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  1. Today
  2. From the beta video i watched recently, the Orbital Bombarment lore stated that the Earth launched 100 ICBMs towards UOO-1 but all got incinerated immediately. This lore might change afterwards but i guess the devs currently won't think about utilizing ICBMs into xenonauts arsenals and just stating that ICBMs are useless. Though i do hope that nuclear weapons would play a greater role lore-wise, relating them further with the Cold War settings.
  3. Yesterday
  4. The new Helper for the Public-Information make his / her Job very good and Steam etc. get updated if there are Questions to answer and new Informations to bring out. That makes the Job for the Devs, other Background-Helpers which make Graphics, Texts etc. for the Game and us Beta-Testers much easyer.
  5. Yep exactly such I think we should have for Xenonauts 2. The 6 big Founders have the Base locations from the abonded Xenonaut Bases / bigger Outposts and will give them step by step to Xenonauts. The Founder with the highest Panic Level or UFO / Alien Activities will open the offer (about 60 % is a good Option). There are some buildings in it, which all have to be repaired. The Repair-Costs are lesser then the 2.0 to 2.5 Million for 1 secondary base you have to build up normaly: - 1 upgradeable Generator (normaly about 100.000 or 200.000 $ for normal Buildup) - 1 upgradeable Radar-Station [like it´s planed instead of 3 Radar-Stations] (normaly 200.000 or 250.000 $ for 1 Radar) - 3 Hangars for Aircrafts (100.000 $ per Hangar) [with older Aircrafts which can be sold or Upgraded / the new X-24 Interceptor Fighter] - 1 upgradeable Workshop / 1 upgradable Lab or something similar (normaly 250.000 $ for such a Building) [if there 1 of this Buildings an Living Space which costs normaly 100.000 $ per Building] - 1 Access Lift (Cost I don´t know anymore) If you have to build up such a Base the cost´s are 1.000.000 $ only for the Ground. And with the Buildings you got for such a small Base are about 1.5 Million $. Atm it´s possible if you make the Tests with Cheats or sell your Storage. But you need the Materials and later Aliens for special Workshop Projects / Upgrades. The Big Advantage from the suggested system is that you have Money over for the needed Upgrades for Fighters, Base-Buildings in the Main-Base as well as for your Ground-Forces (esp. Soldiers) / MARS / ARES-Vehicles as well as Special Projects. And new Fighters, Armors for Soldiers, Vehicles etc. you have to build up. The Xenonauts is where the big Founders orientate, not the other Way. I had a funny thing in my last Testgame. I researched Laser Weapons and before I could build the medium to big Laserweapons Mk I, the Founder Country Military Soldiers get Shotgunlasers / Laser Rifles (after the 30 Days Time) before I had them. To this time I had first Laser Pistols, only why I had to build up 2 secondary bases with 3 Radars, 1 Generator and 3 to 6 Hangars. That Means: If you need only the Access-Lift, Radars and Hangars first, then the other Buildings won´t get fully repaired, which reduces the Base Costs mainly. The unused Buildings will get only small uphold repairs to that state they won´t breake down until the Buildings get needed. If you need them later on (like the Research or Production facility), then you will repair it fully. That means too, that the Main-Base has enough Space for bigger Buildings later or something else.
  6. FYI, the Exploration aspect of Phoenix Point is getting a complete overhaul (for the better) with the next patch: https://feedback.phoenixpoint.info/ https://feedback.phoenixpoint.info/feedback/p/base-discovery-and-activation-rework https://feedback.phoenixpoint.info/feedback/p/exploration-rework
  7. ApolloZani

    UOO-1 Fan Report

    Interviews: Reaper Subject is a 180cm (5'11") tall alien with birefractive violet carapace, internal temperature measured 45C (113F) on acquisition and continued to lose heat until reaching 16C (60F) on expiration, isolation varied through lifetime. Dr. Patel leading, communicating through microphone and two layers bulletproof ALON "transparent aluminum" glass. Excerpt begins 0h0m into recording. Dr. Patel: "Subject appears to be waking. Speakers on, please. Thank you. Can you under--" [Subject immediate rushes glass, stabbing its claws through the first layer and scratching second] Dr. Patel: "Abort! Everyone out!" Dr. Eze: "Control, call quarantine measure two." Dr. Millner: "Get ready to block the door!" Dr. Patel: "Out! Get out now!" [Subject breaches second layer before steel shutter safeties engage and team evacuates frame left] We would have better luck talking to an ant than coming to any form of understanding with the subject (hereby referred to as the reaper). Considering that our little terrestrial friends can pass the mirror test and this creature cannot speaks as much for its purpose as anything else. The only sign of intelligence came when we left it in a dark room without stimulus. It ran along the wall until arriving at its origin, then began digging with the same ferocity it approached everything else. Cognition research was abandoned at this point. The reaper had little concern for anything that wasn't of sufficient biomass to enable its reproductive cycle (approximately 35kg). When introduced to three calves, recently dead, asleep, and awake it only attacked the last. As with field reports, gestation took less than a minute. Thanks to a combination of fluoroscopic and IR imaging we've gained some clues about this gruesome process. It seems the elerium capsules present in its blood are a crucial element, inner spikes previous assumed to be for structural support in fact pierce its own chitin to add the final catalyst. Though such violent procreation (the host dies within 30 seconds, do not assume killing the host will stop a reaper) generated intense bursts of heat, the emerged adult will always be colder than the mother. Because of this, a reaper swarm's time to extinction can be crudely estimated from IR cameras alone and likely has a maximum range of 50km from ground zero. Research does not recommend testing. Considering the amount of available chemical energy compared to emerging adults, Research concludes reaper limitations are a built-in feature. Instances cannot survive more than 48 hours, even under ideal circumstances a swarm will always burn itself out. These are manufactured weapons of terror, more virus than animal. Research recommends any and all encountered reapers be destroyed by whatever means possible to prevent mass casualty events. In the course of its captivity, it escaped a 60cm thick steel room, a 110cm steel armored box, tore through ramping electric palisades until unconscious, stood on white hot semi-molten copper floor until its legs gave out, endured a 135db siren until deafened, ran 6km at dead sprint before destroying the treadmill, implanted two guards (larva removed, full recovery expected), damaged one hundred and eight pieces of equipment, and set off countless alarms during its stay. It does not feel pain nor fear. It does not stop or slow until death. In light of this, Research humbly requests that no more living specimens be acquired.
  8. Last week
  9. Yes. I don't know how many Chris has got from kickstarter, but I spread the word by mouth myself. That is actually probably the most effective (and cheapest!) way to advertise. There are, of course, all those fans of X1 that want more and have stayed.
  10. I think it’s just an early build where the map was still tailored to a “30 minutes into the future modern world” rather than the alternate history scenario Chris presented in the recent thread made regarding revisions in the lore. I suspect the geoscape will change a lot in the upcoming builds. On the difficulty in making the geoscape less complicated, we can fully utilize the alternate history to our advantage. Let’s just say that after the Icelandic Incident, both sides of the Cold War made multiple gains in technology that is crucial for continuing the conflict into modern times. The Soviets implementing a version of cybernetic planning with OGAS, preventing them from stagnation like in OTL. Without the stagnation, India got closer to the Warsaw Pact and officially joined in the 90s, never actually privatized their economy. Yugoslavia and Greece also fell right after Tito died. They won the Afghan War. While on the same page, all of mainland South East Asian countries also falling into the Soviet Camp. On the opposite end, the US now have an even bigger control on Latin America than in our world, to the point of making Puerto Rico their 51th state. All of Central and South America except for Cuba became NATO aligned (there will be an event to change Cuba if the player choose to do it). All of the Middle East also got friendly with the US, Theocratic Iran got overthrown. Australia and Indonesia formed a western ally block in the Pacific. Both sides also continued the space race. The moon having multiple mining operations for Helium-3 to fuel huge fusion reactors on Earth. Mars also having a small base built with cooperation of the US and the Soviet Union. The invasion starts when suddenly all of these bases stopped their communication and the International Space Station disappeared out of the sky (presumably abducted by the aliens).
  11. From the beta video i watched recently, only “Berlin, Germany” appears on the map. There's no East or West Berlin, nor “Bonn, West Germany/Leizpig, East Germany”, this may rather be a oversight or the Berlin Wall still collapses in this settings. Also, we should notice that apart from a single “Soviet Russia” region, their were no Cold War faction on Geoscape in the first place, European countries are Europe, Asian-Pacific countries are Asian-Pacific, Middle Eastern countries are Middle East. Personally I did hope the Continous Cold War settings could be demonstrated in game, but Geoscape-wise it would make the regions extremely complicated if based on Cold War factions, considering Europe taken apart as NATO, Pact and Yugoslavia, Middle East as Isarel, Gulf cooperations, Iran and Iraq, Asian-Pacific as China, ROC, Japan&ROK, India, Pakistan, Vietnam, Thai, Indonesia, Australia..... the map would be an awful mess.
  12. I guess we should also taken the consideration of advertising the game. For now it only have a realtively small community and not well known, maybe they should take part in several game events this year to earn more audiences. Chris mentioned about having a publisher, so i hope this would be their job.
  13. I love the idea of a missile base. There should be terror missions where the aliens choose to attack a NATO or Soviet nuclear silos but after you beat them back, some warheads got mysteriously “lost” during the intense firefight. Procuring nukes could have you dominate entire regions by providing them a nuclear deterrent, having the panic level completely under control no matter how many cities the aliens bombard. But doing this also leading to worsening relations with both major factions, meaning they give you less favor missions, less funding and their troops on the ground battle can become hostile to your Xenonauts. If you continue with the “dominate” path, more missions will pop up where you have to eliminate the two factions entirely, this also have the intended effect of their soldiers not getting tech sharing and still using ballistic weapons against you. You can also try juggling diplomacy between the NATO and Warsaw Pact helping them with favors, sharing more tech with them, and protecting their VIPs while refusing any missions that directly harm one faction. This will later have the effect where your soldiers can gain assistance from NATO or Red Army troops with powered armor and plasma weapons. Of course you can also just help one side win the Cold War by antagonizing their opponent and even giving the alien orbital station to them. With the diplomatic or hybrid path you can build relation centers to recruit factional soldiers, unique research and more funding. Who wouldn’t want a special force Israeli commando specialized on SMGs?
  14. ApolloZani

    UOO-1 Fan Report

    Interviews: Sebillian Subject is a 199cm (6'5") tall alien with green scales, internal temperature 39C(103F), isolated in an airtight, climate controlled, steel-plated room kept at 28C(82F) with high humidity determined by subject itself when given access to controls. Dr. Eze leading, communicating through microphone only. Excerpt begins 19h50m into recording. Subject: [using communications board] WATER. GIVE. HOT. Dr. Eze: "Now you know the deal, no more coffee until you hit the target." Subject: TRY. OR. DIE. It was shocking easy to get the subject (hereby referred to as the sebillian) to cooperate after it ended its rage-like attempts to escape. The creature itself was in fact the one who provided the means when it began scratching into the walls. Assumed to be symbols at first, it was clearer on review they were simply drawings. We've begun matching the rasping noises it made under the assumption of language, but decided prudence should prevail and continued the majority of our communications in the languages both parties knew. Namely ours. The sebillan cannot speak English, or any of the other human languages it knows, yet it could understand us perfectly with some conceptual limitations. When asked to perform simple tasks such as pointing out its flight plan, it asked for food in trade (with preferences for fish and hot drinks). When asked how its weapons worked, where it came from, and what the goals of the invasion were it said it did not know and would not accept anything in trade. A (disabled) weapon was offered and it refused to pick it up which leads us to believe it has some sense of honor or equivalent. Battle strategy was procured at the cost of a climate controlled room and its answer were rather straight forward. Defend the craft and its crew, attack from the darkness, flank and close in. It was told our weapons are nothing to be afraid of and thinks its current confinement is some sort of test. It believes it will soon be in a new crew on a new mission and it believes all of us should be killed on sight. We can confirm it fears fire. Research had hopes we turn this one, however not even a photographic representation of a human could survive its presence. None-the-less, the sebillian remains complaint and steadfast in its confinement. Records of its non-human language grow by the day, yet it may be some time before we can truly make use of them.
  15. This would open up different strategies for territory expansion. So you could go in hard and dominate, or go in soft and make alliances. I like that. Maybe in terms of the original idea of the thread: have the option to make missile bases. These would be part of the 'dominate' strategy as they would give a range of coverage over ground targets, providing influence over those territories (see Cuban missile crisis). Or alternatively, you have the choice to make those bases radar+airfield facilities. These would boost your alliance scores. Missile bases would have the added benefit of deterring any alien ground bases, but they wouldn't be so good for shooting down UFOs. As far as I'm aware, ICBMs aren't often aimed at aircraft.
  16. ApolloZani

    UOO-1 Fan Report

    Interviews: Caesan Subject is a 138cm (4'6") tall alien with grey skin, internal temperature 34C (93F), isolated in an airtight room with N2/O2 mixed to match environment of recovered craft. Dr. Patel leading, communicating through microphone and polycarbonate bulletproof glass. Excerpt begin 8h21m into recording. Dr. Patel: "Why are you killing us?" [Subject presses itself against the glass as if looking for something.] Dr. Patel: "This again. Why don't you ever..." [Subject loses interest. Patel watches the subject return to the center of the room before taking out a picture of their child and smiling. The subject approaches the glass and Dr. Patel radios Acquisitions.] Dr. Patel: "Hello, yes. When will the fMRIs arrive? No, I only need the data. Emotions, yes, please fax them to Engineering." The breakthrough happened after running a gamut of known linguistic exercises, from visual-noun relations to printed instructions. While the subject (hereby referred to as the caesan) initially reacted promisingly to written languages (English, Mandarin, Hindi) when offered step-by-step guides on how to escape its confinement, it quickly ceased responding to any form of communication after receiving none of the promised results. Though this created some internal strife and debates on priorities of pursuit, one of our team members continued indirect interrogations (verbal, visual) and discovered that the caesan remained responsive to local emotional reactions in our own staff. Since no one on the base could control their thoughts to a fine enough degree, Engineering built a simple model of the human brain which pumped blood-oxygen contrast analogue through various lobes based on data gathered before the war. It did not take long to establish continuous communications, beginning first as morse code (happy for dash, sad for dot) then improving until the newly developed PSIAC (psionic systems for interaction with alien caesans) which was achieving 4kb/s two-way links for everything from text to video. Despite establishing communications and building an amiable rapport with our guest, it hardly knew anything about its own world, yet alone the war. In fact, the casean in our possession was only a few days old and had little knowledge beyond its orders of surveillance and subduction of humans. The few relevant memories shared indicate mass production facilities, fleets of hundreds of ships in waiting, and suggestions of a hierarchical command structure with more than a few species seeming to give orders, but between the low quality of the images and a lack of understanding from its source, we can't say much more. Developing PSIAC taught us much, but it taught the ceasan more. At 0400 this morning, it managed to convince one of our guards into letting them escape. It did not go far before that same guard managed to subdue it. In the short period it was out, many of our staff reported feelings of intense fear and outright paralysis. An internal review is being conducted and the ceasan is being kept comatose, but we should be weary. If a few days of training is all that separates emotional influence from outright control, we may yet see harsher battlefield conditions when facing this species.
  17. I mean it is the best way to have actual human enemies in the game. Both sides of the Cold War certainly have different goals in mind for Xenonauts even during the dire situation of an alien invasion. These interest might coalesce into open engagement based on the decision the player make regarding the direction of Xenonauts (siding with communism or capitalism or just going independent, acting like an Illuminati-like organization that hoards alien technology for humanity’s own good). NATO and Warsaw troops should be fought and recruited with their unique traits and faction unique weapons/equipments. Because to me having mind controlled humans acting as the only non-alien threat would be really boring. I think the founders shouldn’t be only countries but 4 main “factions”: NATO (made up of most of the American continent except for Cuba, Western Europe, Japan and Australia), Warsaw Pact (made up of Russia, India, Korea, Central Asia and Eastern Europe), Non-Aligned (China, Africa and Southeast Asia), and Xenonauts council. All of the founders wants to dominate the non-aligned countries and Xenonauts is the one part that will tip the balance. You can certainly take part in geopolitics if you wanted to with a reward being free cheaper bases, free personnel and unique weapons but you can just rule over everything eliminating panic altogether in exchange for a low but extremely stable monthly income. I would suggest that can come about if you decide to takeover the alien orbital bombardment platform to eliminate your former founders.
  18. There are 6 Founders in the Game (North America, South America, Russia, Africa, Europe and the big one with Australia, New Zealand and some other smaler Countrys). More you don´t need. That´s what I mean. The EU is only called Europe. I have seen many Games with such an compression of smaller Countrys. If you have over 1.000 small countrys you have no oversight anymore for a complete World Save Game. If so I would say "Nuke them All" and finish.
  19. I think most us have factored in for the crisis we've been through and have added on 4 months development time grace . I'm sure it will be great when Chris says it's officially finished!
  20. In that this is an alternative timeline, there is quite a lot of freedom as to what bloc each country exists in. Probably best to go with what is easiest. I suspect that the territory lines and country names used for the geoscape will have been pulled out of some standard map pack. Personally, I'd love to see some engagement with the Iron Curtain, but I think that space aliens are the theme of the day.
  21. Wait a minute. So how did Germany and Poland got into the EU? If I remember correctly that in the new setting as planned by Chris, the Warsaw Pact still exist to this day. So I’m assuming that Germany is still divided between the GDR and FDR while Poland is still in the socialist camp.
  22. Hey there. Mods - X-division .11b Normal playing resolution- 4096x2160 As you can see in the Picture once I get enough things to work on in the workshop the last two are on the same line as Manage Construction. Even though I click over to the left side on the name of the protect it still selects Manage construction. There is, however, plenty of room to move manage construction down. I'm hoping that can be adjusted and if someone can tell me where. Thank you!
  23. Coffee Potato

    UOO-1 Fan Report

    Alternate version: All Hail The Space Phallace!
  24. That´s what I like from Phoenix Point. You don´t know what Art of abonded Bases you get. If we get the System like it´s now with the Main-Base (Atlas Base) then it will be so. But then with Buildings which have to be repaired etc. first like in Phoenix Point. Sadly we don´t have an comparition from the newest UFO Game UFO 2 Extratrerstials (similar to Xenonauts) right now, because it will come in September 2020 first. So we couldn´t watch what´s good and bad, so we and the Devs / Freelancers have to fuge out a Base-Storyline from our Fingers and have only Phoenix Point and XCOM 1 from Firaxis as an Template if we wanna Xenonauts 2 in that Part 1.000 % better then in the Predecessor.
  25. Any game that requires resource X will always have a preference for getting as much resource X as possible. It is common sense. And you cannot really get rid of resources. It is not money, it will be something else. You CANNOT get rid of the "optimal ways to play" thing. At beast you can muddy the waters. There will awalys be a best play to do in any single scenario. But I do agree, offering multiple solutions to a problem might be a good idea to spice it up. Personally, I think that maybe having aircraft and aribases as a separate thing (built on the geospace as a standard template, NOT like a regular base, you don't build specific facilites), so interceptors would not be housed in your regular bases at all. Just troop transports.
  26. The Earth is a globe. A great big ball. Our maps rarely reflect this and so we tend to get weirdness like the shortest distance between two points on a map being a curve. I think it's rather cool that Xenonauts has gone with the big map on the wall design, it's straight out of the War Room and NASA's big board. But it's not reflective of reality, following in the foot steps of Sid Meier's Civilization, the world we defend is more of a cylinder than a sphere. While this is good for readability, I though it would be fun to see what my favorite radar stations would look like on a real map of the world. You can mess around for yourself here! https://www.wolframcloud.com/obj/d56d8dd4-4f35-40bd-a319-82bb68a40b56 On a lazy, laggy, interactive map. There are better ones out there, sure, but they're all mercator projection instead of the game's chosen equirectangular. Try it out with: GeoProjection -> "Robinson" GeoProjection -> "Albers" GeoProjection -> "Orthographic" GeoProjection -> "WinkelTripel"
  27. That why I gave you all an insight what we have and Testing since the playable Betas are there. Maximum 6 Bases you can have. And if the last 5 are smaller then the Atlas-Base you have a small profit for the Main-Things. The Hangars with Fighters you need definetively in the Bases for the Defense of your small outposts in the founding countrys. The Outposts give you more influence in the founding States (6 big ones with the smaller Countrys like in it). The best example is EU (France, Great Britian [they will come back, an seperate fighter will crash], Germany, Poland etc.) as a founding state in Xenonauts 2. There are some Outposts shared in it. It´s not like in XCOM, they will only build up if Panic is to high after an Orbital Bombardement etc. But yeah, i hope we have to find the other 5 smaller Xenonaut Bases on the Globe. That would be an other cool integration on the Geoscape.
  28. My issue with this, particularly in the case of XCOM, was that every playthrough would start the same. Rush satellites. And yeah, there was something interesting about figuring out how to get a few more $$$ additional funding to squeeze out another array a month early, but it doesn't feel like a novel problem you're solving. In X1, the issue was that there was a obvious strategy to get sufficient radar coverage with three bases - that was the optimal choice. And if there is an obvious optimal choice, you don't ever pick the other choices, so the whole thing stops loses all strategy around trade-offs. I'm not saying a strategy game with an expansion phase is bad. Just that I'd appreciate it if there were multiple routes to expansion. Eg, instead of building a whole new base with radar and hangars, you hire those facilities from the local territory. This is cheaper, helps to keep the panic down in the region, but the spoils go to the host so you don't earn a profit. There is a meaningful choice there because both options are viable. Similarly, your idea about starting with a base on each continent could work. As that is the optimal choice, it may as well be the default setup. The problem is that that would remove the expansion phase of the game, so you'd need something in its place, e.g. you expand effective air coverage either by building loads of hangars, or by rushing the R&D for better aircraft (or a combination of the two). That would give some element of trade-off. But, this is getting off topic. The original question was about specialised bases. With that, there could be a lot of meaningful choice around base building. Even if you were going with the optimal three-base configuration, you'd still have freedom to choose what those bases would specialise in. However, crucially, those specialisations would need to be critically different to effects of just constructing lots buildings in a regular non-specialised base.
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