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drages

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Everything posted by drages

  1. Most of the research-manufacture chain questions are for @Charon. No, we don't plan to make alien allow manufacturing.
  2. Most of your bugs are related about the game itself. So if there is something wrong about the new content, aliens, weapons, manufacture, research, yeah we can help but other things are %95 game engine.
  3. Yeah i tried to say that, they were huge compared to battlefield. Even 1x1, it's something for tactical enrichment of the game. More feature to have, more options to choose. I still like to have 2x2 ones too for same reason.. not make them game changer.. 2x2 units never changed any xcom games but without it, i feel that something missing.. like many UFO games just did not use air games at all which you done well..
  4. Hey Kirill! They are so many things to answer :).. 1. The economical aspect of the mod is not here yet. It's easy to get anything and researches are fast because we want you to have as much as you can for now for test purposes. So you can tell us any bug easier. At later, it will be much harder to get money and research so many things so fast.. 2. Many things are game engine limited. So a tank can't crush doors, a unit can't open dont because there is a tank.. We cant do much things about this. 3. Fire will be much more useful soon. If you use right weapon against right enemy, you can kill many things without fire. Yes we wigell make fire usefull against melee creatures. Xenomoprhs and reapers are easilly killed by fire. 4. There is no shock damage type.. it's energy based. 5. All damage types make damage and damage destroys the items on ground. There is nothing to do about that. 6. The mod is created for "veteran", so every stat is %100 at veteran.. normal and easy got lower stats enemies. So if you think normal is easy, you can go for veteran for full experience. 7. Hangars are not only place for alien assault units.. there is other points they can go in.. i don't know how the game chooses that. 8. Again, the AI code got a problem about alien units who likes vehicles so much. Melee units are automatically goes to tanks. It's hardcoded. But I am working on some balancing at this. 9. There will be some weapons with AP losing. 10. If it's red, it's blood weapon which is a chemical. 11. Alien tanks don't have big guns for balance issues.. But we will look for it too.. 12. We can't use psi weapons, only aliens can.. --------------------------------------------------------------------------- We are working on a huge patch about all aliens. As you see from the dev videos we share here, they will be much more unique and special. I nearly finished the Androns, with totally new concept. Andron Patch is only 2 GB :).. As i said give a try with Veteran difficulty. We will see what you can do :).
  5. We don't talk about manned vehicles here as big as humvee or a real tank. I said 2x2 vehicles like at original X-Com which got a bit more hp and armour and got some a bit bigger guns. They are used for safe scouting, some fire absorb and gaining time at battlefield. It was a tactical aspect and a balancing point against alien counterparts. So can you answer me about, if there is big aliens like 2x2 or 3x3, won't they have a bigger "gun" to kill any soldier with ease?.. so if the aliens will that kind of power with big units, what will we use against them? Maybe you got some very heavy armour or mech idea, but it goes to same point "big unbalanced weapon caring capacity of a big unit".. X-1 Vehicles got big problems, because they were huge as 3x3 and the maps are not created to use them at first place. Any 3x3 drone or vehicle could not move far because of the undestructable flowers on the ground. I don't know what you plan, you are right, but i can see the possibilities. Your map design with different layers as high and low grunds, is not looking to work with more then 1x1 units. Because there should be a flat ground to move something bigger then one man. You can create some four or more legged big units to able to move that kind of ground system but i don't expect such mechanic too because it would need a huge work.. Even you try to use 2x2 or bigger units on that map system, it will be same as X-1.. big units, which can't move more then 10 tiles.. As i said, if you plan to replace a mechanic with much cooler and usable one, i don't worry about it. You should already got an idea about the game you are making, so tell us the big picture even the possibilities so we dont mislead. You are the only dev who works with player base at the very beginning. So i am giving my opinion about it as someone who is modding X-1 for 2 years nearly, not only as a player..
  6. Even 2x2 sized or 1x1 sized.. there should be a vehicle mechanic which you can use it as an expendable aspect. If there is no vehicles, there won't be any big sized aliens i guess. Don't go for 3x3 but have 2x2 for sure.. Don't simplify your game.. don't let it have lesser things then preview games.. Even X-1 got many less things then UFO like a special alien system with containments, special ammo system as more then 1 ammo type per weapon, no psy warfare.. i can understand those days limitations and the game engine you worked. But you don't have those limitations today. If you won't replace something with much cooler and accepted idea, just don't delete it all.. I think vehicle system is one of classic and core aspects Ufo games have. It makes it much more richer.. Not having it is a big step back.. For example at openufo, the modders created 1x1 dogs... you can improve this idea.. u can even create dogs, which leveled.. then that doggy can be mutated with alien tech, or you can have your own alien dog.. If i were you, i open all the ufo type games and use it with mods and see how creativity you can catch from them.. Deleting vehicles is a huge mistake back, when you got opportunities to improve that aspect.
  7. Thx Krives. Shield problem is an engine problem and we will handle it at next patch, for now you can make it "Unlimited" at items.xml file. This should handle the problem. Mag minigun will be handled too!
  8. Right weapon is right damage type against weak enemy. I mean you can't kill a caesan with laser weapon and can't kill an andron with ballistic rifle. You can but it takes much longer because they got resistance against that damage type.. You really don't know about this mod's mechanic and you are trying to talk about it.. why??.. why do you write so much about something, you don't have any idea... It's not making sense, you know... please stop this..i can't discuss my mod with someone who don't have any idea about it..
  9. As someone who did not patch your mod for months, you talk about thin air. If you use right weapon types, you can kill any bullet sponges way faster. I think you played the mod for 15 minutes and talk like you finished and saw everything in it.. there are many developer videos at https://www.youtube.com/channel/UCJiDtR6YHRDiW4dpa_F-2aQ charons channel.. i did not see him using any explosives or rockets yet.. There are people who finished the mod, and some of them think that it's easy at even veteran.. so... Even if you played the mod a bit more, like for example until phase 3, i could understand and listen your critics.. but you did not even patch something, at non-stop development progress.. I don't think you have right to speak so directly.. As i say 3. time, go edit the starting soldier stats and be happy.. and let us stay happy too..
  10. Hey Sec! Please don't distract by anything :).. i would love to see some saves from that situations you talk about.
  11. @Mordobb I wrote what you should edit for your taste.. you talk about a bug, patched months ago. This is not about the mod.. it's the game you got problem. "It's X-Com baby!" this a quote, people use against people like you.. Sorry but you play wrong game, not wrong mod..
  12. X-1 does not allow very quality sprites because it's 2D and units are very little. X-1 Androns fit well to the X-1 atmosphere. I think the only fail was the caesans at X-1 and new caesans are enough alien!.. I can say that X-2 is doing very well at visuals..
  13. Not is not important when there is awesomeness. Just please make the "textures" modable so when a modder want to create a new alien with same model, he can play with colors at least. I know it's at ultra stage but somethings are easier to handle at beginning, rather then adding it later.. just a tip for future modding..
  14. I can say that i liked the models pf aliens very much. Will have have more variants of them? Different armor, different head shapes for different ranks?
  15. Adding damage types and resistances to the game is a big task. More armored looking guy will have more armor as logical as you said but against which damage type? Using MAG weapons because they got more mitigation would worth it when it has lower damage? Caesans and harridans got nearly no armor and looking so fragile, so how will you balance them compared to tough sebs and androns?.. I try to say, there is many things on the table when you go in.. If you want fast new alien roles, X-Division got any color combination for use.. there is a difference between original Xcom and Xenonauts research system. I would like to have able to use one item (a corpse or stunned alien body in this case) more then ones at researches. Like you got a technician alive and you get your research and it's done for Xenonauts. At xcom, you can get a research for every stunned alien you captured and every time you get another UFO info from it and if there is nothing left, you just get nothing. @Solver ? Dropship danger is not bad as you talk i think.. like every choice got different risks in this game, it's a risk too. Just send a fighter squadron with it, if you think it's in danger. Or just send fighters ahead and let them take agro of alien fighters. I think the alien fighter mission should be separated from mission % calculation and we should give the number directly per wave, like 1-3 fighter spawn per wave..@Solver ? Crushable tiles are in the game for heavy units like Androns, Reapers, heavy armored Xenonauts units and vehicles. For 1 tile units there is not much problem but for vehicles it's very big problem because most of the maps got so many little objects which are not crushable. This makes your vehicles mostly useless at urban maps because you can't go far from your drop point and you need to destroy those lame tiles at every mission to move your vehicle. It's same for hover vehicles too because even they can hover over some objects, it's still very limited. For this reason, X-Division maps got nearly every mid sized tiles crushable. UI changes remains because the game takes the UI files from internal folders and game does not update them everytime for "reasons".. so it's always better to delete it when you edit UI files. Btw i am interested your 2 weapon vehicle project. Vehicles are hard to balance. Xenonauts tried to use vehicles as an oversized scout units rather then a battle aspect. X-Com used them like that too at old days but XCom ones were 2x2 scouts with some limited weapons. At Xenonauts they are 3x3 and as i said about maps, they can't fit to map to scout anything at all.. i tried 1x1 vehicles and failed badly :)..
  16. Hey Mordobb.. thx! As you talk about that, this is a general problem at this game and mods, you have a general problem too... to compare the game with the real world.. Real world won't bring you any balance at a game, because the real world is unbalanced. You can kill someone with a sniper bullet, with a rifle bullet, with a pistol bullet and with a knife too.. and yes, at real life, a military personel would hit much more often but it's same to an alien invading army from space too. Do you want to get hit everytime an alien shoots you?.. So, another problem is progressing at the game. If i give you sure hit commandos with one shot sniper rifles at the beginning, what will you plan to get at phase 4? even phase 2? A soldier with good strength would able to throw a grenade much better.. A soldier with accuracy could hit better.. you need to give them time and train them.. A suppressed unit would crouch and it will make him %25 harder to hit.. if there is an obstacle, it's much lower. If you sniper did not move at the same turn before fire, his hit change will me much higher.. but as i said it does not change the penalty he will get from the things i counted before.. there is many things you know wrong about the game mechanics such as there is no "fire and ballistic damage" for a weapon.. you can't use main damage types together. Everything is about taste.. everything likes something different.. something is balanced for you, other will think it's chaos.. At this point, if you think the content is good but not for your taste, you can edit it by yourself. All the new soldier stats are at gameconfig.xml... go for it and give 100-150 accuracy to new soldiers. All weapon damage and hit chances are at weapons_gc.xml, you can go and do whatever edit you want. So 2 files can solve all your problems.. Btw, you can't miss point blank.. it should be a unique map tile error for a specific place and position. And i created tons of explosives to use for hard times.. i tried to create any solution to any use..
  17. Hmm.. noted.. i will handle the explosion radius. Charon will handle minigun bug.
  18. I did not know that battery fire kills invaders. Nice then. The for feedback.
  19. You can be right about it. I am an old xcom player and maybe as I saw them already, default xenonauts did not give enough things to make me satisfied. This is the only game I mod too. When I saw the potential, I could not stop myself. But Charon did not play even the original xcom and he wants come complicated things and more harder. But the thing is if you play xdivision at easy you can have all the experience without much challenge. So making the game hard is not the point here. Challenging yes, rich yes, longer yes.. But not hard, if you don't want it hard. X division is not a replacement, but something for hard-core xcom players. But again I started xdivision with the same idea but I saw the limitations and what needs to be done. And it became this. As you are right about vanilla xenonauts experience, Charon is right about enchanting the default game without breaking the limits. But policenauts talk about much more then xce mods and he talked about new things like weapon and ufos. I would like to see that from a experienced modder. We xdivision guys (I liked it) are ready to help at anything. There is some points at modding hard to understand and create like ai and creating new aliens. So if you need help about those, I am here. I am ready to share my new incoming ai units too if you want to spice up enemy side. I will wait for policenauts mod for sure. There is year passed since we got another big and creative mod with new codes in it.
  20. Addition to this, if you need a useful geosphere experience, you need to have at least more then 10 ufos. Fighting against same scout with same crew at the beginning and late game is the worst part. Vanilla game, if you fight against an outdated ufo, it becomes grind. Because you fight against lesser ufo and lesser aliens just for... Money? And late game u only need to fight against carrier and battleship for sometimes to get the end game. Again it's about enemies. Whatever you do to xenonauts side or game code, it won't change the grinding gc mission feeling if you don't touch to enemy side.
  21. Wow I was off for 1 day and there is a good discussion here. And mostly I was the harsh one but Charon took my place. X division team is all volunteers who came to help directly to our mod. If someone is not already playing our mod, it means already he is not interested and he got his own ways and ideas. I respect this and try or get help to or from him. Default xenonauts feel... There is no such thing. Xenonauts is a xcom clone with a new platform with missing elements. So there could be only default xcom feel. Default xcom is a very nice game genre but not enough standards for today. For this reason openxcom created and maybe 10 time better then xenonauts modding ability. I am just tired of old graphics. For this reason X division is at xenonauts not at open xcom. If any of you, shackles himself with default game, you can't accomplish what you dream for. X division got so many key points which the default game needs so badly. Maybe you don't need 1000 weapon or research but you need to revise those points for sure. Everybody here and there are talking about adding or modding new things to the xenonauts side. Xce got full of mods to give something to players arsenal. The game won't change even you magically add anything to player side. The biggest problem is at enemy. Xenonauts and xcom got the same weakest point. Nobody cares the enemy. Nobody cares that the game gets ultra easy and boring after you got your plasmas even lasers. Because of this you talk about grinding. The fun part of the game is gc and people play this game for it. If it's get boring and feels you like grinding, this means your enemies are boring, generic and not fun to fight against and not challenging at all. Solver, what did I want from you mostly? Abilities for aliens right? Melees attacking to vehicles, new spawning system, different damage types you already added... İ wanted to add new ufos.. New missions.. Do whatever you want, code or mod. Without a real enemy system, it would be fun at first, boring soon. It's not because of you, it's because the enemy you fight. If you want to have an expansion, go for it. I will support and take what I need but without enemy overhaul, it won't be strong enough.
  22. Life is full of unexpected things. You need to be prepared. See, you were told on how to live now. Just joking.
  23. Double post because this forum goes mad at chrome android.. Anyway. Please don't try to add every realism to games you play. For this reason, this is a game. It's a disadvantage for shield bearers for balance. We can discuss this but not for realism. You can put your shield to your back pack or use a grenade to open your way.
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