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drages last won the day on January 20 2020

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  1. After our many tries, I experienced that having special slot for a non soldier unit is much better. So you can bring everything without losing anything. We got same ai problem at x1 too. Enemy was ignoring the vehicles. So this makes vehicles op because enemy ai act like they don't existed. So xce made some magic and we handled this ai. So problem is ai. If they attack to those vehicles like soldiers, you can't do those things. Before nerfing the Mars, the ai should be fixed and tests should be done after that.
  2. We will have NVIDIA RTS support at least for x2, so it's enough for me. Hehehhee.. Shhhttt..
  3. drages


    As the devs know hwo important nodding for everyone and they code it with this mind set, I don't have any doubt about it.
  4. The problem about having it like a combat shield, 1. It would be more logical as an armor part you wear rather then something you hold. So you can't use 2 handed weapon and it's not so game friendly for its purpose. Not only for player but for enemies too. For that reason, this mechanic should be taken as something more then combat shield variant. 2. At x1 combat shields got a global defensive angle. Like only front and some sides. But at energy shield, field, aura whatever you call, should protect whole body. As I said it's very nice gimmic for Sci fi atmosphere and it's very nice to hear that we got it at air combat.
  5. drages

    Why do we need vehicles?

    I said i will mod it already as i did my old mod for x-1. Main game does or can't have them already. I am curious about the enemies in the main game anyway.
  6. Hey Chris. Do you have any plan to add shiny enery shields for ground and air combat? Shields with some abilities like absorbing % of ***** damage type from its health. Like 100 hp shield which absorbs %80 of the laser so 8 dmg to shield and 2 damage to unit. It can be a mod to armor or special item like Xcom apocalypse. Please consider this. It would be very logical for weak aliens like caesans to defend themselves.
  7. drages

    Why do we need vehicles?

    I still want to see mechs and robo-animals at androns, xenomorphs for caesans and some big dinos for sebs :)..
  8. It's great idea! To let dead things at our side, can bring much more ideas too.. as modding at least.
  9. drages

    Research mechanics

    As someone who created 1000+ research for X-Division mod, i tried to do it but then i saw that, it's not so wise to force ppl to play more then one just to see everything. The research possibility could be random.. like a commander enemy could give you an important research my bigger chance then a private. BUT the research should be there if you search all that enemies.. so sooner or later.. I like random research.. I like the original x-coms repeatable researches which gives you different thing everytime. It should be in the code for modding at least. It's boring to have what to get at 2. gameplay after you know it from your first experience.. this is a good replayability.. but locking something for entire game is a big no and not fun. This is not a game which you will finish in 1 hour like a rogue like.. As i read PP forums, their research idea is not so loved as you just can't have your own research division and don't have any special tree. So you only can get from other factions or enemies. I think it's week too.. good idea but should not be used alone. As content, yeah if you got not enough numbers, you just go for simple way. But still some special things which won't change the gameplay (as something OP), could be used as i said.. Like one or two special weapon/armor/bullet types per research branch.. a shotgun type laser, a sniper plasma, an EMP bullet.. something you can get from repeatable research lines with a chance. Example: Caesan Engineer interrogation: repeatable: a shotgun type laser %20, a sniper plasma %10, an EMP bullet %5, ufo types and none. After everything researched, stop repeat and do not show again.
  10. This is an original X-Com clone.. a clone should be same at core and got improvements here and there with nice additions. There are people out there who wants to play an original xcom game. So this is it. There are many franchises which failed so bad because they changed their core at next installments. To be honest, if the engine was good, we won't even need this. Because X-1 got everything and beyond for people who wants xcom experience. Yeah, it was weak as core game but mods and XCE project handled that so good even against that broken engine. If the engine was good, Goldhawk would make many improvements and expansions already. So for that reason, we needed a remake of X-1 with all the experience and solid ground. A "working" game got always a chance to improve. Working means here to have bug free core elements, like proper shooting, proper AI, proper cover.. Chris made the right choice here. I am happy with that. I hope he can make a very solid, bug free core game. With the mod support, there is no chance to fail. To be honest, i got huge hopes about Phoenix Point but that game got a long way content, game play and bug wise.. i am so happy that, they started with Epic, so in my mind, the game is still in development and they got time about 1 year before they come to steam.. probably much more polished and with needed expansion/DLC's.. So for short, it's a remake of X-1 which is needed and waited for a loooong time. I will wait more if needed. Chris is our only chance to have a proper modern X-Com.. If a solid ground combat needs time, he can have my years..
  11. drages

    Why do we need vehicles?

    I got the models and i animated by myself, someone else coded to game as that spritesheet. But i was using a different animation program which won't support any game engines. I will see what we can do after the game released. Edit: If the modding support or you as devs can help, i am ready to hire some 3D modeler/animators to create extra enemies to put into game. There are some great examples which the devs supports the modders when they need to pass the modding limits or just need help. Because %95 of modders cares to add stuff to players side, enemy side is always the real deal. I can't imagine a game named Xenonauts without alien/xenomorphs creatures as enemies :).
  12. drages

    Why do we need vehicles?

    Sadly i won't able to put new creatures like x1 as all system goes to 3D from 2D..
  13. drages

    Why do we need vehicles?

    I want bigger units not to have over powered vehicles but to have overpowered fearsome boss style enemies.. I want to fight against andron mechs.. big space dinos at sebilians and alien queen style creatures at caesans. Make them every possible prop (houses, trees, vehicles..) crushable. So the only problem at pathfinding would be terrain. I want to feel the fear.. i felt it at terror from the deep.. i am still waiting a game to feel that. Even a ultra cool 1x1 alien unit would not make you fear if it does not have a cheaty mechanic (reaper like).. so as the enemy gets bigger, the thread lvl rises at players heart.. Even we would not have it at core game, it should be a DLC which is just over bigger units and aliens like xcom 2 special bossy unit dlc.. thx!
  14. Because it's cool and fun.. https://www.youtube.com/watch?v=tBP52dLpeno
  15. Nice to hear to have the real time x1 style. I just want to have different hangar types for possible bigger planes and bigger spaceship types. I would like to fight against ufo battleship with my big ship not just little planes. Modable weapon slots would be great. To be honest, xcom 3 got great and simple plane inventory. It could be used very easily. So energy shields and invisibility would be cool. Tbh game should have power shields for both air and ground like xcom 3 did. Air game should be simple and mostly about stats rather then reflexes. But creating your plane with all the things, armor, weapons, engines, special stuff and having pilots would be nice addition to the strategic theme. Don't simplify that part or at least make it Modable so ppl can have choice.