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drages

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Posts posted by drages

  1. 2 minutes ago, Z01 said:

    Yea, sort of. Thanks. In game it not very intresting. Something is ok something not much.  It more about trying to draw animation, game is more like reason.

     

    It's a bit offtopic but I started new run and in first ufo sebillians used granade. And it use "plasma yellow" effect. And for some reason it like ten times bigger, upscaled.  When drone fired it at me it was normal size.

    I reloaded and  take this granade from him  and tested other animations by replacing files in "plasma yellow".

     "Bulletplume" is ten times bigger(looks intresing). And laser impacts. But from rifle it normal size.

    "plasma blue" is normal size. "plasma granade" is normal size.   "plasma red" is double size.

    But all was drawed in the same document at same resolution and saved with same settings. xml generated by the same thing and I didn't see anithing special in it.  don't understand how it work/

    As i know the explosions "scales" as the radius. Game makes this by its own.. so we dont have any control on it. Sometimes it gets buggy at game and shows huge explosions.

    If you can make the animations more transparent (mostly at fog parts) it would look more cool in game. I liked all the light works for energy effects!

  2. 1 minute ago, Sectiplave said:

    @drages ohhh lol it would have been easily a 40-50 turn fight, the tank was dead within the first 5 turns, it did it's job of killing the Sebillian tank and took down a few Reaper Bulls first so I was happy with it's performance. I think Vehicles are in a good spot right now, the Defender can still soak up a lot of damage but obviously it's getting hit more often and melee'd now.

    For accuracy I think it's good, I've definitely lost more soldiers early on than my last play through, but I cannot be sure how much is the changes and how much is different now I'm playing on Veteran and there are more enemies per ship. The main thing is that it's Caesans killing me now when usually it was Sebellians running wildly at my troops and bursting them.

    Even still I think it works, in Long War it was part of life that soldiers would die, if you want to keep everyone alive there is the option to go back to play Easy/Normal mode.

    5 turn survive :) but good to hear that he handled the enemy tank..

    We buffed soldiers progression at stat gaining for this "more deadly game" reason. Charon was right about it and we took his ideas which he used already at his own mod. 

    Charon wanted Caesans more deadly.. and yeah they were so weak with the stun guns.. they could not harm vehicles too and this create a huge balance whole we can't get rid of it without XCE..

    Veteran does not make UFO crew more.. the numbers are always same.. you just feel them more then before :P..

    Now AI should not run into you, not all of them.. if an AI runs to you, it means he got a very good damage heavy weapon with low accuracy, take care him really fast!

    Zombify is still not as i wanted which ignores everything. We will use it more wise places in future patches but much more cool things will take up its place. Man, if you would know what we planned... ;)

    • Like 1
  3. 1 minute ago, Sentelin said:

    Honestly, everything in this mod is "the" real deal for me, right now. I still have to download this monstrosity though, and try all cool things but a description of the mod alone, is a lot to digest. And seriously men, a 3D model of the Dinosaur above looks awesome, though I am not sure I want to know what you planned to do with it, whatever it is friend or foe!

    Heh i wanna spoil it but won't do it.. it's the milstone at Andron story. As a group we can nearly do everything we want. We can use the Xenonauts like a game engine now. We edit UI, we add new enemies (totally new ones.. done all the xenomorphs from beginning from egg to queen, real original movie models), charon makes 1000 research and manufacture.. lol..

    We need testers so badly, just the only thing we can't do is to play the mod :) 

  4. On 10/24/2016 at 2:24 AM, Sentelin said:

    Damn,  I am so glad you finally formed the team and moved this version from alpha stage (how long has it been, almost a year? ) and I see that X:CE got a bundle of modding features from Solver. It would be really shame, if this projected died, when you burnt yourself with modding. (Now, I have a reason  to get back into the game, after sooo long).

    Hey man! Its nice to see you here. Yeah we became a family now! X-Division became huge and with solver it will become something "else" too.

    And we did not even put the real deal yet!.. like that so cute dino at my signature :)..

  5. 3 minutes ago, Sectiplave said:

    Completed my first terror mission last night, ohhh my it took over an hour of very careful play, and the end result was 44/44 aliens killed! The Reapers AI was very aggressive in finding civilians, but luckily for me a large pack of about 8 of them sat on the other side of the map (saw them when fog of war was lifted) until I reloaded due to clicking wrong tile, at which point they all stormed me, I was very glad I had incendiary grenades, they were the only thing that saved my troops as I was down to using alien weapons for ammo :D

    The boosted accuracy is a good thing, I have had Caesans burst fire from being suppressed and have all 3 shots hit a soldier 9 tiles away behind light cover more than once, I had a shield trooper closer who I thought would have been the target, but I guess hit chance wasn't as high if that is how AI prioritizes.

     

    Wow 44 :)... it's a good number.. so how does vehicles survive against melees now? How did vehicles role change? Any vehicle story would be nice too!

    AI thinks like you, if there is an open target, he will choose it. For that kind of reasons, Xenonauts AI can't be tricked. I wish i got an AI like that at Stellaris.. anyway..

    As i said, i don't want to kill your soldiers more (yeah i want but not so much) so if you think you get killed much more easily, or get hit much more (which yeah you will, but at my other tests, even wraths which i created as one of the best AI units, could not hit an open soldier, and early phase AI accuracy was so low, i saw that it was a huge strike to gameplay and AI behaviour. So i made the game more armor related.), so i will buff more armors and shields. 

    9 Tile is a dangerous distance. It's a good chance to get hit from 10-12 range. I dont want them snipe burst from 15 to 20... and AI snipers will snipe you for sure now :P...

  6. 1 hour ago, Suave said:

    Just my 2 cents to add - due to RL I have only played for about 3-4h so far and I had no freezes/crashes thus far.

    AI - much better, hiding/sniping/not charging you like crazy (without shooting), also it seems they have got their aim boosted? It feels like it (playing Ironman Veteran)

    Melee guys are attacking my cars and EMP is devastating to them (well done!)

    Also, I believe that leaving UFOs door open was a good idea - it is much more random now, previously when I cleared the whole map, I was using the same trick to clear UFO on and on, it was getting boring...

    I will report other things as soon as RL allows me to...

    Thanks and keep up making a great thing perfect.

    Nice to hear that about AI.. I buffed their aim to make them more shoot. Now the armor is very important and you need to take more cover even, you need to hide yourself totally. I will buff the xenonauts armors if needed too. I want to see more a battlefield with not necessary deaths. 

    Your reports are so important for us because of full time modding, we just can't play it :)..

  7. 42 minutes ago, Z01 said:

     I drew some impact effects sprites(particle folder). It not necessary improvement - most of the time it's not. It more me experimenting with animation.  

    Anyway - I just want to share it maybe someone will be intrested. 

    https://mega.nz/#!pFBDSDTL!w6jtXLEvQINhA7xoKunR3eeSwYo8ivoq49QpO6nVuCw

    I included weapons_gc because I changed  some sniper and havy laser to a bit diiferent then small guns animation. For testing and just because. Other then that it the same division file.   

    license is WTFPL

    I looked to the effects and they are very nice and creative. I did not test them at battlefield yet. The most important part is, the art style should fit to the game, blend very well with all things.

    I would like to see more particles, effects, projectiles like those.. i am so limited at ballistic projectiles mostly and dont forget that, projectiles could be animations too...

  8. I played the mission and it has the xenonauts feel there.. Let me say my toughts..

    -Xenonauts are more cool but they looks like more same.. like 8 clone.. i think there should be some differences even they are minor..

    -You totally can't see aliens behind something.. there should be some system to notice them. A border or some transparent map.

    -You really need to make crouch manual. Even add a lying stance.

    - Covers show 4 direction but not other 4..  Shield icons are very big and their color is bad for that map type.

    -They are standing when firing. Not logical, looks wrong. 

    -I did not like the UI. I need to look everywhere to get info.. Squad is left, choosen soldier is middle, aliens right.. The UI is so huge compared to the playground. This fits to fraxis xcom because the camera is near and battlezone is not so big. But here you fight in a large battlezone, camera is more far, everything is so little the you got a huge UI things around.

    -The target icon is huge too, but the info is little..

    - Aliens color blends so much to the background, i can see them so hard..

    -  I liked the caesan design. 

    - Very fast heavy weapon burst is good but rifle burst with same speed is not so good. If you will use this, you should not use bullet projectile i think. This kind of fast fire fits more many bullet firing. Like if your rifle shoots about 10 and heavy about 20 it could fit but not for only 3 bullet.

    -Liked new scoped fire with snipers..

    -Animations are nice. 

    -Having 2D visuals for weapons is good for modding. So as the units are still so small, you can use same visuals for more weapons if you dont think about zooming..

    - Xenonauts don't run to places when they dont have enough TU, i think you will handle it.

    -I liked the alien guns lights..

    ----------------------------

    So i liked the alien designs. Xenonauts looks like more guerrillas rather then a military with those hats mostly. It has the original xenonauts feeling. I would like to see that new caesans at xenonauts 1 :)..

    I don't have any doupt for ground combat, i would like to see geosphere too.. :)

    As an extra:

    The non-colored enemy turn is not so good.. i mean why would it so? I can understand something when goes out of LOS, or something killed your soldier or anything special encounter to give some atmosphere but it's not good to use it at whole enemy turn.

    - Everything is so shiny. Xenonauts are shiny, leafs are shiny, aliens are shiny.. you need to look closely or you just can't see there is a rock, a road or a plant.. There is shadows missing..

    - I got a high end computer with 980gtx, i played the game at highest and 1920-1080. I saw some jumps when something happened, like an alien dies or get hit. Normal gameplay was smooth.

    More EXtra Ideas for the roadmap:

    1- You should add something additions and mods to weapon, armours and item types. Armours should able to get some updates, weapons too.. at least as code wise, so we could update the weapons or armours, not creating new ones from zero. Like adding a jet pack to a default armor. Giving it a night vision. 

    2- Extra item types to use rather then weapon and armour.. to give some buffs, to give some psi defense, to give a FORCE FIELD like X-Com apocalypse. Force fields would be a so cool addition to this game. Don't miss this..

    3- having more enemy types is very good. Make as much as type as you can. ADD MELEE ONES as damaging not only zombify. ADD big bossy ones.. ADD something cool and deadly which bring fear to our hearts..

    4- Don't forget to make all little tiles destroyable by heavy units. This helps greatly to vehicle and alien drone gameplay!

    5-Add a hitchange/dodge and invisibility/detection by range or movement aspects to the game. This will open many creative ways for enemies and aliens.

    ------------------------------

    Chris, X-2 will be a remake of the Xenonauts as story and game wise? As i see the main menu and all the concepts, it looks like a big remake and i liked that. Just that ufo design is a bit strange which there is no front? it looks like a part of a wessel or building rather then something flying..

    I am waiting news about geosphere too. I am looking for the new games air combat and base building, zone control... I am happy with xenonauts all geosphere aspects. Just i think this kind of games needs sure an air phase but not as a playable air game. Xenonauts airgame is one of the best as a mini game, but even biggest fans of it (like me) goes for auto combat after a while..i think it's because of the number.. you fight 5-8 ufos per wave and playing a minigame at every one is boring after a while. So you can make some very nice visuals like After***** series 1. game... i always liked to watch that dog fights.. maybe you can improve this style too with some Manuel control but limited.

     

  9. 7 minutes ago, Sectiplave said:

    On a side note is it XCE update that has made the game load faster and the battlescape animations look smoother?

    Exactly. Animations work much better.. I don't know what solver did but the game works as intended now.

    Please do that install and return to us with only X-Division and charon advised mods. I feared when i get same error from 2 people as that freezing problem. There should be no freezing code for X-Division but new things and combinations could make something buggy too. We don't want to have that kind of strange bugs :)..

    Me and charon played the game a bit more from your save game and we dont have that kind of many things, only 1 crash at loading your save for me but i dont have lore too..

    About the art part of the mod, i am replacing some bad images here and there in the progress. I will handle all the X-pedia once i got enough replaces.

  10. 12 hours ago, Sectiplave said:

    Just a handful of missions into the game, I've been having a large number of stopped responding errors mainly in battlescape. The AI seems good so far, Caesans are very accurate which is scary early on, and Sebillians are making use of cover more often. The open ship doors seem to function like Vanilla Xenonauts now, with aliens often staying just inside the doors or popping out from time to time to snipe your soldiers, I like it!

    I attached a save where I was getting some game stopped responding crashes from moving soldier around the map.

    I'll post up more things as I find it :)

    BUGS Playthrough started 23/10/2016 Version 0.99.31
       
    No corpse showing In Battlescape killed red armored Sebillian (weapons) gun is on ground but no corpse in inv.
    Battlescape freeze Random freeze when shooting enemy, force close required.
    Load game freeze Random freeze when loading a battlescape game, as soon as you click load from menu.
    X-pedia image Ballistic rifle image needs to be updated to new weapon art.
    X-pedia image It is super pixelated / zoomed in, needs to be resized.
    Battlescape freeze Freeze while moving troops around battlefield.
    Geoscape freeze Random freeze after completing ground mission.

    Quicksave.sav

    I am able to finish your saved mission. Is there a specific thing to freeze the game?

  11. 1 hour ago, Sir_Dr_D said:

    I am getting this error where everytime I shoot at this Ceasean in a baige colored shirt on a scout ship the game crashes. It becomes unresponsive, and I have to hit end task in the task manager. It happened twice. Once with a shotgun and once with a pistol. It begins right before the animation would begin of it getting shot.

    Can you provide us a save game please? Just attract here.

  12. 1 hour ago, Gijs-Jan said:

    > I hope to see in Xenonauts more variety of maps and buildings, or even procedural maps.

    I'm quite confident that the community will find that the Map Editor this time around will be a lot easier to use, and more powerful.

    Just give us a very simple mapmaker like heroes of m&m 3... just choose the tile and put the map.. then everybody could work on that easily.

  13. 3 hours ago, Sectiplave said:

    Hehehe that was me asking for exploding acid when a Xenomorph dies! I have very patiently been waiting for the next patch and it looks like the time has come :)

    We have a public holiday over here in New Zealand so I'll be spamming you all with whatever bugs I come across before long!

    As the melee creatures can attack to the vehicles and ranged enemies got a good accuracy and TU buff, including that i worked on AI very detailed this time and every race got it's own behaviour, i need feedback over AI. 

    - Is AI challenging? 

    - How does AI engage to your soldiers? Any traps, any ambushes, any direct assaults?.. How smart is AI at your eyes?

    - Does your vehicles survive enough? How do you lose them? What is the melee creatures like reapers and xenos react to vehicles now?

    Those are important to me because they are totally new. 

    We will get much more melee and half melee units (creatures with 1-5 ranged melee attacks) soon.

  14. As the Lead of the X-Division development team, i want to thank you to give us so much time. All team is hyped crazy, everyone works on this like a real job.. 3 team member's computer lost their GCU on this journey. 

    Probably a default game player won't notice that 0.01 difference between 0.34.1 and 0.34.2 but it's dedicated for modding and for X-Divisions crazy ideas. If you think that a "0" and "1"  could be a game changer, this additions will make us rewrite all the mod.

    X-Division is here because there is X-CE. 

    Thank you for letting us create the ultimate X-Com experience.

    • Like 2
  15. 10 minutes ago, Solver said:

    Starting with 0.34.2, gases can be allowed to do damage multiple times per turn. In such a case they will work like fire does, dealing damage for every tile a Xenonaut/alien passes that has the gas. To enable this, edit the relevant gas in gas_gc.xml and in its Props, set:

    
    multiplePerTurn="1"

     

    Hollallaaa... Charon's reaction +1.

  16. 17 minutes ago, Suave said:

    Good Friday everyone!

       I was wondering whether you divide current workshop projects into Phase 1/2/3/4 just for the sake of keeping it together in Beta or are you going to change it in later releases? I find the current division a bit messy - depending on your research, you get weapons DSB projects mixed up with UFO DSB and better tech weapons for your soldiers. I find myself researching in certain order to have it sorted in the workshop menu. I think it would be much clearer if each category had its own drop-down menu (like vehicles, boom and slice,etc).

       Thank you!

    P.S. I am sure you mentioned that somewhere before, but what is the current difference between difficulty levels? More dmg and resistance for aliens plus quicker invasion escalation? I like it as it is (playing Normal with Charon changes), but I am tempted to give it a go on Veteran/Genius (I do like the challenge, but not AI cheating). On the other hand, occasionally I am thinking about starting Easy campaign (I play Ironamn always), just to have a long nice period of easy missions to train up my rookies. Yesterday I started a new campaign to test few things and so far it is going great - about 12-15 missions so far (I try to do as many as I can) and no casualties yey! But I am worried though, that if I switch to Genius, I will never see a captain in my squad - or is the experience gain higher on higher difficulty levels? 

       Sorry for the longish essay again and rest assured I will keep on bombarding you with some weird ideas until version 1.0    

    The Manufacture UI was limited until 34.2 XCE, so we had limited categories before and this caused the problems you got. After XCE 34.2 goes leave and at out 99.4 patch, you will have all handled. 99.4 will have totally new things as manufacture and it's UI. I can say that, the mod will evolve with very new things as we got with 34.2. 

    AI is not cheating at Xenonauts, it's their stats and invasion speed. This mod is created for veteran difficulty so everything is %100 at veteran. Normal and easy are easier. Genius is a bit harder. As the mod created to be hard, we don't need more harder difficulties but people can need more eaiser one so i choose to stay at veteran. I don't know that, soldier training is scaling at difficult, it's charon's specialty.

    • Like 1
  17. 7 hours ago, 123nick said:

    i have a bug report, i think, not sure if its in game yet, but meleeing using the M key sometimes crashes the game- i tried it with someone wielding a HMG on a green-shirted ceaserian? im not sure of the names yet, the aliens that look like the sectoids from xcom 2, sorta. also, will Fire in the hole, the mod that lets u explode entrances into crashed ufo's, ever be implemented? 

    m key is only for breaking windows so don't worry to use it on enemies.

    Fire in the hole mode could be implemented but its hard to add it to a mod with many ufos. Not for now..

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