to "extinguish" downed UFOs and save alien property (artifacts) from destruction. And the farther from the Base is the "UFO crash site", the greater the probability (percentage of probability) that the UFO will "burn to the ground" (remain without artifacts). Depending on the speed of the transport aircraft (xenonauts), the radius in which the "fire brigade" manages to "extinguish damaged UFOs" should be greater. The positive aspects of this: 1. The number of tactical missions in the game naturally decreases. 2. The player develops several bases and tactical groups. Tactical ground battles are monotonous in their tasks: to take possession of UFO property. One of the tasks (quests) of the battle can be: to stop the "self-destruction system" of valuable artifacts in the UFO (engines, navigation system, etc.). For example: a player can train (in a research center) a soldier (new skill for a soldier). This soldier will "collect scientific material" during 1-2 ground missions. (for example: just go to the artifact and activate the trigger (script) (for example, the engine script). Starting from the third mission (for a certain type of UFO) - soldiers can reliably stop the "self-destruction systems" of UFOs. This will help when capturing a new type of UFO - create 2-3 missions with new tactical tasks.
  9. Thanks for the comments, I'm glad you think there's been a lot of improvements! Yeah, we do plan to work on performance before release. Out of interest were you playing on the Experimental branches or not? The Experimental builds have much longer load times than standard builds. We are planning to have a tutorial mission where the player and the Xenonauts encounters aliens for the first time, so it won't be a surprise that the bad guys are aliens once you get into the game
  10. There seems to be an issue with the xenonauts targeting system within the screener base. If they are next to a screener base door (the large one) and their target is across the door, they bug out and shoot the ceiling instead. Happend also to a grenade launcher (heavy xenonaut) shooting up - the projectile simple vanished. Hope that helps.
  11. After the next wave of UFO attacks, several almost identical "tactical tasks" "lie" on the ground. Three or four identical missions in a row is boring. I propose to introduce a rule according to which the same mission cannot be performed twice in a row. (Even - not more often than once every three fights). 1. UFO waves should consist of different types of spaceships. So that after their crash, different combat missions appear. 2. If it so happens that there are many "crash sites" of the same UFO on Earth, then it is necessary to generate a random event that will make these three missions different from each other. For example: In one case, the player receives an additional squad (squad) of local self-defense forces under his command. In the second case, the player receives a tank (from the local self-defense forces). In the third case, the UFO was trying to deliver weapons (other supplies, resources) to its agents on the ground. Meeting such a UFO on a ground mission is like winning the lottery. Hit the jackpot. This is an additional excitement and incentive for ground combat.
  12. There is something off about the story telling. Reading the screener interrigation (or biopsi; can't remember which one) I've noticed the wording beeing something like: ~'to our surprise it was just a human'. To me this feels off. I imagined the narrative first us beeing unaware of aliens, but the story telling initiates with us beeing surprised the humanuid enemy just beeing a human. I hope you catch my drift. I'm not saying it's bad and possibly I've just missed some information early on but if I haven't, the story should start with us not expecting anything else than just humans behind every enemy attack (cleaners). Of course, I as a player who bought a game about aliens do expect to figth them but the introduction shouldn't expact that. This is not a rant. I just want to piont that out. Looking forward to the first reply telling me that this is already planned and I've simply missed that info or skipped it. Gameplay is intense and I like it : ) Update regarding performance. I've switched visuals from best two steps down, and have transferred the local files to my ssd. Loading times got better but seem still too long. I've a Ryzen 5 3600 and Radeon 570 and they still are notable in noise. Maby there is a debugger/logger running in background which cuts away additional resources I imagin. Have a nice day, Michael
  13. Increase in the staffing table (twice). It is impossible to work with the past. Put the file in mods / X-Division / scripts. personnelview.lua
  14. odizzido

    Best Dog Food For Cannie

    Best dog food is raw. A balanced raw diet is much better than a bag of cornmeal with vitamins added to it. Not that this bot cares what I write, its cold silicon heart has no concept of the fleshy world.
  15. Hello there! Since my last game was back in 2020 I was curious about the ingame progress. So I've installed it yesterday and gave it a go. And man, you guys and gals worked hard. A lot has improved and as far as I've catched up from the monthly dev updates, there is still things beeing changed. I would like to give some feedback. The game seems to be a bit resource demanding and loading times from my HDD for both Missions & Geomap are surprisingly long. While loading one of the first missions, windows asked if I'd like to close the unresponsive game window. I'm sure these kind of performance improvements will be focused on later. Fighting the first few encounters was fun and the atmosphere is already pretty intense. The intro sequence looks good as well. The writing felt a bit generic. Somehow I expected a bit more mistery. Well, but don't listen to me, I couldn't do it better anyway. Thank you for your contribution and regular updates!
  16. Alienkiller

    Bankruptcy in 90 days

    Good Joke Silencer, I laugh, when I have time. What I mean with "Wrong Playstile" is when the Playstile don´t get adjustet to the latest Game-Version. I have done in the V.22.0-Version an similar Mistake like you, until I have changed my Playstile to the announced Points in my first Threat. The Devs announced in the last Dev Dirays and Version-Presentations, that big Game-Changes will come in to make it more interessting. That includes the "Cleaners", "Spys" and whatever, which block your Income etc. Some testet cool Features (like the Outposts which bring in Money or such) are not in atm, but with the new V.23 + Versions we will get more of that back. About 80% or 90% from the Testet Parts are in Upgrade- / Refit-Work or come back in an other shape. An similar Example you have with Hoi 4 after the first big Refit with 1.11 "Barbarossa" and the DLC "No Step Back". If you play then with the Playstile from 1.0.0 to 1.10.8 and prevoius DLCs, then you will go down faster as you can say "Iwo Jima". What I have learned (and with the old X-COM-Games as well as UFO 1 ET on the hard Way) in over 30 Years of Gaming is to make a Plan before playing. That includes to use your Money, Supply and esp. Soldiers / Fighter-Craft / Support-Vehicles etc. very very wisely. And with that Project "Xenonauts 2", which is completely new to all of us or the most of us [Founder and fully Betatester] we have to learn fast adjustment to the next Versions. Esp. in the Alpha / Beta-Phases with every upcomming Version (like from V.21 to V.22) where new Features come in, Features get Changed / Upgraded / Refited, Mainparts get Canceld or Cut out for Refit / Rework and so on. Some Games (like the 303 Squadron: Battle for Britain / U-Boat) are mostly coming as Early Access, which is a Stable Version you can Test. Or in both Variants (Stable / Unstable) where more Features for Testing come in to make the Game better. The best Example here is U-Boat, which is like "Xenonauts 2" in fully Devolpment. But the Difference here is, that most Parts of the Game are done [Early Access], with more Features and missing Content comes in.
  17. Melee weapons are not the same as infinite starting stunbatons, shotguns, rifles e.t.c., you have to manufacture it. "0" in this screen is the number of axes you posess right now. And to manufacture it you have to capture alive xenomorph, recycle it into manufacture screen into chitin and only then craft your first axe. Though it's strange you was able to add it to backback. I've never tried that with weapons I don't own.
  18. silencer

    Bankruptcy in 90 days

    Neither of the games you mentioned have any issues with monetary income. In fact you can do nothing and still earn a profit (for a while). Stating "you play wrong" without any reasonable explanation, disqualify you from this conversation. Good day sir.
  19. Alienkiller

    Bankruptcy in 90 days

    Then you play wrong. Otherwise it´s not explainable. With my Explenation and Soldiers / MARS-Vehicles used with care, you can play without Problems to Day 365+. In my last Gameplay (V.22.5) I and many other Testers were in that timeline and minimum 1 more Base in Action. In the Beginning and Midgame you will be ever outguned and have to use your Equipment / Soldiers with 1.000% care. That realistic Thing is integrated in all Games of that Gerne. Dosen´t matter if it´s old X-COM, new XCOM, Phoenix Point, UFO-ET-Series, old UFO-After-Series, Alien: AI and other Fan-Projects as well as Xenonauts 1. In Xenonauts 2 it isn´t different. The Devs wrote already, that it will be done as realistic against the Aliens. Means: You are outgunned, outnumberd and outresourced. If you don´t look for your People / Equipment and have to train / build everytime new, than it´s clear that you get Bankrupt and don´t hold the first Minimum 6 Month (180 Days). Play it like I wrote above, then you will see the Difference to your Playstile (all In) and the Others (like Emely and mine) which can play without Problems to the atm. Beta-Stop-Part (incl. R & D and Testing / Upgrading).
  20. silencer

    Bankruptcy in 90 days

    Everything is irrelevant if missions you do, do not yield any income. Let's get from the start 1. Starting fund 750k 2, Initial expenses: Training Facility, Angel squadron, MARS 3. 2 cleaner missions in first 30 days that yield no income. 4. End of month - Expenses are greater than income. First major distaste for most of the (new) players. Month 1 1. Researched cleaner body that gives paltry amount of credits, which are negated by expenses such as replacing soldiers and upgrading weapons. Since you do not earn money your finances will be low enough to get any upgrades 2. 2 cleaner missions that yield no profit, shot down 2 small ufos for no profit, stopped alien raid for no profit 3. End of month finances in negative Month 2. 1. Researched sebillian corpse, further expenses in soldier loses and equipment upgrade 2. 1 Cleaner mission (reveals base), 1 medium ufo mission - 0 profit Game ends. Player should not be dancing hula hoops with finances at the game start
  21. Alienkiller

    Bankruptcy in 90 days

    You get Bankrupt about several reasons. The Game plays completely differnt after the important Refits and more Enemy-Integrations in V.22. To get alive the first half Year (182 Days) and longer you have to do the following Steps: 1. Only upgrade your Main-Base with an Hospital, Training Centre, Storage Room, Generator and two Rocket-Defenses, the first 3 are very important in the first Base-Upgrade directly by Gamestart. In the second Month (Day 31) you get more Money for the Generator and one Rocket-Defense, in the third month (Day 62) for the second Rocket-Defense, which are important too. 2. After you get the Cleaner-Information to 125%, which get realy fast (the Autopsy and Interrogaton of a Living one gives you a big Boost), make your Soldiers Battle-Ready for the Cleaner-Base. But don´t attack it, before you are Battle-Ready for it. 3. To get better Battle-Ready for heavyer Aliens and the Cleaner-Base-Attack you have to upgrade your existing Weapons (Standard-Weapons) to Accellerated, which need some Time. The Riflemens, Infantry, Shotgunners and LMG-Soldiers get Minimum the Defender-Armor with the Plate Suit [Shotgunners, Riflemens, Infantry, Sniper] / Target Aid [LMG, Grenadiers]. Much better in that Combination is for the Front-Troopers the Warden-Armor with with the Plate Suit [Shotgunners, Riflemens, Infantry] / Target Aid [LMG] and Standard-Suit with Plate Suit [Snipers] / Standard-Suit with Target Aid [Grenadiers]. 4. Until you get the Camoulfage Suit [an upgrade from your Standard Suit], which get the Warden-Armor and Plate-Suit completely integrated, you get an big Upgrade. Before you have to use the Vest and Plate-Suit-Upgrade seperatly first. That new Suit I use for my Grenadiers, Snipers and LMGs. After you get the Camouflage Suit [Stealth Armor], you can use the Target Aid and better Vests [like the Healing Suit] much better. 5. The Front-Troopers get the Guardian-Battle-Armor [Riflemens, Infantry, Shotgunners] with an Healing Suit as Upgrade. That´s the Main 5 Points, I do for the Upgrades for my Soldiers. To give them more Firepower, 1 Soldier (later 2) get replaced from MARS-Vehicles with Upgrades there too [Alloy Armor, Rocket Launcher and Laser-Cannon]. To get more Money in the Game and the first Year (360 Days) you have to do following: 1. Make Autopsys, which get 100.000 Founds for the most Autopsys directly. Then you get about 300.000 to 400.000 Founds in the beginning Phases. I use that for the Upgrade of my Soldiers to geth them faster Battle-Ready and for 1 / 2 MARS-Vehicle for Support. The Vehicles are very good, esp. after they get the first Armor-Upgrade from Steel to Alloy. 2. Some Autopsys / Interrogations give you an monthly Found Upgrade (total 300.000 Founds [about 50.000 Founds or a little bit more for each Founder-Nation]). 3. After you get this Upgrades (Weapons / Vests / Armor) for your Soldiers, attack the Cleaner-Base at about that Time you get your Game-Over. In most Cases the Attack is done about Day 100 to 115 (don´t forgett the Accelerated Weapons and minimum light Armor / Vests). Then you get 1.000.000 Founds directly and an first big monthly Founds-Upgrade from all Founder-Countrys. 4. After you get your own Aircrafts (f. e. Pegasus Dropship / X-55 Phantom-Interceptor) and you Decomission the X-25 Angels as well as the Skyhawk-Dropship the montly Leasing-Rate drops drastically, which gives you more Founds at Month-End (about 300.000 only for the X-25 Squadron and Pegasus-Dropship in total). 8. With that you can build up an secondary Base in America or Asia-Pacific / Russia-Asia. I place my first Base like you in Africa with the full Radar-Coverage over Europe / Africa. Means: If all goes well, you don´t need more than 4 Bases in total. 1 Main-Base (with everything you need) and 3 smaller Bases (Storage, Fighters, Radar, Defenses). But that is the atm-Status. I concentrate on that in the V.22-Gameplay. We will see how the Gameplay will be with the upcomming Version V.23, which get more already testet and refited / upgraded Features back and more Surprisses like the Cleaners we don´t know yet.
  22. Soldiers replenish ammunition for this type of weapon - in the dining room.
  23. Because why monthly income is lower than monthly upkeep. Let's not forget that your funding does not increase.
  24. Earlier
  25. If I understood you correctly, there is no ammo for melee to manufacture or to research.
  26. Scientific research is progressing too fast. 40 scientists make dozens of discoveries in one day. Editing the "researches.xml" file.
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