Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. TrashMan

    Modular Armour System

    A drop-down is complicated? It's quite literally the standard windows menu even old grannies know how to use. I'm beginning to question who does the UI testing there.... It doesn't even take more clicks, you simply hold and release. From a usability standpoint, the amount of things you can show on screen at one time is limited if you don't want to overwhelm the player and make this too cluttered. Obviously, you can have an icon/button for each item, but if modders add more items, what then? The limited UI space works against that. An alternate solution would be a separate window that list all possible attacchments/modification for all equipment, but I'm not too fond of that. Opening and closing a separate window is something to avoid. A THIRD solution is to tie it to actual equipment. Click on the armor on the solider and you get a dropdown menu with all possible armor attachments (including none, to remove). Click on the helmet would get you all helmet attachments. Since the attachment would be visible on the model, there is no need for an attachment icon in the lower corner of paperdol (though you could have that too). Removing armor? Hovering over it would make a big red X appear on the upper right corner for taking it off. Hm..perhaps I could wip up a mockup
  3. Today
  4. Thanks Chris. Good luck on sorting this out at some point. I would like that fog of war as thick as possible. :]
  5. Thank you Chris, I noticed the two aircraft, but I have no idea how it happened, but you basically described what happened. I have tried to cancel one of them without success... Any suggestions? Greg
  6. Chris

    Modular Armour System

    Mutually exclusive combinations like the rebreather / tactical visor will be supported out the box, because you can just assign them the same slot (e.g. head) and a slot can only contain one item at a time - although that's not how those two items will be set up in the vanilla game, but of course modders can take advantage of that functionality. Detrimental combinations aren't supported though; I think that would make the implementation significantly more complicated.
  7. Yesterday
  8. squeezechart

    Xenonauts-2 November Update

    I would also like to see the MARS platform in th next build, but please don't feel pushed and take your time
  9. Max_Caine

    Modular Armour System

    So, another question regarding modules, this time within an armours' "ecosystem". Are all module combinations permissible within an armours' ecosystem or will there be either forbidden or detrimental combinations? The most obvious example of a potential forbidden/detrimental combination that leaps to mind would be combining jetpack and heavy armour. Either the suit is so heavy the jetpack can't give enough lift, or the suit is sufficiently heavy that the jetpack requires extra TUs to operate. Another possible forbidden/deterimental combination may be rebreather and visor. The nature of a rebreather mask may make a tactical visor either impossible to wear or impaired to fit around the mask.
  10. Solver

    UFO Roofs Indestructable?

    In the original X-Com, with certain UFOs it was very cool to blow some holes in the roof and simultaneously assault from there and from the ground. If there are no technical hurdles, roofs should also be made destructible now.
  11. Dagar

    Modular Armour System

    Sounds really good, I like the approach. I could envision both upgrades for all the gear of type X you currently have, if there is a flat-out improvement, e.g. +5 acc for the tactical visor from dissection of Ceasan sniper eyes, but also an alternative piece of gear with other stats (e.g. a heavier visor that has night vision or can see through smoke better, but does not have the acc bonus), which you would have to produce separately. Now how cool would it be if there were not actually new types of armour, but you'd elect a set of new components to be made into a new standard piece of armour? Like say the heavy armour, tactical visor and exoskeleton legs would become a new type of armour you can produce as an alternative to the single components, granting larger bonuses while unaltered (because they are designed as a whole instead of piecemeal) and also cost slightly less material compared to the single components. That would make the set of equipment a quasi-standard for your troops, i.e. what the X1 armours really are.
  12. Chris

    UFO Roofs Indestructable?

    Unassisted soldiers can't, no - but if you think carefully, you might remember there was a device in X1 that allowed you to move vertically
  13. We'll get it fixed up in a hotfix, I think it's a fairly easy (if a little time consuming) one to fix.
  14. stewpidbear

    UFO Roofs Indestructable?

    It would certainly add another tactical option.
  15. Dagar

    UFO Roofs Indestructable?

    Okay, so I am going to ask the really important question here: can we also jump UP levels now? Like with the Parkour perk or some exoskeleton tech?
  16. Oh, actually, I can reproduce the crash just by playing your save on a little later. The problem is actually your engineering projects, you've got two Foxhounds in production but it looks like they're being built to the same Hangar. Any idea how you managed to do that? EDIT - looks like if you start building an aircraft but dismisss the base selection windows that pops up, it doesn't cancel the aircraft construction project. And then when the project finishes the game crashes.
  17. Chris

    UFO Roofs Indestructable?

    So yeah, all floors and roofs are indestructible at the moment - I suppose we could try making it destructible though as we do have support for units jumping down levels now.
  18. Thanks, but the save game you've attached there is a ground combat save game called "Breach" - I'm guessing that's not the one you meant to attach?
  19. Thanks. Looks like there's some missing files in the Farm biome. I'll take a look.
  20. On one of the middle eastern maps I had a squad on overwatch on top of a building 5 squares away from a UFO. I can blow in the sides with a HEVY launcher but not the roof bug or not? I wanted a hole in the roof to cover the side incursion. Sorry about grenades but it is different!
  21. Chris

    Modular Armour System

    For usability reasons. The idea of this system is to take the X1 armour system and make it better, and once you start adding a big complicated drop-down into the UI then a whole bunch of people are going to think "why have you made this harder to use?" because equipping each soldier is going to take substantially longer. And then the coolness factor of this system is reduced because there is a downside to go with all the advantages it brings. However, it seems like it's actually easier for us to write this system with full support for slots etc, so a dropdown like you want would be possible - but I think that's probably something best left for X:CE or some future DLC where people can make a choice whether they want to use it or not. Hardcore people obviously will want to have a big and complicated modular system, but we can't assume all of our players have that mentality.
  22. TrashMan

    Your Xenonauts 2 wishlist?

    A good approach might be the Master of Orion or BOTF one? You can research multiple things at once (which makes sense, because omnidisciplinary scientiests really aren't a thing. That astrophsycists is going to be useless if you put him on xenobilogy research). you wouldn't have a singular lab, but SPECIFIC labs. Astrophysics lab. Biology lab. High-energy lab. Materials lab. Each lab would allow you to research a different branch: For simplicity sake, each lab would be automatically filled with proper scientists (they would be abstracted?)
  23. TrashMan

    Modular Armour System

    Why an extra UI? Why not simply have the button be a DROP DOWN MENU? Click on it and hold and 2 items appear - tactical and setinel visor. Pick one to equip. That takes no more space on the UI and allows dozens of items under one button. Heck, have one bottun for BACK slot (jetpack, ammo backpack for the big guns, etc..), one for CHEST (armor plating, refelctive coating, grenade harness, etc..), FACE (rebreather mask), EYES (visors...or you put both under HEAD)
  24. Game crashes to desktop consistently at the same time (after 0900). I think it may be related to a non-intercepted UFO. user-8.json
  25. jetblackpope

    Xenonauts-2 November Update

    Oh you don't need to explain to me that my laptop is very obselete, I know. I game on my PS4 mostly. That being said, the laptop runs XCOM 2 twice as well as Xenonauts 2. XCOM 2 is harder on the GPU and the CPU- and notoriously poorly optimised to boot! So clearly there's some headroom there, even when considering the fact that Goldhawk can't match a AAA studio when it comes to the resources dedicated to optimisation. Besides, I'm only hoping for a capped 30fps. As long as the dips to 10fps can be resolved it's not impossible.
  26. After the first interception in the game I attempted to start a ground combat mission and, after the mission start screen loaded and got to 100%, it immediately crashed to desktop. This happened on more than one occasion. The attached save is from immediately before the combat. strategy-3.json
  27. Sheepy

    Xenonauts-2 November Update

    How about item teardown. Need a ufo engine for an advanced power station? Dismantle a Phantom! Sounds like an mid-range 2013 laptop. Mobile systems don't age well; they have less power than desktop systems of same age and price. 765M has about 1/5th the power of a last-gen GTX 1060, and 2GB of video memory (I guess) will have a hard time pushing most modern 3D titles. Have you tried lowering the resolution? X2 may not be real time, but that doesn't make it or the engine any less 3D - unlike X1. Otherwise, I'd say consider an upgrade. On Steam Hardware Survey, I eyeball that a few percent players have a graphic card that is on par or lower.
  1. Load more activity
×