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drages

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Posts posted by drages


  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. 7 hours ago, Chris said:

    There are already energy shields in the air combat, and there's probably going to be an energy shield in the game that acts a lot like a Combat Shield but weighs far less.

    The sort of mechanics you're talking about are covered by the armour system which supports % resistances, but we need to do more work on it so it also supports more conventional types of damage absorbtion too (just having % resistances doesn't work very well).

    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. 


  3. 5 minutes ago, Alienkiller said:

    Hmm.... then you will lose before the Player get warmed up in the first 1 or 2 Month. :) There will come more in the Base Game like I announced here elsewere. So be very carefull what you wish before you begunn playing the Final Game.

    In short: That we don´t need. If you wanna Mod this later, then do it. But be warned it´s no easy Xenonaut 1 anymore where such Things could brought in.

     

    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.


  4. 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. 


  5. On 2/11/2020 at 12:30 AM, Chris said:

    Yes, this is exactly what I was going to suggest. The MARS spawns an item when it's destroyed (which is why the wreckage offers cover), and we can make that a recoverable item - and then create a workshop project called "MARS Rebuild" that only appears when you have MARS Wreckage in your base stores.

    It's great idea! To let dead things at our side, can bring much more ideas too.. as modding at least.


  6. 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. 


  7. 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.. 

    • Like 2

  8. On 1/28/2020 at 3:15 AM, Chris said:

    You must have needed animated 3d models to generate the 2d sprites for your X1 mod, though?

    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 :).


  9. 22 hours ago, Comrade said:

    Yeah I don't know about placing that stuff in the base game. I'd much rather prefer the current grounded, somewhat hard sci fi setting the first vanilla game had.

     

    Of course, if you can somehow mod the stuff you mentioned into a total conversion mod, like you did for the first game, then that would be pretty cool.

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


  10. 22 hours ago, Chris said:

    I mean, it's not quite the same as a massive ADVENT tank like in that video, but thankfully we do now have our 1-tile vehicles working in the game and they'll be included in the next build.

    Larger vehicles would require us to implement pathfinding for multi-tile units ... but that's not necessarily too much work. I'm sort of tempted to put some "proper" 2x2 vehicles into the game once we have the core gameplay working properly.

    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!


  11. 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. 


  12. Please do not limit the firing at the game. Let ppl fire more at a turn.. both us and aliens. Nobody will want a weapon which he can fire time to time.. nobody would wait for it.. 

    Nothing will be charged in thin air. Laser weapon will recharge.. where? How? With what?.. I am a navy officer and if they bring a weapon to me which i need to charge at battlefield, i would kick that engineer. I need to fire something as much as i can in a shortest time period. The battle won't take days.. so i will fight for 1-2 hours and i will bring a weapon which needs to wait to fire.. come on guys...

    The battery system is the most logical one. Don't try to change it to make it something different.. it's the right way.. but the weapon mechanic could change.. like the weapon will be more powerful as you use more charges and time. A laser rifle could be used as sniper rifle with more range and damage if you give "3" charge and half TU.. if you go single fire, just use one charge.. Maybe you want a powerful burst.. then give 10 charge for a full TU 5 fire autoshot... This could be used for all energy type weapons. Very logical.. very fun to use.. so with less weapon type, you can have multi-option guns. A pistol, a rifle and a heavy laser could give you at least 5-6 type of weapon.. it will need different game mechanic and maybe some UI changes too..


  13. Hey people!

    I want to talk about weapon firing types (single, aimed, auto...) and how to make them realistic and more fun..

    At X-Com type games, we got standard firing methods.. single, aimed and auto. Some weapons do not have all the options. It was nice for a while but now we got more options which can bring more action to the warzone. I wanted to add this to the open-xcom because X-1 did not allow me to mod so deeper. But i could not finish it at Open_Xcom because the balancing is very hard.Again but Phoenix Point will make it. We need to create more firing types and leave some old ones..

    Let me discuss this per weapon type:

    Pistol: Pistols are ultra weak at every xcom game.. there is always much better option.. Why? At reality, many special forces are still using pistols but at games we could not simulate this.. we always bring bigger guns.. John Wick kills mostly with pistol.. So pistols are very fast weapons which easy to aim at short distances. We give single and aimed shot to the pistols and player should fire many times with very low acc. The result is, no more pistols, give me my rifle.. At gun fights, you mostly never go for single shot if you can't aim well because of being under fire. So single shot for pistol is meaningless. There should be something like autofire for pistols with good suppression at shot range. This shot could have a bad aiming but the reason to use it to create a suppression fire at short distances like inside a room. Aimed shot should have a very very good acc bonus at close range which you should miss very rare. Even if we need to go far, we need to have a "critical hit" mechanic with range included. So aimed pistol shot should have great aim and great critical chance but it should have bigger TU then we use. As TU usage, i say make auto and aimed nearly same TU (aimed could be a bit less as single shot). A player should able to fire 2 auto or 3 aimed pistol shot with full TU.

    Rifle: Our standard weapon at this genre.. everyone wants a rifle.. you can use at any situation. Short range, mid range.. as the playground is not so huge, it's the best weapon.. but it's not right. We got single shot with rifle.. i don' like that.. if you fire your rifle under fire, you use short bursts. So you use autofire as single shot at RL. For that reason, i don't like to have single shot at rifles. I think we need an auto shot and burst shot for rifles. Auto will fire 3 bullet and burst will go for 7 to 10.. so the auto will have a average aim and burst will have very bad aim with suppression. Aimed shot should not be for every "rifle".. you can make a special rifle type with only auto and aimed as it has a scope and you dont use it for burst. Rifle should have penalty at short ranges.. not so huge but it should be there.. so the player will need to take their pistol when he opened a door and saw an alien next to him. Or he will bring shotguns for those close encounters. Rifleman should be someone for support fire at a short distance..

    Big guns: LMG.. so you will ask me about this when you read the rifle and how i give supp to it already. Suppression should be very important point for the battle. For us and for aliens. Alien AI should able to handle supp damage very well. Some of the AI should fire at you just to make supp and others should go for kill.. So LMG should have 2 burst type for sure.. like rifle.. An auto shot with 5-6 bullet and full burst with crazy supp. LMG should be used against armored bigger opponents. They need to destroy walls and covers.. LMG carrier soldier should take aim penalty if he moves that turn. If you are not Arnold, you just can't run and shoot someone with LMG's.. 

    Sniper: One of the coolest weapon we just can't use good enough at standard xcom games because the play ground is so messy to put someone somewhere long range and use it to shoot aliens at close areas. Sniper rifles should have special aimed shots. They need to ignore covers somehow.. So they should able to hit very heavy on an alien under a window. Even a full cover would have some weakness as the alien will try to look. So when they pop their head, sniper will hit it. We need to simulate this. 

    Those ideas need some game mechanics to use. I hope we can have some of it to able to give special tasks to every weapon. Thx!

    • Like 3

  14. The main idea here is which stats do we need to use in this game at all? I think we should not use strength, dexterity, constitution like stats.. we need special soldier stats lie accuracy, throwing, bravery, speed..

    And you can train yourself for all those things at a military base. You don't learn to fight at battle ground, you already get trained and use it battle. You can add something creative related to bravery or battle experience. So a soldier with more bravery and battle experience can use their soldier stats much better. I mean you can be a sharp shooter at shooting range but can panic and even cannot pull the trigger at battlefield. Reaction could be trained at battlefield too but there is many training for reaction too because its more important then most things to survive. 

    HP training is useless because HP is useless.. A plasma pistol can melt you anyway even you are Arnold.. so i like the solid HP with solid HP armor and solid HP shields.. so after everything is done, you will probably die or badly wounded against an alien weapon. So having 60 HP and 70 HP should not bother you at planning the game..

    As a result:

    If you ask me, just get battle experience from battle and let it give you some ranks. Rookie, veteran, elite, super, mega vs... and this ranks will give you bravery and let you use % of your other stats..

    Example: You got 100 perception, 80 agility, 60 reaction, 30 bravery and you are a rookie, so you will able to use %50 of it, so it will be like 50 perception, 40 agi, 30 reaction and 30 bravery. If you become veteran, you will able to use %80 of your skills and will have +10 bravery.

    For strength.. just don't use it.. every soldier can carry many things as at least 2 weapons same time.. for big weapons like miniguns, just add some creative limitations rather then muscle stat..

     

     


  15. On 7/31/2017 at 6:24 PM, Chris said:

    Thanks for the suggestion, but dogs are a bit of a pain to put in the game even if we wanted to do so - they'll need an entirely new set of animations etc given they're not humanoid. There's also the question of where they fit into the tech tree given they don't have weapons and so forth - potentially they could be a low-tech early version of the XCOM SHIV or something maybe, but right now there would be a lot of things that would need to be worked out if we wanted to put attack dogs in the game.

    Yeah, I'd like to put proximity explosives back in the game as they were lots of fun in X-Com. We'll see where the tech tree takes us with regards to biological upgrades, and maybe soldier training and a "stealth mode" at the start of the mission might be considered too. But with the exception of proximity grenades that's all stuff that is "nice to have" that we'll consider once the core game is playable and fun!

    Dog's can have good number of updates. They can have armors. They can have senses to detect enemies. Dogs can have special attacks to disarm or stop enemy movements by catching them. There are many reasons that armed forces uses dogs rather then mars shivs.. you can have even have cyborg dogs at late game with same weapons. With the same movement sets, you can have strange dog shaped aliens too.

    Dog animation sets would be very simple too.. run-attack-death maybe stun and another attack.. so 4-5 animation sets would not break any animator. As we talk about it earlier, modders can create many creative things from them..

    And shiv's are not cool.. you probably get a soldier rather then a shiv with gun.. a rookie soldier could be used as a cannon fodder as a shiv but he got a chance to survive and become more skilled one at least.. but shivs are... just shivs.. i would like to have drones with cool abilities like xcom and some bigger one as a manned walking armor, or something more cooler scy-fi thing.. but not a shiv with a normal rifle on it.. adog makes tons of much more sense.. 


  16. 3 hours ago, Charon said:

    It is not a mistake, this is how the game is meant to be played. If you ofcourse want to make it easier for you thats totally alright. If i would tell you that the laser minigun is the wrong one and you have to adjust it to the division level would you do it or rather say "Nah, its fine" ?

    I fully trust in @dragess content.

    As I don't remember anymore the exact numbers but a magazine must have exact number of rounds for any shot. I mean there should be not bullets for 2.5 burst shots, it should be 2 or 3. It should be 3 for that weapon probably. 


  17. 1 hour ago, kabill said:

    So it's, err, been a long time.  I've been summoned by someone asking about mod availability on the site.  Looking at the downloads tab, it looks like all the mods got wiped at some point.  Is there a particular rationale for that?  Although they're all available through Steam Workshop, it would be nice for there to be space where folks without a Steam version of the game can download them too.  But I don't want to start uploading things if they were wiped with a specific purpose.  So advice welcome.

    Kabill you alive? Nice to see you!..

    About mods.. i think most of the useful mods are already inside X-CE. Others are mostly outdated by the base game and X-CE versions, so they would bring more problems and questions to new comers. I think the best option is, if there is mods which works fine with final version of the X-CE, it should be inside X-CE. As the X-Division development finally finished, there is nothing left for Solver to have a headache and X-CE project finished too.

    Every mod should be checked but it would be time consuming too. Most of the good mods are from specific people like you, so if there is mods which works, i think you can talk about it with @Solver to add them to X-CE as an option rather then making a special mod server. Funny part is, mod servers got always problems if they are just for one game. For that reason there is Modb and Nexus. Even openxcom, which is created for modding too, do not have a working mod server because the old server owner vanished.

    Goldhawk can make a server but as i said, if the mods got problems with final version, it will bring much more problems at least for Xe-1.


  18. 48 minutes ago, Sir_Dr_D said:

    I was talking about the alien missions. Like when aliens fly around doing a research mission, or a scouting effect.  What effect do those missions have on the campaign? Like do they have an effect on when the next phase happens, or the number of ships in the air?

    If you miss any ufo, there is a chance to see it at next wave. If you don't act about something, any ufo or mission, it just lowers your score at the end of the month. There is no big deal if you miss something.. You can't win everything at this mod..


  19. 5 hours ago, RustyNayle said:

    Eh, it looked cool when he ran and knocked the door down, but then he was way too static. How easy would it be for someone behind cover to just shoot for his centre of mass or even aim at his head, he was only moving his arms moving around while standing completely still. 2/10

    It's like Akumas finisher. He knows every possible enemy positions and shots. So he... it's complicated a bit but a great movie.. 

    • Confused 1
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