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  1. Today
  2. I looked around but couldn't see anything about this already. I'm tweaking the X-Division mod, and I was increasing the ammo capacity on several guns, and on the medikit. However, now the guns and medikit aren't at full ammo, when I start missions. I can reload my guns to full capacity manually, but it's annoying to have to do that every mission. And you can't reload your medipacks. This is the change I made, changing the clipSize from 25 to 50. <Weapon MODMERGEATTRIBUTE="name" MODMERGE="replace" name="weapon.grenade.medipack" bulletType="melee" emptySound="Empty Click 1"> <props range="1000" hands="1" recoil="0" weight="8" isHeavy="0" clipSize="50" Is there a step I missed in modding the ammo cap? Sorry for the trouble, but I have to ask. Managed to find this issue in a thread with several issues. It turns out that I need to find the ammo number in the weapons.xml file.
  3. stewpidbear

    H.E.V.Y Fun

    HEAP rounds, drop one on top of a UFO/Building so it punches through the roof and then dentonates. Flechette rounds, shreds anything organic in a narrow cone.
  4. Tunnel vision is common in combat, so it is actually realistic to have very limited or no peripheral vision. 90 or 100 degree vision seems reasonable. Edited the OP to reflect this.
  5. Is this a case of missing content, or do I just suck? Because at this point I simply don’t have the capacity to down most of the alien craft, and not even a trio of Foxtrots with alienum torpedoes is cutting it. Shouldn’t I be unlocking a new interceptor around this point?
  6. This has now happened three times in terror combat in the scenario with a gas station and supermarket. See save and log files. One of the 3 or 4 alien disks in the scenario shows no odds when targeted, and when soldiers fire on it, they shoot into the air. See screen shot of disk that I'm targeting and my little guy shooting straight up (blow-up to see detail next to him). I thought this was just a one-off bizarre end of battle glitch the first time it happened, but I have now seen it earlier in the battle, and several times. If anyone else is seeing this, it would be nice to know I'm not nuts (well..). groundcombat-194.json output.log
  7. True, though I have to say the more varied vision cones in XDiv felt very nice. Scouting armor, or open helmets providing a noticeable difference to tunnel vision from a more protective suit were super nice. Same goes for the more distinct vision bonuses, like Sentinel getting a +6 night vision range bonus. Just would be nice to have more say over that kinda stuff. Plus with just about a 1 tile vision difference, there was a lot less "did I scan every tile, oh wait, that one tile I spun slightly to fast by had the Sebillian that just iced 3 guys..." Type of stuff, and a lot more "oh hell, I should have known to check that doorway, now my 3 armored guys are alive, because their armor can take a tank round, but suppressed and injured, better get their back up team on that."
  8. Yesterday
  9. Well, you can also be sniped out of vision cone in Xeno, as long as and as soon as you are spotted by any enemy. Which doesn't always mean you can spot the spotter. Night mission, for example. Good luck, commander
  10. I'd prefer to have no stat-based stealth system. Too many bad memories from being invisi-sniped or downright breaking Silent Storm Sentinels. WOTC was the best stealth I've seen in the genre from a practical perspective. Hard limits on what is it isn't stealth when, fully location based, and separatable by person if it makes sense. There's no reason for a stealth mechanic in Xeno, because having a unit round a corner and ambush you is surprising all on its own.
  11. Coffee Potato

    H.E.V.Y Fun

    What kinds of rounds would you like to see them add to the HEVY launcher? Obviously the thing is super fun to use now that it's convenient to get, but obviously it needs some sick ammo loadouts, what's your wish? (Gas/Smoke/Incendiary are kind of expected, I feel) Personally: Cluster Rounds (Shotgun spread, half AoE) Shock Rounds Glass Rounds (Which sound super banned, but something like the Chrysallid grenades from Enemy Within) Metronome Rounds (Randomly fires between unlocked types, because I really want a challenge run with just this.) Pulse Rounds (Anti Robot) Feather Rounds (Farther Range) Rubber Rounds (Bounces and hits something around the corner. Likely not even possible, but throwing it out there.) Nuke Rounds (Would be neat if the booms got bigger with better tech. Yes, yes, limited explosions, but I want a lower damage, bigger area opener shot) Volcano Rounds (Heavy Smoke, plus Fire, Plus Shock, Plus Stun gas, low damage. A Wall Deployment Gun, basically.) Get fun, people, what goofy stuff do you want to see? (Screw physics and reality, sci fi is fun like that.)
  12. Coffee Potato

    Reinforcements

    So the option to send multiple dropships has always been there, but what are the odds of being able to send several teams to one mission?
  13. Max_Caine

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

    Having played PP for a while now, I can see how a Mercator map is probably going to be better for X2 than a geoscape. It's a pain in the bum to keep track of 2 manitcors and a tiamat, especially when the game comes off pause whenever you issue instructions to any of your aircraft. How the fetid skies DLC is going to work I dunno.
  14. Both PP and X2 sacrifice realism in the name of gameplay. The tightened vision cones in X2 mean that it's possible for enemies to ambush an inattentive player by working around those vision cones, just as it's possible for a player to pin down an enemy while a fireteam flanks them. It may not feel realistic, but as Sheepy points out it's clear and intuitive, which from a gameplay perspective is good.
  15. Stealth is generally the good use of cover. In a game focused on use of cover, it seems odd to have aliens get stealth scores based off distance, and not concealment. It seems strange to look at an open field, and not see it is full of aliens.
  16. Of course there are young players, but cheating in a easy to learn / easy to play game? That´s a no go for an good AI and every player. If the young People use their Brain and doing a Learning-by-Doing process they don´t need it. And for what you have the Save / Load function in the normal Mode.
  17. It's relatively easy to edit your save files - they're stored in a minimised JSON format, so you need a text editor that can read JSON files, and has a suitible plugin to expand/minimise JSON files. I use Notepad++. However, save files are BIG so you're probably better off editing the base stats used for generating soldiers so you can recruit as many supermen as takes your fancy. I forget off-hand which on it is - I'll take a look when I'm in front of my computer.
  18. The multi-cone idea sounds like a good experiment. Will need some special handling when the soldier turns, to make sure the long cone covers the whole arc. As a side note, Phoenix Point has this perception - stealth system like UFO series, that does not have a fixed vision distance. You can see big enemies right across a mid sized open map, and they can snipe your vehicles too. It is also advised to assign each team a high perception scout. While realistic, apparently it is not intuitive to some players. Xenonaut's vision cone is certainly simple and clear.
  19. I remember how I needed the cheats when I considered 20 to be an old age. So I try to not judge. Not all players has or want the same experience. In fact, I'd assume most don't.
  20. Mask

    List of Variables and Formulas?

    All right, I'll just ignore the recoil stat for now. Thanks.
  21. Solver

    List of Variables and Formulas?

    Ah right, that recoil is a penalty that should get applied to heavy weapons like LMGs. If the soldier isn't wearing a strength-enhancing armour suit, then the soldier's effective accuracy stat will be further modified by Max(0, (recoil / 100) - strength). Since recoil / 100 < strength for all vanilla weapons anyway, that's yet another bugged formula and wouldn't actually modify anything. New X:CE variables are documented, as for the old stuff, it's of course known, or can be looked up in any case, but it's not documented. There are probably a few hundred variables just in gameconfig/weapons/weapons_gc/aiprops files, and documenting them all accurately would be a lot of work.
  22. If you don´t like it, don´t buy it. Frankly speaking I´m in some Parts not happy too about the Game-Change to some older Things with 3D Look. But if the Game is then stable, bugfree and everything works we can be happy about it. It´s better than an Game from a big Company which has everything new and you can´t play it. But therefore the Devs here tried new things, which were good but not stable / workable enough. It´s like the good old X-Com and new XCom-Series. Take that what is working and upgrade the Game with Missing things and / or Changes on the Geoscape, Airfight etc. Xenonauts 2 remembers me exactly on X-Com 2 Terror from the Deep, which get the good things from X-Com 1 Enemy Unkown and Missing Things / Changes. Actually it´s in Xenonauts 2 with it´s Beta-Version 10. You don´t have the cool new Base which were announced on Kickstarter anymore, but an cool Upgraded Base-System with 3D Look and other Features. It look like a mix from the new Base Concept (with some cool Features) and the old Basebuildup-Screen in 3D. If they have brought in the Limitation-Things which I said for the Secondary- and Tertiary-Bases (because the First-Base "ATLAS" is your Main-Base with Research, Attack-Soldiers etc.) then it feels much better like UFO:ET from 2007. The Devs then decided to use stable things from the first Game which are working without Problems, because the Beta-Testers are doing her Job great up to now. If the Beta-Testers say that and that don´t work after XXXXXX-thounsend fixes, reworks etc. then it´s better to use something older that works. And that has be done so far and will be done in further Development in some Parts. And the Base-Concept in 3D is going back to a Q&A-Thing from the Devs which were asking the Community. And I think 80 % wanna have the old Buildupbase-System back. That we have now in 3D, which looks cool. Same with the Airfight-Concept, which the Devs have to fix some things there to make it perfect.
  23. I am very concerned about this game, its not even xenonauts 1.5 its just the first one in 3d. None bought the first one for the graphics and the second one looks like a game from 2004 so thats not going to be a selling point. So i have to ask. whats the point of this game ? same soldiers same buildings same aliens, weapons, research, geoscope, air combat, mission types everything is the same. Here is what they could to differently. how about a game set in the 80 after a nuclear apocalypse. the aliens land their ships in the hotspots(randomly generated) and you have to fight them off.One thing that always bugged me about xcom is how convention military is pretty much absent but in a nuclear apocalypse this makes sense. Instead of underground bases make towns, buildings are actual buildings, you get funding from the civilians in your cities(that you have to rescue). add mutating soldiers,psionics and rad resistant power armour. Yea i know its too late now but im seriously not going to buy xenonauts 3d , its pointless
  24. Sheepy

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

    Steam can use a competitor, and I don't mean Origin or Uplay. Thus I signed up to Epic just after a week or two. Now I have 47 games on my Epic library not counting DLCs, mostly given for free. As a bonus, epic store does not have mandatory DRM, and I heard that Phoenix Point does not come with one. It helps that Epic provided Snapshot the money it needed to improves phoenix to its current state, too. The game itself can use some bug fixes and rebalance, though, so waiting a bit won't hurt. XCOM 2 was nice (if you don't mind timed everything) but DLCs and mods make it better. That said, I think PP's base game is much more solid and interesting than XCOM (2). This is potential for a very complicated game lol.
  25. The Game isn´t ready yet and they have changed many things back to a working Process. Yes there are new Games which have a better concept or Programming, but this games are in the Future. XCom / XCom 2 and Phoenix Point are playing in 201x to 21xx. But there are only 3 Games which brings the Story to the real UFO- and Alien-Story-Beginning. Xenonauts and Xenonauts 2 is doing that with a tactic / strategic Game (like the orignal X-Com). And XCom: Bureau, which is a Shooter and a Prequel to the new XCom-Series. They are playing in that time, where the cool UFO- and Alien-Time was (from 1950 to 1980s). I wasn´t impressed of the changes which get in since the last versions too, but if that was needed to make the Game fully playable, then it has to be so. And the Community was asked about that. For that give the Community the blame, which botched that and not the Developers. But we will get missing things implemented (which weren´t in the orignal X-Com-Series and Xenonauts 1), overworked Standards etc. Next year I think Feb. / March all "normal" Gamers can see what has changed to the original Xenonauts and Games which Xenonauts 2 is constructed on. And how good the Beta-Testers did their work.
  26. I don´t do and need that. I take brain and my over 20 year-Strategy-experience.
  27. Alienkiller

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

    I was thinking to test it, but after they made it for 1 or 2 years only for Epic-Store I´m waiting for Steam-Release. Same with MechWarrior 5.
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