Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

16 Good

About Gauddlike

  • Rank


  • Biography
    I have spent too many years playing the best games to give up on them now.
    Indie projects carry my hopes for the future of gaming as the mainstream developers can't make a game that appeals to me.
  • Location
    Leicester, UK
  • Occupation
  1. I didn't vote because none of the options really covered my feelings. I am not 100% on board with the current air combat model yet but I absolutely hated the X1 air combat. It was the absolute low point of the game for me so I am really happy they will be changing it. Bobit covers it pretty well above. If the current very basic air combat gets a few more feature passes and the kind of polish the rest of the game looks like getting then I don't see how it can fail to be an improvement. At worst I will continue ignoring the air combat and autoresolving every fight as in X1.
  2. I feel if multiple bases are a thing then base assaults should be something you will definitely have to contend with and be concerned about. You need a mechanic that can't be easily negated by a player being strong in one field. Kind of borrowing from Stargate here but that isn't always a bad thing. Assume for a second that ATLAS base was set up to research an alien artefact but was mothballed when the project had its funding pulled. If when the aliens began to arrive that artefact was found to be a teleportation device (shared the same energy signature as alien arrivals?) it would make sense that it became the central base for Xenoanuts to fall back to. You could get around the inability of humans to reverse engineer the tech by requiring another gateway to be captured from an alien base and keyed in to our new teleport network before it could be used to create a new Xenonauts base. Base assaults could then take place more like Stargate assaults in SG1. The aliens hack into your network, find the codes to open your gate and bombard whatever defences you have until they break through, preventing your base from contributing to the global effort or being reinforced at the same time. To begin with these assaults could be purely to lock down your gate and take a base temporarily offline but later in the game could lead to an all out ground assault. Research projects can be used to increase your defences, or they could help you track the hack back to an alien base with the only sure way to stop the raid being to take out its point of origin. Either way you wouldn't be able to negate all base assaults just by shooting down too many alien craft.
  3. Ignoring the first part of Chris post for now as that is really down to him to decide if he thinks it's worthwhile. From the points above the first, second, and fourth can be removed by keeping a global pool of support staff. If your bases are all connected by alien gateways then being redeployed could be as simple as popping through the gate to your new office. If you want to keep housing as a limiting factor then just make each base have to support the current number of allocated support staff. The third point is interesting but could be worked around in the same way. If you can almost instantly travel from one base to another then the home base of a soldier only matters when that base is cut off from the network, for example when a base is attacked. Any other time your team can assemble from anywhere in any combination. The only limit would be what kind of transport is available in the closest base.
  4. Multiple bases with meaningful defences and chance of alien attack sounds more interesting to me. I also agree with earlier posts that if you can have multiple bases then it would feel out of place to be limited to only one dropship/squad. Even speaking as someone who rarely feels moved to have more than a single active team in X1 or earlier x-com games I would feel artificially limited by that. Also agree that a global pool of support personnel is fine. If you want housing to have an effect then each base just needs enough housing for the currently allocated support, everyone else is just passing through or offsite.
  5. I don't really need to see a graphical representation of the missile damage. Adding a single line to the bottom of those anomaly messages with a bit of semi randomised text might be enough. Something like 'UFO spotted scouting power plant, local military inflict heavy damage', 'Military base bombed by UFO, local guerrillas retaliate for light damage', 'UFO reported mutilating livestock, local civilians attack for minimal damage'. The messages could be weighted to give a good idea of the state of the conflict. In my examples the local forces descriptive term changes depending on the strength tier of the region. Maybe military > militia > guerrillas > civilians or whatever terms seem appropriate. I would like a log to be available though so you could look back through the event reports. You might be able to use them to make a decision on where to place your next base. if one region is holding out well you could choose to go there if you are struggling to make your battle easier or go elsewhere if they need your support.
  6. Gauddlike

    Keeping alien weapons

    If the aliens have been using predominantly plasma weapons for centuries then maybe all of their armour is designed with those weapons in mind. It would be like humans predominantly having armour that protects against bullet impacts. It is what we know to be the major threat so why design around anything else. Their own weapons would likely be better than anything we have in theory but in practice if even their light armour protects them from that kind of damage then it would be pretty pointless using them in most situations. You might consider picking up that alien plasma shotgun if you got into a close quarters fight and only had a sniper rifle or rocket launcher (or vice versa) but in general you would ditch it after the fight for something more effective, unless you were into keeping trophies. It does beg the question why we would bother creating our own plasma weapons. Maybe not all aliens got the plasma memo, or once they adapt their armour to kinetic or laser resist then plasma damage becomes more viable. Maybe our own plasma weapons are just variations of the alien weapons that remove the ergonomic issues.
  7. I started a new game on V1.3 and did nothing but forward time to produce laser rifles. I have had this bug show up once out of many repeats and I can't seem to reproduce it atm. Additionally if I put the laser rifle in my pack instead of hands it is not automatically loaded and cannot be manually loaded. Moving it from hands to pack unloads it. *edit* The research job unlocks the infinite batteries rather than the laser rifle production job. I would guess that to be the problem here. I have tried MANY production jobs with no issues. I am going to try running the research job repeatedly and then checking the armoury to see if the batteries appear as they should each time. *edit2* Lost count of how many times I have tried both producing laser rifles and researching laser weapons. I cannot reproduce this and have still only seen it once.
  8. Gauddlike

    [V1.1 - Geoscape] Engineering list bug

    Sorry I didn't reply, been away for a few days. To confirm; the new build does resolve my issue.
  9. I haven't reproduced this one, just want to ask the OP if the last alien stunned itself or was killed by reaction fire? Might make a difference.
  10. If the targeted crash site despawns while the Skyranger is on route it just continues flying away on the same heading. It will disappear off the edge of the map and eventually cause a CTD. Save file attached has a Skyranger en route to a site that will despawn before arrival, just accelerate time. Crash_site_despawn.json
  11. Gauddlike

    [V1.1 - Geoscape] Engineering list bug

    Just to add to this if you remove the profitable goods after adding the laser rifles then you can no longer perform any actions such as change the amounts or type of production, accelerate time, launch interceptors, equip soldiers etc. You have to force the game to shut down.
  12. Gauddlike

    The Ranking System

    I thought it was purely related to number of posts on the old forum. I would assume the same here but I can't find anything to back it up. Guess we need someone with access to the inner workings of the forum to demystify this one for you.
  13. That looks like it could have been influenced by the metal storm weapons. Definitely something that could be put together by a cunning scientist and engineer with access to a few high tech materials and pressing need for bigger bangs.
  14. Gauddlike

    Making C4 more unique.

    I like Belmakors suggestion for basic C4. Short range remote detonation could be a research option as well as shaped charges that damage mainly in a cone from the target tile etc. Research further into demolitions for a portable laser drill to breach in an even more controlled/safer manner. Anything to add more interest to blowing things up and sticking your head in the resulting hole..
  15. Gauddlike

    Shallow depth in landcombat

    Another thing to consider is the tile based nature of the world. Small changes to vision cones can generate some really bizarre situations where you cannot see some places you would assume you could. Narrow cones are the worst, especially if you can only turn your character in 45 degree increments. There will be areas right in front of you that you will NEVER be able to see despite there being no logical reason why that would be the case.