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Casaubon

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Casaubon last won the day on March 10

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About Casaubon

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  1. Casaubon

    Xenonauts-2: Soldiers

    Just for the record, I´m against "if we remove the alien psionic powers that a lot of people complained about." I found it it interesting to recruit not just athletes but also less sporty soldiers with higher bravery.
  2. Casaubon

    Xenonauts-2: Vehicles

    Nice to hear about the expanded customability of setups! I´d like to play around with MARS such as carrying an extra combat shield or smoke the area and then go in to incapacitated soldiers and deliver first aid. I understand the scope problem large vehicles would cause in balancing. Having drones such as MARS in the game would probably help a lot to make it more interesting particualrly among those unfamiliar with X1, I remember that a screenshot with the Hunter on it stuck in my memory during the X1 campaign.
  3. Casaubon

    Combat mechanics

    "Problem" with prone in JA2 is that you prone all the time, similar to X1 making you crouch all the time. It should have some disadvantage maybe such as additional TU cost for handling the inventory when crouched, or maybe even a reduced viewcone or sight range if behind certain cover.
  4. Casaubon

    Recover objects from missions

    Throwing in another idea: Deconstruct acquired stuff to craft new equipment out of it before research enables full reverse engineering by Xenonauts. For instance, you recover a small UFO reactor, research team has not found out yet how to build a power source for your improved interceptor prototype but you could patch in the not fully understood loot device. Or dismantle it for contended alenium to be used in building plasma rifles.
  5. Casaubon

    "Terror" mission

    The only bad thing about those TFTD ship missions was the hunting down the last Tasoth hiding in a closet. I loved the suspenseful setting of the cramped indoor space combined with multi floor shootouts in vast cargo spaces and the great atmosphere though! I agree with previous posters, terror should feel like terror and not aliens wasting time on hunting ~10 cilvilians if they could have bombed them conveniently. There needs to be some nasty threat other than reapers. However the current terror missions in Xenonauts are my favorites, the urban warfare thing really comes across nicely. Just another idea, one maybe secondary mission goal could be to assist the local forces to repell the assault and prevent the local defendes from being wiped out. This kind of worked like a timer, but shouldn´t be too tense. I´d love to patch up wounded local forces and help them pin down aliens in shattered houses.
  6. That would be grand! If I remember correctly to have read in the forums you were writing about considering base defence such as automatic machine guns. Maybe you could apply the code for those and add movement.
  7. It should be mentioned that if you are updating your already existing mod in steam, it is also very important that you name the zip file differently than in the prior version before pickin it in the ModManager tool (see point 5). If you don´t rename the zip before the re-upload steam will not update, (no new "change notes" appears for you workshop item in steam) and the ModManger tool will just confirm with a "mod updated successfully" while the servers side zip was not overwritten. Found out by trial and error...
  8. While playing Xenonauts I was thinking why are soldiers always limted to come in with dropships to every mission and not other means of transport (besides why not bring several dropships to a difficult mission if you have them, except for game balance but that´s another story and probably one of the reasons why there will be just 1 base in Xenonauts2?). In Xcom Apocalypse or the british UFO TV show from the 60ies the ground team would disembark from all kinds of APCs or other means of transport. So you could maybe think of vehicles that are rather transport, with the occassional sentry gun that will be in the game anyway, mounted at the cargo exit of the vehicle/dropship or something alike. Vehicle is kind of there but not actively doing the hunting job. Other way to limit the problem with over powered vehicles would be map design with limited outdoor space that is suitable for vehicles, which kind of exists in Xenonauts where tanks aren´t that useful inside most ufos.
  9. Casaubon

    Modder´s Wisdom

    Thanks, wasn´t aware of the "clear scripts" part in your comprehensive guide so far. This will explain why my mod launcher screems that the X:CE order is not right every time I update my mod So, you guys managed to get for instance the Saber listed in the upkeep list? Looks like I´ll have to download the 2GB of Xdivision and disect your vehicle part like humankind has done since ever, learn by imitating. edit: nah stupid me, I see that Xdiv has like 12 vehicles. they never would fit in the upkeep/wages report. edit2: also managed to get the xenopedia working properly with the vehicle stats being shown now. I honestly don´t know that was wrong but after redoing the whole vehicles.xmln from scratch it worked. file must have been corrupted somehow.
  10. Casaubon

    Modder´s Wisdom

    Hi Charon, incredible how much effort you put in to support the modding community. It makes me a bit sad that there is so little feedback. It feels like there is not too many people left and the rest is possibly waiting for Xenonauts 2 to become active again. I hope I posted the following in the right thread: Some time ago I made a humble vehicle mod out of the "dualtank" assets Drages sent me over. My Turtle mod works pretty well, but some things which are not gameplay breaking still bother me, I feel the mod is incomplete if I don´t manage to fix them. I wanted to ask you if you managed to solve it and the 2 things I mention below work in the XDiv mod? According to my experience one does not need to use "modmerge" for the strings.xml is that right? Issue 1: the new vehicle is not listed by name in the monthly maintenance despite I included it in the strings.xml. Here is a screenshot that shows that the turtle´s monthly upkeep is summarized correctly in the vehicles line but below it is not listed. issue 2: the "statistics" entries are not shown for my turtle vehicle in xenopedia. I assume the values are taken from vehicles.xml and/or strings.xml but how does one make them appear? Is it those VEQ. entries in strings.xml (last screenshot) that would achieve that? PS: I should mention that other vehicle modders (LordJulian, aajs) also did not manage (or maybe bother) to solve those issues as far as I know.
  11. Hello, in my mod I´m working on a tank with a mounted flame thrower. So far it works, but I´d like to prevent the current ability to shoot the flames across half of the map even though I limit the "range" attribute to "5" in the child "props" of "weapon" in vehicleweapons_gc.xml. Does anybody have an idea how the shotgun for example has been limited to not be able to fire at too distant targets?
  12. Casaubon

    Xenonauts-2 November Update

    I probably missed it in other posts, sorry if it was answered somewhere else. When you write: Have a level editor that can create a level for the game Does this mean the editor will compose the level out of modules and create a quasi randomized map consisting of premade parts like in original xcom, or will it be just the spawn/ evac areas? Would be awesome, just saying
  13. Casaubon

    Charons Overhauled Mods - Ambient Sounds

    Hm still getting crashes and freezes despite using CE 34.3, exactly as it was described in your discussion with Policenaut. Maybe because I had Pedro´s 1.3 Ultimate Ambience Sounds activated. Now I removed that one and added your COM thing.
  14. Casaubon

    Xenonauts-2 October Update

    Completely agree, also sounds kind of like Shadowrun Returns, which is a great game btw. It often combines stealth/ sneak missions and in case you screw up your disguise those can turn into a full combat scenario which usually becomes harder as a penatly for having not managed the spy objective.
  15. I read somewhere that this mod is included in Community Edition by default. Is that true?
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