Jump to content

drages

Members
  • Posts

    2,749
  • Joined

  • Last visited

  • Days Won

    26

Posts posted by drages

  1. 2 hours ago, Suave said:

    Hey Drages, 

        Thank you - you do have a point, perhaps I was trying to make the game a bit more..hmmm...arcade? I will not try to defend my suggestions - those were just the things coming to my mind in various situations while playing. I am stuck in the office, so I have to pass the time somehow....

    No problem at all. About soldier stat gaining, next version will make it faster.

  2. Hey suave 

    The research is fine i think because you can never know when you will get the tech fully. 

    Enemy health is something you should not know too without special devises at least but xenonauts don't have that kind of system.

    Rocket launcher bug is probably a game engine bug which won't be solved sadly.

    I am against to know somethings in games which you should not know logically. Like you should not know how long a research will take or enemy health. 

  3. 2 minutes ago, Solver said:

    LOS is easily one of the worst aspects of the game. It used to be even worse in the early versions, but it's still not great. A tip about grenades though, you can throw them over walls, hedges and such if you're standing at least one tile away. You cannot throw over walls you're adjacent to.

    If you see the aliens throwing grenades all the times, you probably keep your soldiers bunched up too much. Aliens will sometimes throw grenades even at lone Xenonauts, but they're extremely grenade-happy if they have the chance to hit 2 or 3 Xenonauts with one grenade.

    And shield bearers are alien grenade magnet too.. An alien will try to toss a grenade for sure if it sees a xenonauts with shield.

  4. 1 hour ago, garyg said:

    I'm playing the xce with all those great mods and I just noticed that laser weapons have been skipped.  I  went straight to plasma guns. In my vanilla playthrough I remember getting laser first then later plasma. Did I miss something or was this change intentional? If so, I don't think I like it.

    Probably u missed it.

  5. 13 minutes ago, Solver said:

    Great, because I hate colored signatures :) I still prefer Internet forums that are close to plain text. Good old BBS style, or Usenet. It's great to be able to read actual content, something meaningful written by people, and not image-heavy posts with some rainbow text sprinkled all over. Now, forums have already been almost killed by social media sites, and Web usability keeps going downhill. I'm quite happy not to contribute to that.

    Wow.. you are really pissed by them :).. then i close the case, just i wish at least have black rather then grey text color.. its nearly invisible at white theme.

  6. 10 minutes ago, Solver said:

    I'm more tempted to limit images in signatures than anything. Signatures should ideally be short, a few lines maybe linking to something. Not take up more space than most posts, as it is now.

    I am against totally for big, huge images at signatures. And the only imaged signatures are at our team as i see :), but they are not so big, as i put a new more little one. But without those, forum becomes a boring text walls too.. We are living on a visual world now, most people don't care to read more then 3 lines of text if there is nothing to take their attentions... need to have a balance there for sure.. i want to point the text edit is very very limited that nearly non at signature creating. For example, even i see the words i used at my signature as black at edit, it became a grey when i save and there is no control on text rather then bold and italic now.

  7. 6 minutes ago, Solver said:

    When you do the implementation, I guess things will be better than you expect. As long as there are some other aliens on the map. X-Division is not easy, players will not always be able to have soldiers in a position to fire freely during that one turn of immobility. I guess most of the time they will be busy dealing with other aliens, sometimes able to get a shot in. But they won't be executing newly-spawned aliens all the time.

    Very wise point indeed.. Lets do it as it's then..

    (Not about game but about the signature at forum, it's very few options you can choose at edit, like no font choosing, no color, no anything.. can you make it richer?)

  8. 25 minutes ago, Solver said:

    I don't want to break the behaviour of default game zombies.

    I can see your point, you don't want to have zombies with full TU at the turn they spawned. It's bad because we can't use the "spawn chain" at weak to average enemies, because if they change/spawn in front of the our soldiers, you can easily kill them.

    I want to implement the real "xenomorph" chain into the game. It's a big thing, like you can make this first time in game history.

    I want to use egg>facehugger>zombi>xenomoprh drone>xenomorph warrior. Egg became facehugger, facehugger hits to victim to change it zombi ( it lies very limited time and goes to a coma state or another facehugger without zombify ability ) , zombi became a drone after some turns or killed and weak drone evolve to a warrior. The last chain could be updated with different xeno combinations. But i want to this to create the real xeno breeding cycle. Even UFO's will bring "civillians" as hosts and they will turn to xenos to create the Alien atmosphere.

    At this chain our problem is the part from zombi to xeno and drone to warror. Drone is weak and warrior is average units which could be killed with 2-3 soldier fire. So if they can't move when they spawned there are so easy targets. It brings to that question: "Does it worth to create all this chain and events for a creature which will die probably even before it moves?"..

    I need your help here Solver.. for all Aliens and Xeno lovers..

  9. On 10/9/2016 at 9:41 PM, drages said:

    Solver; 

    Is there a way to make the spawn action at beginning of the alien turn rather then at the end? I mean, spawned creature don't move at the spawned turn. It makes it very vulnerable at that turn. If there is way to make it move when spawned it would be nearly end of the problems at spawn system. Please check it.

    Any thing about this?

  10. 3 minutes ago, Solver said:

    Of course that would have been too easy... the game doesn't like new categories.

    Can you attach your weapons.xml so I can take a look at inventoryCategory and think about it?

    Our weapons.xml got only standart inventoryCategory's to work with the game atm.

    I wanted to have 4 more weapon category to put not game phase or tier weapons in it like stun weapons, flamethrowers, injector.. or whatever we can have which don't have any category.

    And to able see melee, heavy explosives and shields with different tabs because they get messy when there is many.. big shields covers so much and it's hard to find any melee or heavy explosive together with them.

  11. Hi Xaiff, both mods are old ones and you need to search them for their old topics about their final releases and how to install them properly. They got some different versions. Their own modders stopped to develop them months even years ago but some people made them some patches to make them able to work with new version for default game and XCE. But still they became old too.. 

    • Like 1
  12. 56 minutes ago, Suave said:

    Hi there,

        I suppose you are right, it probably just depends on the play-style - I usually try to suppress aliens with machineguns than charge with another machingun soldier and shoot at point blank range.

        Not arguing about it I suppose, I just thought I mention that and see what other people think. I do like the challenge (well, apart of reapers lol).

        Back to bug reports - I mentioned earlier that civilians on terror mission run straight into fire and die - I noticed recently that it applies to the aliens as well and basically on all types of missions. I never was a big fan of incendiary grenades, but they work like a charm in this mod - good suppression, fire is deadly and it has huge AOE (+ aliens occasionally try run through it, even with different routes available). 

        Also, please let me know what the bandages are for (sorry I am at work and cannot check the proper name of them - the grenade size medkits that heal only few HP ) - I have tried using them as a cheap way of stopping bleeding, but after I have used 3-4 on my soldier and it did not work - I stopped using them completely.  

        When you finish (I think) Ceasan Medic Interrogation, you get improved medkits - that is cool, but a) there seems to be no pop-up notification of it and b) they are really heavy and replace regular medkits. Would it be possible to keep them both in game? Sometimes I have rookies with low strength and they cannot carry the improved ones, while bandages (?) do not seem to stop bleeding...Or did I get it wrong?

        Thank you.

    We will look to the issue about little bandages and bleeding. Thx for that. We will revise all the medkits and add more too.

  13. 1 hour ago, Alkel said:

    Good time of a day!

    Here is  bugs/ or little problems:

    1) Damage for STD wepons and laser wepons differs in Xpedia and in Armory(look like standart for clean Xenonauts)

    2) All researches are exellent from the start ( so I dont know real time of it)

    3) It is possible to Dup medkits If u put rifle from the ground into hand where medipack is

    4) Don't really sure about Alenium warheads and other projects with Alloys and alienium (finished reserches alienium and Aalloys)

    5) when consructing any aircraft, on the base Aircraft screen it is show that it is foxthroat ander construction (but it is asieris at the end)

    2x123.sav

    Hi Alkel!

    5- Creating a special aircraft construct image for every plane is... not so necessary so i passed them for now.

  14. 31 minutes ago, Solver said:

    DamageRandomChance of 50% is supposed to mean 50% more or less of normal damage, so between 50% and 150% of normal damage. So DamageRandomChance of 66% would mean between 34% and 166% of normal damage. I have not verified that the calculation in the code is actually correct, but this is the intention.

    SpawnReaper creatures spawn with the aggressive script.

    Good, we just need them aggressive..

    Solver, i got a little problem about spawn thing. It's visual. When something spawned another thing, the gorish blood split animation plays as hardcoded.

    We need to have it softcoded but i dont know how can we do it.. maybe another parameter?.. i know it became long lol.. but we will use aliens as green and I made metal boxes which spawns robodogs so that only red animation is killing the immersion. Do you have any idea how to handle this problem?

    Edit: Sound too..

  15. 3 minutes ago, garyg said:

    Thanks Drages, one thing I wish is that when the last alien is killed you can remain on the map and examine the spaceship instead of immediately being shunted to the debriefing screen.

    At all the x-com style games, if you kill everyone, you get all the loot automatically. Mostly the battle ends at control room so you probably already see and examine the ufo.

×
×
  • Create New...