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Showing content with the highest reputation on 07/29/2023 in all areas

  1. This is a thread we can post small issues that don't warrant a bug report and are more of a small nit picks and things that might need some polish. One issue per post No discussion
    3 points
  2. I was defending my base, and I stopped to get in a little extra target practice at the training facility when I noticed something about the firing range...
    3 points
  3. 3 points
  4. Silence is golden: fade bg music away for loading screens. Have a bit of silence in strategy view from time to time. Constant music tires ears no matter how nice the soundtrack is. Tactical mission ending would benefit from a small victory/defeat jingles.
    2 points
  5. We should have Operations Director visible in the Soldiers screen the same way we have Chief Scientist in the Laboratories. Maybe add a Storage manager in the Base Stores screen too. Any hope to have these large character images redrawn by the same artist that did the cutscene portaits?
    2 points
  6. This is the most pointless, virtue-signalling thread ever. It was renamed Kyiv by the propaganda machine. And whoever it was who said there's no flights into Ukraine; my boss was at a pharma conference a month ago in Kiev. He's an old boomer who wouldn't be there if it wasn't safe and said it was pretty normal over there.
    2 points
  7. It is delusional to assume changing the spelling in a computer game fixes the world. You could find more feasible avenues for your impulses of political activism - which I support. This simply isn't the place for it. I would even agree with you about the spelling if it weren't for the USSR part of the game's setting.
    2 points
  8. You say this alot, but I can down a 3 interceptor flight with 3 15 armor gauss phantoms reliably... 1v1 a Gauss phantom will beat an interceptor, split the engagement into 3 1v1s and it's simple. Killing 3 of them with 2 5/15 Guass armor phantoms is... harder... but can be done. I suspect you are not dodging their missiles and that is what is causing you problems. Granted.. the game doesn't really tell you they have missiles, but they do.
    2 points
  9. For the umimportant Languages (Russian and similar East-Languages) it can be written Kyiv, for all important Languages (German / English etc.) it called & written correctly Kiev.
    2 points
  10. I never found a good use of the grenade launcher in X2, considering that I already had the satchel charges for breaching entry and the MARs to smash past walls as a cheaper alternative. I used it to reveal enemies from buildings and break obstacles, but the inaccuracy fails in that area. As a direct fire weapon it deals considerably worse damage than grenades, and its range is terrible, leaving its utility questionable. I would like to know if anyone else finds the grenadier role effective in their game. Also, its the only weapon that does not scale with the soldier's Turn units(stays at 24/34 TU)? Is that a feature or a bug? I played GOG v1.19 for reference The rocket launcher in Xenonauts 1 served as a long-range can opener, able to deal explosive destruction from afar with the drawbacks of a single shot. I wonder why its replaced by this?
    1 point
  11. I love base defense missions - in theory at least. They are tough, tense and offer nice variation between offense oriented missions. However, current X2 base defense missions are somewhat dull and one note assaults where the bulk of the conflict is often resolved in one huge, non tactical firefight in on one or two of the hangars. Here's few thoughts to improve them: Add a command room to defend like in X1 Aliens should have other objectives than to just kill all Xenonaut units like destroy rooms to disable them so the player needs to repair them later, assault command room for direct loss, kill scientists etc. to force player to be active defending them. Aliens should have few free turns at the start to better spread out. AI improvements needed of course. Room design is a bit dull and repetitive. Especially with adjacency bonuses, you often have three or four identical rooms side by side which looks fake and makes gameplay boring. On geoscape, UFO's on the base attack mission should spawn later in the wave to be more of a threat and be possibly companied with air superiority UFO's. (Same with terror and base build missions which spawn too infrequently) Thoughts?
    1 point
  12. At least make it worth it to have your troopers risk their lives instead of leaving it to an AI. It would definitely be a nice upgrade and noticeable change from X1 and X2. Heck if you rescue all the civilians, get a temporary funding increase for the month. That would add more to the strategy layer and gives you a reason to risk your soldiers. What do yall think?
    1 point
  13. Maybe an exploit, rather than a bug. I'd expect that the % TU calculation would ignore overloading penalties. So a soldier with 60 TUs, irrespective of what the are carrying, needs 45 TUs to fire a 75% shot. However it appears the % calculation is done after overloading is applied. This is very easy to recreate. Start a mission with a soldier carrying too much equipment, but still having some TUs available. The solder will have percentage based TU actions, e.g. shooting, based off their TUs after overloading is taken into account. That means if you have 8 TUs you can fire a x10 burst from a machine gun, be reduced to 2 TUs. Dropping a grenade will 'refund' 6TUs and you'll be back up to 8. At this point the calculation thinks you've got 14 TUs and have spent 6. Dropping 3 more grenades will raise you to 26 TUs, and you can once again fire a x10 shot. This will work until you are back to not being overloaded. user_commander-3.json
    1 point
  14. So, just completed Build 1 and I liked it a lot! Obviously still has work to do but in great shape. So I'm going to be posting some ideas. All are free to use, I don't want any rights or credits, etc. etc. Anyway, I love research from capturing aliens. It was so fun in XCOM, it was fun in the Firaxis games, it's just fun! It's a little bit of flavor. Obviously there's the advanced medkits and regen module, and the mentarch, but here's some more ideas. Mantid - Compound Eye Module Engineering project, tactical module grants 180 (or 120 or 270) degree vision. Cool, flavorful, fun. Not sure it's great, but hey that's where this should be. Secton - Squadsight Module Allows anyone with a Tactical Module to fire at anyone in LOS of another person with a tactical module without penalty. Could be hard to code, just my idea based off their ability. Alternatively, +3 accuracy if within 5 spaces of another person with a Secton upgraded module. Psion - Mesmer Grenades Small radius, cause non-robotics to stand up, lose all time units, and walk a few squares in a random direction. Reaper - Reaper Claws Absolutely deadly close range weapon. Like really super high damage. Bonus if it uses the idea at the end Servitor (requires EMP to allow capture) - Heal Beam Secondary weapon, lets vehicles carry a 3 range medkit that can heal other vehicles too. Cyberdrone - Cyberdisk Vehicle Floating/hovering version of the Mars rover. Bonus idea - Rather than unlocking everything for manufacturing, manufacturing the upgraded modules requires captured aliens. So more Stalker or Healing modules requires more captured Stalkers/Sebillians, Reaper Claws need Reapers, etc. Gives a good minigame for capturing, and makes capture stuff more enticing to bring. Anyway, great game. Want ot post more thoughts after I have more time to digest.
    1 point
  15. I noticed maybe 2-3 days ago that I couldn't demolish any buildings anymore - maybe came with the new patch? But I'm not sure about that. First I thought because I surpassed the 180 days but I checked to see other savefiles and it's occuring everywhere now. Can't demolish anything, finished buildings or buildings in construction - used or unused, it doesn't matter.... user_end_of_milestone_1-114.json
    1 point
  16. I'm not a person who often talks polticics and I'm pretty neutral on many subjects, but this is not about money or about paying for anyone's defence. It's about standing beside the weaker and against the bully. It's about a world order where being bigger, wealthier and stronger is no reason to invade a smaller, poorer and weaker. It's about the priviledged always supporting the disadvantaged in every area of life - no matter how big or small the cause. I personally do it, and IMO everybody should. Turning your back when you see something bad happening is not the way to make this planet a better place. If I was homeless, hungry or poor, I would hope people gave me shelter, food or money If I was bullied in school, I would hope teachers or older students stood against the bullies. And if my country was attacked by a criminal terrorist country, I sure as hell would hope all friendy, civilized nations around the world rushed to help.
    1 point
  17. I think that if the soldiers or police are still alive after a mission then they should be free recruits and put on standby if got full amount at base
    1 point
  18. I saw an armed farmer kill 2 aliens. I wanted to hire that son of a b!%ch.
    1 point
  19. @Chris Whoever made and directed the tutorial, I ABSOLUTELY LOVE IT. Especially the shift/shot preview thing. Wonderful job. However I do believe people should know how to right click to interact with the enviroment such as doors or the Cleaners base, based off of the reviews in steam and some of the recent threads here in this forum.
    1 point
  20. Switching to armory looks unpolished as you can see different UI and other elements appearing one by one. Consider delaying the image until everything is loaded.
    1 point
  21. This bar here flickers annoyingly when hovering cursor over the buttons above. Adding a bit of fade would probably make it look a lot smoother.
    1 point
  22. Many soldier portraits have clipping issues near jaw line and neck.
    1 point
  23. give me back my hot mechanic from x1
    1 point
  24. Some research images are cropped wrong so it overlaps the UI edges
    1 point
  25. Fixing what? If you hate the setting of USSR still exist in this game and want to relate it to Russia in real life, since you didn't quit the forum outright i would suggest you do a playthrough and let the Xeno ravage/conquer the USSR, to “fix” things in this universe. There's nothing to “fix” in an alternative history setting.
    1 point
  26. Again. This is a game, set in a fictional world where the USSR still exists and hence exerts power over its satellites. It doesn't make any sense to use the Ukrainian spelling in the game.
    1 point
  27. This is an update for the default Steam / GOG / Epic branches that contains all the fixes from versions 1.26 to 1.28 which have been tested on the Experimental build. The combined changelogs are shown below: Gameplay: Using shot preview move (Ctrl+Shift) no longer causes significant performance problems. Various smaller performance updates to both strategy and tactical layer (although these are unlikely to be noticable in an Experimental build due to the extra logging reducing overall performance) Added a "mission briefing" button to the Geoscape info panel for a tactical mission, which shows you the mission briefing on the strategy layer. Cleaner SMGs and Cleaner Accelerated Rifles are now recoverable and usable (by popular demand). The intro cinematic and the game mechanic popups are now enabled at the start of each campaign, regardless of whether the tutorial is enabled or not. Xenonaut Sentry Guns can now open doors, but are unable to crush objects. Reduced the spawn rate of Cleaner anomalies at the start of the game. Tooltips have been added for the various stat columns on the Soldier Recruitment panel. Snowmobiles should now explode when destroyed. Stalker Stealth Armour now displays as Gas Immune in Xenopedia. When hovering the cursor over the base icons in the top right, the base name is now displayed instantly rather than after a short delay. When hovering the cursor over a soldier in the vertical list on the dropship soldier arrangement screen, the popup showing their face / equipment is now show instantly rather than after a short delay. Key Fixes: Fixed a bug where the day 180 "Content Complete" popup was not being shown, and the game loss conditions were not triggering if you lost enough regions. Fixed a crash that could occur if you tried to begin a crash site mission when there was a wreckage site also present on the Geoscape. Fixed a bug that could cause multiple popups to spawn when intercepting UFOs or sending a dropship to a tactical mission. In both cases this could cause crashes. Fixed a crash that could sometimes occur during the alien turn if the aliens were using hovering units like Servitors. Fixed two rare crashes that could occur in the Soldier Equip pool due to corrupted Kickstarter backer soldiers. Fixed a rare crash that could occur if you built over 50 planes. General Fixes: It's no longer possible to find undiscovered Cleaner Cells / Bases / etc by clicking on a UFO or mission that has spawned near to where they are hidden. Fixed grenades / aircraft missiles not properly upgrading if you skip the Alenium project and go straight for Fusion. Aircraft will now start to immediately repair Armour after being upgraded. Fixed the tactical soldier inventory incorrectly charging TU for you to pick an item up and then put it back in the same spot. Fixed the tactical soldier inventory incorrectly forgetting to charge TU if you moved the same item multiple times. TU costs for abilities are now rounded up rather than down. This fixed some odd situations where it was occasionally better to have fewer TU. It should no longer be possible to use a jetpack to fly between rooms in the Alien Base, or to jetpack through the roof of the Dragonfly dropship. Fixed an issue where it was not possible to redirect a dropship in flight to a landed UFO site. MARS vehicles now correctly display their names in the tactical combat. Disabled the day 300 Orbital Bombardment research report (which wasn't supposed to be in the game). Psyon VIP on Cleaner Cell missions no longer reports recovering both a Stunned Psyon and a Cleaner VIP if captured alive. Stalker Stealth Armour no longer shows the hair of soldiers floating inside their helmet. Dead Cyberdrones should no longer appear to be alive again after loading a save. Fixed some terrain objects in the Xenonaut base showing a bright pink error texture when destroyed. Fixed the Boreal sawmill building roofs so they correctly disappear if destroyed. Fixed typos in the strategy tutorial, Frag Grenade tooltip, and Ballistic Weapons and Fighter Datacore research text. Fixed the Engineering recruit panel having tooltips referring to scientists instead of engineers. Fixed a text overflow issue in the soldier memorial screen. Cleaner ballistic rifles no longer have an additional 5-round burst. Bomber UFO no longer incorrectly referred to as "medum-size" in Xenopedia. HEVY now displays its damage type as Thermal on tooltips. Tactical Inventory no longer incorrectly refers to the Tactical Vest as the Belt. Rush replace on aircraft now correctly costs the listed amount of money. Fixed an issue where you could drag any type of ammo onto any weapon on the Soldier Equip screen and it would accept it. MARS now correctly displays its name in the tactical combat. Fixed some Xenopedia / tooltip typos.
    1 point
  28. Anyone else notice that the civilians really, really like the fire? I've seen at least two of them end their turns in fire and kill themselves.
    1 point
  29. @bonerstorm Dude, I took out a flight of 3 interceptors with 2 5 armor phantoms.. which you should definitely have long before they show up. I think I have 6-7 phantoms up at that point of the run. You need to chill out a bit, judging from your posts I played completely differently than you in terms of tech progression and my panic levels are stable. What you see at day 166 in those screenshots is where it stayed in the run because I had the air war won, UFOs couldn't run up panic anymore. It's just not as broken as you think. FWIW @Chris I would note missiles as a whole seem woefully underpowered compared to X1, but I withhold judgement as the game makes it very clear an air war pass is coming.
    1 point
  30. In todays economy, a UFO trashing your field is a death sentence for a farmer. No insurance will cover that and by next season, the bank will take his land and everything that's on it. He had nothing to lose. Only revenge to take.
    1 point
  31. Hawaii would definitely be a good spot to just get coverage over the Pacific because it's quite a large space that UFOs can vanish into and also cause ocean-related anomalies. Maybe not a good idea for a starting base but for a later base, though.
    1 point
  32. Same. I don't recall the specific %, but somewhere around 50% health is when I could add my soldiers back to the dropship. But not before ~50%.
    1 point
  33. Why then does the whole world write Kiev?
    1 point
  34. In spanish it's "Kiev" and no other, "Kyiv" is not even known. I think in the english version of the game they should use the english correct name.
    1 point
  35. i I've been criticizing the same thing in my "random thoughts about the game" thread. Last time I played a bit further into the game, Endgame was closing up just when it felt like I was just pushing into mid game. Last mission came available and the game was still introducing new UFO types, research topics, aliens etc.. @Chris should add new steps and missions to really pad up the length and add large scale epicness to the latter half of the conflict. When all the content is already there, it should be relatively fast/cheap to add enough content and make the game really feel epic. I personally don't feel these kinds of games can easily feel too long as long as the game is able to introduce new and interesting stuff periodically and invasion progresses steadily. Also hate if the research tree is so back loaded I get the feeling I don't have enough time to enjoy my latest gadgets that could give nice gameplay variations if I just had the time to play with them. Alien bases could use same style of progression mechanics as Cleaner bases and have tougher final large alien base be revealed after few smaller ones. We could also have one or two more terror missions across the whole campaign IMO. Game also needs same kind on scripted "main missions" as early Cleaner missions in the mid and late game too. One important thing for me at least is that I'd like to be able to play multiple missions/crash sites with the final ultimate gear. Many games stumble with their campaigns at the last possible moment and fail in this simple but important thing: when I'm finally able to equip my team with the best possible endgame gear after long and hard campaign, I'd like to be able to enjoy them in more than one final mission.
    1 point
  36. Is that 25 missions on the story line? or 25 missions including UFO shoot downs etc. Seems A little short compared with the Epic feel of the game. Can the player slow the progress by delaying plot Researches? Are we needing to complete the game in a game year? That looks to be the pace. IF so at current funding cost structures you won't be able to get more than one or maybe two Functional extra bases. There just aren't a lot of extra funding opportunities in here At least so far that I've found. Will be playing a bit to get a "script up" for recordings to YouTube to try and get more people to try Early access.
    1 point
  37. One of my favorite moments so far playing X2, was when a farmer with a shotgun charged into a downed alien ship (a Destroyer or Cruiser I think) and managed to blow his way through the defenders and reach the command room before getting gunned down. Absolute Mad-Lad and I hope I can still see things like that in the future hahahaha! Never posted on the forum before but much love and support to you and the team for sticking through with the development of this!
    1 point
  38. I've not seen them incinerate themselves, but it wouldn't surprise me. Their AI is very basic at the moment. We're planning to do a big AI rework as one of our Early Access milestones so their current behaviour isn't what will be in the final game.
    1 point
  39. Yes I have noticed that, also they tend to run towards the danger, but that would be OK maybe for one or possibly two, out of fear and confusion, but not them all, some would seek safety with the defending forces.
    1 point
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