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drages

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Posts posted by drages

  1. 5 minutes ago, Suave said:

    Hey guys,

        First of all - well done on your mod! I have just recently started playing again (I have been through vanilla,XNT and Xenophobia - each with its strong and weak sides IMHO) and I played X-Division 0.97 (I think...), but then I though I would just wait for a more complete version. And it has paid off to wait.

         Just to continue kissing your bums (I mean - showing you respect), I have just created this forum account to share with you few experiences.

    - research projects take to short time - seriously,  it takes few hours to research alien weapons with 10-20 scientists 

    - workshop - even shorter - these guys are amazing - they manage to assemble a Foxtrot in 12h. It does take away the feeling of accomplishment and reduces workshops only to a formality....

    - money - ok, so I have been starting few times, each time on Normal difficulty (following your advice) and it seems that whatever I do/build, I never run out of money. Again, this mod is supposed to be "hard" and the economy seems really basic....

    - ground combat - nice and challenging, but probably because I use Ironman - it seems that aliens have got a good chance to roll "kamikaze" mode at times - instead of shooting and hiding (as they do sometimes) , they would just run straight to your nearest soldier (and no, they do not shoot - they probably would next turn if they were still alive...).

    - there are few minor bugs (already reported) but altogether - a fantastic mod!!!

    Soooo....are you going to re-balance the economy side of it? I mean - I think I have seen that stated somewhere, but can you elaborate a bit more on that?

    Thank you!!!

     

    Hey man! welcome!

    - There is many things to research.. really many things.. as the time goes you will feel that. But the timing is still at balancing because we fear that player wont have anytime to get all for every phase.

    - Money, alein alloy and alenium is still on balance too but we will give you much more things to use them.

    - That running alien is my bad with a little wrong code at AI at 0.99.3... next patch will handle it.

    Thank you very much! Stay tuned!

  2. 4 minutes ago, Solver said:

    Maybe as an unused file that modders can use. For the game itself though, without more mods, there's simply no need. It would, at most, have like a dozen weapons, some alenium/alloys and armours, perhaps 20 items. Very rarely more.

    Yes yes you are totally right about default game. But this is a modified LUA and if it's not in XCE, there is no way to get this working without downloading X-Division.. 

  3. 3 minutes ago, Solver said:

    Draku, you're awesome.

    I think it'd be great for X-Division. There's no point using this for the default X:CE, but if you post the Lua file, I'll make a few small changes so that it also works with sorting, etc.

    It's not up to me to decide, but i would use it at XCE too, to be an example for modders.

  4. As a gamer but not game designer, I can say that a column with categories is the best.

    At that image charon posted, you can see images of the weapon, so you can figure out that they are swords. But at xdivision the soldier, airplane, vehicle even defense building weapon names can confuse players so easily even I confuse so much. Probably all the parts and otherstuff confuses people much more.

    But alphabetical one is the worst. Can't we have them just as same order as items.xml? I think this could handle many problems and Charon can order them as he wanted. I think you won't even categories when you done this.

    Or give us categories and if can't handle the UI, we go Charon way.

    As result we need a way and we don't have one now..  

  5. 1 minute ago, Solver said:

    I've done alphabetic sorting for the storage screen (also possible to sort by value/quantity). I am not sure how a sort ID system could potentially be more convenient - whatever sorting order you define, it will not be as clear to players as alphabetic storage is.

    Naming a "plasma clip" as a "Ammunition - Plasma Clip" could look lame at other scenes like soldier equipment.. Naming a clear weapon as "Weapon - ****". So charon wants to organize it at background i think.

  6. 1 hour ago, Solver said:

    Drages, I added those icons to the game, and they look great. At least with the Large Hangar, I haven't tested all the sizes. 

    I used same formula with the default. I am very restrict to default game art style at my designs already. If you need anything please ask.

    I would like to have different plane type with special hangar type for possible bomber sized planes and capture ufos for example but I think it need a huge work. 

  7. 29 minutes ago, Nekonomimi said:

    Many thnx!

    Can i ask some?)

    My scientific progress stoped at predator/alfawolf/sentinel armors, shrike dropship, i dont have plasma weapons(but have explosives),rail stoped at mk-1.

    I was captured all aliens i could...but nothing new in phase 4.

    And i noticed that captured aliens not in list after ground mission .

     

    Phase 4 got some issues about specialists . We handled them but waiting for the big patch to release it. But you should find plasma weapons.. its strange.

  8. 2 minutes ago, Larry Burstyn said:

    Have a fatal bug with cruisers.  Middle section does not show the levels making it IMPOSSIBLE to see my men on any level.  Tried the various tricks to see the level, like clicking on the level in the level indicator, etc.,  but nothing works.  Either I get a big black area or the top of the UFO depending on what level I try to reveal.  Does not seem to happen with other UFO's such as the Landing Ship.

     

    Point two:  Too many enemy in control room...the one landing ship I tried to capture had more enemy in the control room than I had men making the first troop to enter the room a suicide move.

    Let a man stay at 1. floor always for cruiser bug which is related to XCE..

    Control room will be handled at next patch.. big patch i mean..

  9. 20 hours ago, Solver said:

    Thanks.

    Yes, I now see the game only supports 1;1, 1;2, 2;1 and 2;2 as sizes. Anything else will crash. The reason is that those sizes are the only ones with images base thumbnails that appear in the top bar. I understand the limitation, but it's probably better to just draw a 2x2 thumbnail there and not crash. Or you guys could even make a few bigger thumbnails that could then be added :)

    All of the possible building icons are here; from 1x3 to 6x2:

    buildings-icons.zip

    buildings-icons.zip

  10. 3 minutes ago, Solver said:

    Very well then :) We may after all be closer in our opinion on those design issues than I originally thought. Since I have no special insight into the design process, and my knowledge of the mod itself isn't particularly deep, I will stop commenting on that further for now. It certainly looks like you'll be able to get some great things done with the features in 0.34.2.

    I always want to have hear your ideas, about the ones we got or for future things you want to implement. Because there is many things we can't see or we can't imagine to add. To be honest we don't need any more things for a while.. just some things we talked with you already and i know that you are on them..

    There will be moders i hope in near future.. and X Division will be a huge showcase to show them the way to all modding abilities with the code examples for them. Some people want to have only the default game with just new additions, like you did at XCE and it's mods. They can just look to the X-Division, get the code with all the possibilities. Maybe someone will make a great mod with just default game borders, like without any weapon or enemy units but with all the new abilities. 

    My biggest hope to get some old good modders to return here and use all of those.

  11. The difference of X-Division and a normal game development is mostly about the purposes and needs. We don't make it for money, we don't have any time limit, we don't have anything to fear about economical ways. 

    For those reasons, we don't need to apply the rules of a standart development. I think this is the part i like most and the reason why all the modding system prevails world wide.

  12. 59 minutes ago, Solver said:

    I don't mean to be heavily critical of X-Division. Certainly not for difficulty - I like hard games, as long as they feel fair. My main actual criticism of X-Division would be that the mod perhaps focuses too much on quantity instead of balance. It already adds an astonishing amount of things, and of course with every addition it gets harder to balance. I would ideally like something a smaller and better balanced, and I think even Long War goes a bit too far in the sheer amount of additions, even though the quality is excellent.

    That is, though, my personal opinion and preference when it comes to game design. This comes after a long time playing, modding and being closely involved with the development of some games, so it's at least an opinion based on experience. Like as I said, I don't want any of you to take this opinion as a criticism of X-Division - I am not on the mod's design team, so it's not my design. And you're right about me not being deeply familiar with the mod. It's much bigger than vanilla Xenonauts, so it's simply too time consuming for me to play enough to be well familiar with it.

    Don't get us wrong too, solver! We accept all critics and we revise our thought with those. So your critics are important to us. As the responsible one with the huge amount of things for this mod, this is something i want to see after years of playing xcom.. Probably because of my "fear" for "short/simple game with less concept" i started this. To make something long, big, challenging (not specially lame difficult but something serious) and complex. You can think this a "grand strategy" concept of paradox games against "4x" game styles. This is "Grand" version of Xcoms.. and Long war example showed us there is a possibility for this and the fan base is huge for this. Huge openXcom mods are not different.

    The key is UI.. if you can somehow manage to create good UI, any complex game becomes playable easily. For that reason, i begged for manufacture UI help for months. Xdivision got nearly 5 phases which you feel a new game with every one. You can name it as "ACT".. for that reason, even we got tons of things in the mod, player meets them one by one at every act and there is 3 to 5 month to get and use them before the new ones comes. We don't throw everything in front of the players, everything got it's own research line and follow up.. For this reason we don't have any balance issues for strategic layer. Tactical layer as ground combat is already one of the richest gameplay in gaming industry. 

    But this is about taste totally. But we think we can manage that.. there is not much left after buildings..

     

  13. 28 minutes ago, Solver said:

    What I often see in X-Division is what I would call increasing difficulty just for the sake of it. Introducing new concepts, costs or other difficulties just because it's difficult, not necessarily because it's more fun to deal with. 

    Haha @Solver cracked the idea behind X division. 

    We just want use use everything to give an option to player at every aspect. Strategic choices and tactical options. If something could be done with an effort which worth it, we just add it. 

    Radar is something should be free to edit per building as solver said. I think defense building should have a damage % rather then hit chance too.

  14. 8 hours ago, lazylegionspark said:

     

     

    Thanks a bunch Charon. I had forgotten when I posted that you had left so when I released that I decided to want a couple weeks to check back. Gonna get back to playing me some Xenonaunts now and try to get to Phase 2 once more without being utterly steamrolled once I get there now that I now about the terror site cooldown bug. What a nasty and disgusting bug. Glad you guys have quashed it for the next version. Holy moly it made everything so unimaginably hard.

    I will comment after a while on how this third playthrough's progress. I will only modify the reveal tile limit so don't think that I will make the game a breeze.

     

    EDIT: Curious about something. When it comes to the installation, do I have to delete the scripts every time I put something in (Base mod delete script ->Patch 3 delete script -> Charon's changes delete script) or can I only do it once if I install everything at the same time? I would assume the later since nothing has been run yet,

    Yes after everything installed, just erase it before start to game. 

  15. @kottis

    About kinetic weapons,

    You can be right for phase 1 which the energy weapons are already weak because it's the first time and as a tutorial phase, the aliens don't have much resistance at all. With phase 2, nearly all melee aliens got good resistance against ballistic. Tanks and discs are nearly bullet proof.

    To change this, i can buff the andron kinetic resistance for phase 1.. but as i said i dont care much about phase 1 because it's a peaceful phase.

    You can wait ufos to land, terror and assault missions got specialists too.. for short, if we give an alternative, there is no reason to have it at first place.

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