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drages

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Posts posted by drages

  1. 41 minutes ago, garyg said:

    A small  addition to a mod that I would like to see would be the ability to airstrike or bombing strike an alien base that you don't want to do by ground attack. I really dislike alien bases and loose too many veterans when attempting. An airstrike like done for ufo's on the ground would be great. I would lose a lot of resources but it would be worth it sometimes. Is this a feature in a mod that I'm not aware of?

    Probably it's impossible.

  2. On 11/9/2016 at 9:24 PM, Z01 said:

    I also sorted out scaling issue - it somehow correlates with dimensions of first frame so it more consistent now.

    Can you explain this a bit to me? Can we control the size? I wanted to use some of your plume (lightning plume for a lightning explosion.. needed 1.5 size of it)... when i use some they don't scale but others go 5 to 10 times bigger..

    or much better, you can create some unique ones.. need some EMP and energy explosions.. sky fy style.. you remember your "strange" named one, so need more powerful one, with energy waves.. i can have grenade and high explosive versions.

    Your effects gave me some cool ideas about important points of game, like making Androns only EMP vulnerable..

    Thank you again.

  3. 1 minute ago, Sectiplave said:

    What's going on? The best mod for Xenonauts is what's going on!

    Go get $10 or whatever this costs on steam / GoG and then install this mod (I also don't want to hear anything about; poor uni student / homeless / out of work stories etc. Just make it happen!), then you'll see how far it has come since what it looked like years ago.

    @drages I'm still going to get you that save file, I've just been really busy on Path of Exile at the moment, before the current league ends :) will post it up in the next few days.

    Don't worry, i am in deep design on melees for now anyway.. i got very nice surprises.. like robo-reap... ehem.. anyway.. so..

    18 minutes ago, Sir_Dr_D said:

    Okay in a game without ambient sounds active, and  after playing though two solid in game months, with 20+ missions, I have had no crashes.    I have had a crash again when I played on a jungle map.   Where I tried to load the beginning of combat autosave, and things did not completely load.

    I also have never had problems with autosaves or quicksaves except for on this map (and maybe with other maps when ultimate ambient sounds is active).  Really, autosave and quicksave work  great everywhere else.

    Nice to hear that.. its probably a problem with that maps and their own sounds..

  4. 13 hours ago, Z01 said:

    I tried, as you said, lightning bolt and fireball(are we at fantasy territory already)

    Lightning Bolt is kind of work. Fireball is a bit animated but you will never see that even though it already oversized. I think animation of projectiles is not needed.

    Even the projectile is not needed as animation, they are much better then we use. I think we don't need any animated projectiles anymore . But the ground hit effects and explosions are the real place they shine. Just maybe we can have a plasma with tail as animated projectile. Like ghe default but with better light. 

    If you can create some non animated projectiles for lasers and phasers. Large and small versions, it could be nice. 

    But still I am waiting this kind if explosions of the old ones u did. 

     

  5. 4 minutes ago, Suave said:

    Speaking of overwriting saves....I did mine and I really wanted to share it with you...

    I had the easiest mission ever - crushed scout, I moved my guys, hit the end button and...mission successful! No aliens died...a bug or a random calculator how many aliens gets killed in a crush? End mission screen was showing 0/8 aliens killed horrrible!

    I really need to find that screenshot button - which one is it?

    0/8 aliens killed.. hmm.. it's really strange.. i can't say something about it.. you hit them really hard.. nuked the ufo at sky?

    If you play the game on steam, F12 is SS key.. if not and u use win 10.. you can use the windows gaming thing pressing win+G at launcher and then win+altgr+prtscr. But we need saves rather then ss..

  6. We respect every idea and I hear none harsh critics then this from Charon. So don't worry about insulting. If you are polite,  I can take every critic without any problem . 

    Surpression is not good at this point.  Even pistols can Surpress .  I will clean Surpression from most weapon types and let it be only heavy bullet fire like hmg and mini guns. With this,  probably you will have less problems. 

    Shields will have a buff to hold of some real damage.  Now they die so fast. 

    Aggressive ai wants to kill you. When there is smoke they think to kill you rather then waiting smoke. I gave them acc for not making them to hug you. It's important for ranged fight. As I said veteran ai got less acc of course. 

    We can't balance a harder difficult because this mod got hundreds of weapons, aliens and more to balance. So we create the mod as hard enough but still winnable. Insane is just for mad people. 

    Every smoke tile decrease the acc.  So it's very important to calculate where to throw and where to stay. 

    We don't have much randomness. They shoot you die. .  So simple.  

  7. 15 minutes ago, Z01 said:

    Thanks. 

       I do not sure what can be done with projectiles, I think they are fine. I got this idea because was botherd by red and yellow smoke from red and yellow explosions and was intrested in tryng things.

    Projectiles are tiny and appear for  tiny and iregular amount of time.  I don't know what you imagine. Most of the time it didn't work well

    About drawn - simulations are more complex and cool but controling it more comlicated then just to draw some shapes whatever you want. And it didnt work because of timing.- sound and instant effect in game demand it to be a flash  with, maybe, some aftereffect/ Not some fancy moving

    Hmm.. still i would like to have some beam type effects.. i dont have a good lightning, fireball and plasma style projectiles.. i need some ground EMP explosions like getting bigger with waves.. some fusion explosions.. just i dont want to use recolored default effects at tons of places.. i could accept any help about those..

  8. 50 minutes ago, Z01 said:

    Animating in phothoshop was fun but timing was out of place and animating of smoke and particles is frustrating. But I was still intrested and what is great in animation smoke and particles - computer, So I continued my experiments in Max/

    I also sorted out scaling issue - it somehow correlates with dimensions of first frame so it more consistent now.

    I was lazy to assign it to something and create approprite foldier structure so it just assets pack

    https://mega.nz/#!cBABUSxJ!SmG4jT_5adu4AW_taF3iExbpmXDH1jAsp1LG-RtgxlY

    distributed under WTFPL license

    Those are pure awesomeness man!!! The smoke and particles are so detailed!!!.. it's much much better then your explosive package! even we can have blood spill, spark versions.. an animated acid and electricity on the ground.. i am in low with that effects.. 

    That quality.. even worth to be at Xenonauts 2... 

    So after i saw that, i need to ask more :)..

    I need projectiles.. animated bullets.. lighting, railgun bullet, energy beams.. fireballs.. AND i want you rework on the explosive pack u did before.. if you can add this quality for those explosives.. my god.. 

    please man! Particles and projectiles are my weak point and it changes all battlefield..

  9. 2 minutes ago, Sir_Dr_D said:

    I just might have had bad luck, but for the last few patches I haven't seen any fighters at all in phase 1.  This has been in multiple game starts, and with multiple raders and bases set up.   I think there is a bug somewhere and they just aren't showing up at all.  

    Really I think there should be at least one every wave.

    I made tons of tests when waiting an ufo land to test the AI :).. Fighters are there.. just very low.. we can add the mission to every wave (make the possiblity much more) but then other mission balance will fail.. so we will see..

  10. Hey Sir!

    1- Air game got it's fighters still. It's random.. maybe u don't see them at your radar range and they fly at other zones.

    2- Yeah light scouts are very rare.. i see that at my tests too.. i will handle it.

    3- Yeah i think i handled the AI finally.

    4- Xenomorph drones are easy, walkers are a bit harder.. they attack vehicle and die.. sadly our control is limited about this. The vehicle attacking melee AI is hardcoded and implemented with XCE with a good effort.. so the game engine is at it's limit. But we got some ideas to handle it at next patches when we put the new melee creatures into the mod.

    5- Thx

    6- Sebs always effected by smoke from day 1 about X-Division :)..

    7- Energy based, hovered, high tech alien units got less protection from explosives and ballistics.. I try to go with this logic..

    8- Medkits are 1 years old.. we will implement new medkits and rebalance all of them soon..

    Thx!

  11. 24 minutes ago, Gaudium said:

    Hello, finally got my pass reset so i can post here now.

    I've been playing this mod on Insane diff for a very long period of time since many patches ago. When we had grenade spamming AI, when we had terrible rifle accuracy compared to some weapons..

    I'm happy to see that the AI is finally a bit less aggressive since the first iteration of this specific build, it used to just be so damn blood thirsty it would just run into your soldiers without even shooting.

    The problem i am experiencing now is:

    Almost every time, and that is 90% of the time for me. When you suppress any alien with a rifle it resorts to using burst fire.

    Because it is suppressed it is crouched down so i guess hitting chances are amplified for both snap and burst fire modes. What bugs me though that it will use burst on short distances and long distances the same as if it is a superior firing mode for that situation, and it hits LIKE A TRUCK! (Obviously)

    I know that Xenonauts tech is not suppose to withstand alien weaponry but the problem is the accuracy and the fact that the AI resorts to that firing mode because of it.

    So, 5-20 tiles away the bastard fires a volley hits 3 projectiles and a guy with a fully healthy shield with 70 hp Jackal Armor is insta dead, too many god damn times. Or if by some miracle he misses then your guy is in a counter suppression which leaves him exposed to more burst fire because even if you suppress the alien again it will just burst again. (It's pretty early game, you can tell by me using Jackal)

    Point being, i am not expecting to win easily, it feels though as snap shot mode isn't something being used or important enough to have as an option - at least for the AI. I feel as suppression should be harder to lay down but more impactful due to the mode having a big emphasis on capturing live specimens. Right now you suppress them - they burst fire - kill\suppress you back - rinse repeat until you resort to just killing the alien off because even if you get close to stun him with 5-10 stun baton hits it will? Burst again!

    This behavior also makes the AI very annoying since it knows which tiles you can see and how far you need to stand for him to move in and wreck you, so you get to close and he takes quite a long run and then BURST! GOD DAMN IT! ;D Doesn't even consider snap which i suspect because of the accuracy.

    Thoughts?

    Hey! Let's look to the situation! I am talking as 99.32 version because the AI rewritten and probably it's at final state.

    Playing this mod insane is, insane :).. as the mod created for veteran difficult and all calculation done for this one, the number's are at their limit for your survival. At a situation you can barely survive at veteran, you probably die at insane. As i buffed alien TU and ACC already, it should be much more harder at insane and it would break any balance. So as an insane player, you don't care balance anyway..

    So yes, surpression got a big point because it makes the aliens crouch. This is a very powerful tool for aliens. If you surpress them at a cover, you really fucked up :).. If aliens got enough hit chance, they burst.. and when they crouch you give them what they wanted.. more hit chance.. and they use it.. Rifles are burst weapons anyway.. who uses snap shot? I dont use snap shot.. snap shot is just for reaction..

    But there is a point that you forget.. smoke.. smoke is deadly for AI.. with smoke, you make yourself nearly unhitable.. then the aliens will try to engage you for more hit chance. So if you got any problem about capturing alive, you need to smoke it and after surpress u need to rush in all together.

  12. Hey Solver,

    I created a melee AI with EMP damage with meleevehicle ability.

    As the result, the unit could damage normal and stun damage but can't hit with EMP damage. So it damaged only normal damage against vehicle. I erased the meleevehicle ability and made the weapon ranged. It worked fine.

    I suspect all melee weapons and made a test with EMP stunbaton and it worked against robotic AI units. So melee weapon code looks working.

    So i think meleevehicle can't use EMP damage. I think it can't use apDamage too. It does not work either.

    Can you check this please. It's very important for anti-vehicle melee units for me.

    Another strange thing is, when i shoot my tank with an EMP powered rifle, i see only red damage numbers (normal+EMP damage) but when i hit an alien robotic unit with emp weapon i see red and blue damage (normal and emp like stun).. maybe vehicles can't get EMP damage from melees?

    Thx

     

  13. 27 minutes ago, Policenaut said:

     Alright, should be fixed if possible though. I have an idea of implementing a psi-amp like weapon and it wouldn't matter if you use it on aliens, but if you'd use it on your own troops you'd get weird negative numbers that could confuse players. 

    Speaking of that, would it be possible to add a functionality to make a weapon 100% accurate at all ranges, have a percentage based success to inflict damage and able to skip LOS calculation. I could probably make a hacky version with 999 range or something and play around with accuracy values, but it would not be able to skip LOS calculations.

    You want to use it like enemy AI does right? it could be cool tbh..

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