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  1. Today
  2. 15 plane against another ufo squadron is more logical.. but i think 5 per squad is overkill.. 3 would be nice as with 9 plane. 5 plane would be overkill for a scout but 3 would be fair.. At x-1, it was lame to able to kill a battleship, even cruiser with just 3 planes.. i don not think any ufo bigger then a corvette would fly alone at an enemy sky.. so if you give so much numbers to our side, enemy should have their own fighters too.. like 2 ufo fighter squadron and 1 corvette.. with this idea you can have 2 kind of plane as a normal plane/fighter and a much bigger ufo/bomber.. it could make it fair.. Still it would be funny to able to attack to a scout with 15 planes.. you can make all the ufos cruiser+ sizes and give them escorts.. i would accept bigger air battles.. There is an important realism fact here at XCom games.. you never talk about "saving the world with 8 guys" logic.. because it's not logical.. it never will.. and we xcom fans, just like this nonlogical logic and accept that.. happy with that.. so don't worry about it..
  3. RustyNayle

    Xenonauts 2 Development Overview

    Actually, other than cloning the original X-COM, one of the things that Xe1 did stylistically was have cold war era themed intro screen, general time setting, and a few things to read here and there. @Chris explained that the X-COM game itself is nostalgic for him, but so is Cold War Europe since he remembers it as a kid, so now that he's successfully cloned X-COM, it's time to take Xe2 more in the other direction. A lot of us support him 100% with this idea, as it turns Xe2 into something other than just an X-COM clone. He and his team have proven they can make a well-balanced game that supports the community's interest, but now they're flexing their creative muscles. I say let them! They are of course going to support modders, so perhaps there will be a mod that skips the initial secret war part of the game, and fast-tracks to the "hot war" part of it, for the sake of puritans such as yourself.
  4. The solution is obvious! Instead of sending 8 dudes, send 8 advanced battle robots - the ENFORCERs - to the field so that they can be upgraded with extraterrestrial technology! Imagine limbs blowing off due to locational damage! Perfect obedience! (Except when their wireless control signal has been hacked!) Need downtime because of metal fatigue! Self-learning AI that you can put into thousands of skill training simulation loops! And of course, no one will complain that robots does not have backpacks and can only change loadout in the base.
  5. Sheepy

    Xenonauts-2: Ground Combat

    Another reason is because it can be cool. Cue UFO's vision mode (Normal, Night, Infrared, Psi, and EM):
  6. Yesterday
  7. Something about how our soldiers don't really fight like they're in a prolonged engagement about holding ground like in most modern warfare and how we're really play the game like we're doing nothing but breach and clear tactics with sniper/rocket support. Because collateral damage is so much more fun than no collateral damage.
  8. endersblade

    Xenonauts 2 Development Overview

    I agree. This is one of the things in this game that I simply cannot get behind no matter how much I try and wrap my head around it. It's a significant function in the game, and I think it really ruins the overall enjoyment. It could be a PART of the overall game, a second layer to the main invasion, but making it front and center just really kills the idea behind the X-COM series. It's trying to be like XCOM2, and while it works for that game, it's not something I think of when I want to play Xenonauts.
  9. endersblade

    Xenonauts-2 Base System Discussion Thread

    I was initially against the squadron thing, but after the conversations we've been having and the brainstorming I've been doing I am now a full proponent for it. Although as I mentioned in a previous post it would go a long way if you could actually customize the planes in each squadron rather than just having one of Foxtrots, one of F-15s, etc. If we could make a squadron do, say, 3 F-15s (interceptor/fighter types) and 2 Foxtrots (missile/torpedo boats), or if we had special planes that gave us some sort of buff or advantage, that would be really neat. My god I would spend so much time just tweaking squadrons lol. But as it stands, 5 F-15s or Foxtrots or w/e you're calling each type in one squadron is still fine. As you said, it adds a finer tune to damage dealing and that's always a plus. I've also already laid out easy ways to represent these squadrons in the base, both for ant farm and tetris style. (I love how I keep getting derailed into talking about the planes in the base discussion thread lol)
  10. endersblade

    Xenonauts-2: Ground Combat

    Actually Night Vision Goggles (NVGs from here on out) could be used in a specific way without making them pointless. Since every soldier has a specific cone of vision, which gets reduced at night, NVGs could bump it back up to normal, but make it narrower. Like what wearing Predator armor did in X1, just narrows the cone of vision. So it would be a matter of either being able to see in a 90° arc but only about 15 feet ahead, vs wearing the NVGs and seeing 30 feet ahead but in a 45° arc. As an example. With a narrower, longer cone, you could potentially go right past an alien, but with a wider, shorter cone, you run the risk of things just outside your view taking pot shots at you and running away. And more still, fires/flares and the like have negative impacts on NVGs. They flare up and make it impossible to see. There could be some interaction between flares and fires with NVGs so that you really have to think about which you want to use, NVGs or regular vision and flares.
  11. Ninothree

    Xenonauts-2: Ground Combat

    I really liked throwing flares around to give patches of light. Or torching fields to get huge fires going. It was a drag in that it made movement slower, and it was irritating because reapers, but it made for the best environment. Night vision goggles are the obvious thing to do, but as Max says, where is the fun in that.
  12. Max_Caine

    Xenonauts-2: Ground Combat

    Well, see, there's the thing. If you have equipment that makes night like day, then why bother having night in the first place? May as well make them all day missions.
  13. Larry Burstyn

    Xenonauts-2: Ground Combat

    How about night vision devices for humans tending to even the night battles. Might even be a researched item to get improvements. I like the panic idea...especially for non-combatant aliens.
  14. Thanks. And I know you were just providing your thoughts to try and help us out - I was just trying to illustrate some of the problems we face that might not be immediately obvious to people outside the dev team
  15. Ah, thanks for the clarification. I still think it ought to be made clear that doing it the way I did isn't good. The earlier save was essentially the same one, but with science and engineering projects under way, but obviously the upgrade was applied after that. Since I've progressed a couple of ground battles since (getting two light scout cores instead of the light plus medium ones I lost, plus captives and loot), I probably won't risk it. Edit: Some questions/comments: - I still haven't figured out how to identify sebillian operators. They're green and have no armor, but that goes for sebillian guards as well. I've been able to capture a number of operators through a "capture anything you can" strategy, but I still can't tell them apart... I apparently had a terror operator in my first terror mission (according to the after action report, which listed such a body), but I have no idea which one it was, or if it was killed by my team or local forces. It doesn't help that the game doesn't have a "look" feature, so you have to stand on anything and look at your inventory to see what it is, and that's only after the fact (and I don't expect the mod to be able to do anything about that). - The research pages that displays different alien species roles lists the various operator roles in the list that makes up the text section (which is good), but it's not obvious that the "operator" actually isn't a single role per species. It would help if the text section said something along the lines of "Note that operators are specific to the craft they operate, so you would want to capture each kind of craft operator.". - When would missile jamming equipment be usable? I can't have enough aircraft to have a bunch just standing around all over the world in case of the need to attack a large missile spewing ship. However, terror ships seem to cruise back and forth for a fair while, so it might be possible to change aircraft loadouts and still have time to engage the ship? It's a fairly early technology, so it ought to have some early use. - It's curious that the heavy machine gun is actually lighter than the machine gun (as I assume the vehicle mounted version is heavier). - In the same vein, it's somewhat odd that there's a man portable minigun development, while the vehicle machine gun is stuck with a single division version, while the division heavy machine gun comes in several improved versions. - It's confusing that the ship basic<component> (I'm not sure which one it is, as I haven't yet come back to that level of the game with the new version. it's a craft core DSB component) is actually more advanced than the <component>. It would be less confusing if the more primitive version was called "early". There's a DSB job to degrade the basic version into the (early) version, although the naming makes it look like an upgrade... - There's a research report that refers to a "Paul", but I've seen nothing indicating the identity of that "Paul". A suspicion is that it might be an unnamed defector I haven't yet encountered with the latest version. If it is the defector, it would probably help if that text would say they've named him "Paul" (as I haven't encountered it yet, I don't know if the text has been changed since 0.99.45). - The research report for advance alien phaser technology (if I remember correctly) says that it can be used as a basis for player laser weaponry, but that's already been unlocked by earlier research. I think it might unlock improved laser weaponry, though. I think the text may be from the vanilla version of the game.
  16. You dont have to cancel any project. You only have to withdraw the engineers/scientists. You could load an earlier save and propably be fine.
  17. as a veteran who has deployed in a mixed unit i can safely say that a thin 62 inch person can handle a M500 or a M249 without trouble, even if they can only qualify the minimum woman's standards of strength. i have seen a couple of women having trouble with the M500 (not the M249) during qualification due to their size, but we are talking thin mid to low 50 inch range (and mid to high 80lbs. range). though that being said their strength via PFA was at the upper end, so the issue was mass (and that of all the military shotguns the M500 has the worst kick). all the veterans that i know that fought in vietnam or korea have the same story about how much gear troops get loaded down with based on their size. the smaller they are the more they are required to carry. there is a lot of false information out there in regards to carrying capacity and weapons handling in regards to what is realistic or not, but in regards to the topic at hand meaningful STR is not nearly as random in the combat troops of the US as people think. the biggest thing that affects carrying capacity and weapons handling is size, and the biggest thing size determines is how easy it is to mount a given roof. given that it is a game i am sure STR could have a place, but the argument for it is not to make things more realistic.
  18. I'm not too happy about the upgrade instructions: I cancelled the disassembly of two data cores, and after upgrading I cannot restart the projects, robbing me of valuable resources. If things work the way I think they do, I'd change that instruction line to something like: "No engineering or research may be in progress when the game is patched. Research can be cancelled and resumed, but engineering projects consume items when they start (for each item, if multiple). Reduce the number of items to produce to the current progress + 1 (which means leaving it at 1 if a single item) and let them all finish before saving and patching."
  19. @Chris, I understand. You're right I may have been underestimating your work needed to be done there. Although I don't think the video was bad. It was totally fine and the script itself was really very good, actually. I get it you don't have any professional who can spend all the time he needs to make videos. But maybe you could hire someone when the game will be ready and the time right? A team member could right down a few sentences about his recent work to answer the question "What have you been working on lately?". That is if you think you can spare that time and money. I guess it shouldn't be much. Anyway, whatever you decide, good luck to you. I know the game is going be great, because the first one was and this one can only be better.
  20. Yes. Great job on the video. I actually downloaded the video and went through it screen by screen to see what has been implemented, and I see why you said what you feel about the various changes. Personally I think you did fantastic with so little resources and with much better communication with the community than many much bigger teams. Enjoy my kickstarter backing!
  21. Last week
  22. A new version! Compatible with 0.35, 1.65, etc. It's time to shoot a couple of dozen more uninvited guests ...
  23. I think you're massively underestimating the amount of work that goes into making a Kickstarter video there tbh. Even the video we had there probably took the team a solid two or three weeks, from me writing the script and shooting the video to all the programmers fixing problems and implementing new features so we could have enough "good" gameplay footage to show, to the artist making the maps and staging the combat scenes and recording the gameplay footage and then slicing everything together. The content is the problem, not the actual cutting together of the video ... although that does also take time. Your initial comment on our video was that we needed more staff talking (which we don't have) and more dynamic gameplay, which we didn't really have at the time either (no realtime geoscape or air combat). Also Sven can probably afford to spend plenty of time casually walking around the office chatting to people in his Kickstarter video updates because a) he actually has an office, b) he's probably not project managing the entire team on a day-to-day basis, and c) he's probably not replying to the Kickstarter messages / comments on a day-to-day basis either. Realistically none of that could be easily fixed, which is why I think we did a pretty good job with what we had available to us. I don't have a problem admitting that our video and campaign isn't up to the standards of some of the bigger and more successful Kickstarters by bigger and more successful companies, but we don't have the manpower to match them - particularly when the team need to be focusing on the closed beta we now need to deliver in three months!
  24. Max_Caine

    Xenonauts-2: Ground Combat

    Actually, that a good point. Will alien panic be in this one? It wasn't in the last one for various reasons.
  25. Ninothree

    Xenonauts-2: Ground Combat

    If you could use panic as a weapon (not just a single target psi attack) I would buy the game twice. Using a tactic to spread panic through the enemy side would be amazing. Night raids on alien encampments. You suffer because you need to use flares to see what you're doing, but you gain from launching a terror strike of your own. Evil
  26. Max_Caine

    Xenonauts-2: Ground Combat

    On Night Operations Night operations in X-Com-a-likes are unpleasant. Mostly because you can't see the alien, but the alien can see you! Generally, night ops tend to be avoided unless there's a big payoff (such as a large, landed UFO). I think that's a shame, as night ops add a spooky air to the game. Would it be possible to make night ops more favorable by adding suitable bonuses/maluses to aliens as well as soldiers? Take Sebillians for example. Their saurian nature might mean they have a strong diurnal cycle, preferring the hours of daylight so they are more fatigued at night, meaning they take a hit to their AP. Psyons might feel more psychologically uncomfortable at night, making them easier to panic. And so on, and so forth.
  27. X-Division 1.00.01 Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .00 to .01 patch is savegame compatible As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.01 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 489d03269506927ae5981dbb0de816be ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off. DAY 710 Version 1.00.01 "New Dawn" Cleaned up some map stuff, added lost terror maps Revised Exoskelett armour. Predator sets the strenght to 150 now, the Ripper to 190, and the Devastator to 230 from the previous 100/150/200 . Soldier Class Armour got +5 accuracy bonus
  28. "I killed five aliens without dying. I actually feel pretty good about this war."
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