Jump to content

Gauddlike

Members
  • Posts

    5,689
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Gauddlike

  1. There is a post about editing the Xenonauts font. The software mentioned may also allow you to convert the mvec font into something you can use elsewhere.
  2. Interesting bug fix update today I thought people here might be interested in. Highlighted in bold.
  3. When you say no longer works what exactly is the issue? Does it fail to launch at all, crash with an error message etc. Also did it work well previously and if so has anything changed like hardware, software, OS updates? What steps have you tried to resolve it, have you reinstalled, redownloaded in case of corruption and so on.
  4. I have been thinking about this and I would much prefer a sequel over a reboot. There are definitely options that make some sense as a follow up to the original Xenonauts and still allow for a cold war situation. How about after the final battle in Xenonauts the mantle of leadership was taken up by the next strongest psionic alien. This alien was much weaker and could only control a smaller force of aliens at the time. Due to the severely weakened nature of the alien fleet they decide to keep a low profile, the good old dark side of the Moon or Mars base maybe. Back on Earth the victory and liberated Alenuim provide a boost to the planet with unlimited clean energy available to everyone. However over the next few years a new discovery is made, Alenium in it's active form only has a half life of around 10 years. Inactive Alenium was only discovered after the battle in alien storage and it quickly becomes the rarest material on Earth as it was being activated in everything. It is soon hoarded and coveted by the major powers in the same way nuclear weapons were. Without Alenium it is increasingly difficult to field advanced technology like plasma or laser weapons so humanity dusts off good old ballistic tech and starts watching their neighbours closely again. As the first Alenium age begins to burn itself out on Earth the aliens decide that the new era of distrust is their perfect opportunity to strike and try to provoke the Humans into wiping each other out. This would allow the aliens to recover some of their technology and resources without risking another full on confrontation. The aliens are still very much reduced in numbers as they only have what they could escape with last time. They would also be low on inactive Alenium so recovering this would be a priority to allow them to maintain their technological advantage. You could still have a cold war feel but you could make the funding blocks into whatever you wanted them to be for balance purposes. Maybe Europe is no longer a very rich place (i.e. no longer the best place for a starting base) while Africa became a power house. The difference in land mass could have made a difference when Alenium was raining down from the skies, Africa could have easily been able to secure enough to become powerful. The two could even have merged, literally becoming a barrier between East and West or you could fragment the USSR and USA without needing to justify how this could have happened in the 70's. I also feel this would allow the Xenonaut scientist to make a comeback as an embittered older man who was initially hailed as the father of the Alenium age then used as a scapegoat by the Earth governments when Alenium was discovered to burn brightly but fade quickly.
  5. I am playing in quite a stealthy manner so most of my skill choices have been stealth based. I imagine I could play through again but choose a more action oriented path. As said above the game is quite open once you enter a zone, you are just given a bunch of local missions and told what the rewards would be. Only a few of them have any story progression linked to them. The rest are just for fun and upgrades. That does mean the story is quite well hidden, especially if you don't read all of the mails and so on you steal from data terminals. On steam I have currently played around 18 hours and I am barely through the second of four/five of the city districts. The new iron man mode added in the last update should help replaying as well. All agent skills and xp are reset on death so you have a fresh clone every time you do something stupid... Will definitely give that a try next time.
  6. I am really enjoying playing SR at the moment. I like the mix of elements as Jean-Luc mentions.
  7. That is at least partly the fault of the community. Too many calls for realism in the weapons and outcry over any change that reduced ammunition to an unrealistic level. Everyone knows an M-16 doesn't have an 8 round magazine so you cannot do that etc etc. Makes game balance more difficult
  8. With both of those options once you download the game you can simply run the exe and launch the game without ever needing to use either service again. You could also burn the game files to a disc or on a thumb drive and keep that to reinstall later so it would be a one time deal.
  9. If you use steam you can add the game to your wishlist and you should get a notification when it is on sale. Not sure if GoG has a similar feature but worth a try.
  10. http://www.goldhawkinteractive.com/forums/showthread.php/4127-Xenonauts-and-the-fellowship-of-the-Flat-Earth-Society http://www.goldhawkinteractive.com/forums/showthread.php/293-Can-radar-distance-and-travel-speed-be-adjusted-to-make-the-geoscape-more-accurate http://www.goldhawkinteractive.com/forums/showthread.php/8066-That-global-map Few options there if you want to read back on some of the previous discussions. There are others but these seem to be the main ones that I remember.
  11. This shouldn't need any coding to fix up, maybe just a little time and notepad. If you have halved the dimensions of each image file then you need to half the co-ordinates in cities.xml as well. For example if your original earth image files were 100x200 but are now 50x100 then your city previously set at 50,100 now needs to be set at 25,50 to appear in the same place on the new image.
  12. I noticed but didn't want to presume you would be interested.
  13. I don't know if any of the community coders have looked into allowing the single shot modes to fire multiple rounds. That could easily allow the options you talk about without needing to change anything else. Keep burst fire the same but add a 'single shot' aim level that has poor accuracy, low TU cost, high suppression, 5 rounds fired. The code must be there somewhere for burst mode but that may not mean it is easy to re-use. For reaction fire suppression the rules really need to change a little to prevent it being a little too powerful in my eyes. I don't know how it is coded but rather than reducing the units TU to 0% when suppressed maybe reducing it by 75% of current TU? That should mean anyone suppressed in the open by reaction fire should at least be able to duck or move a few tiles to cover even if they lose the ability to fire. That could work for all suppression rather than just reaction fire. It still effectively removes the ability to reaction fire as no weapon (in vanilla) has less than 28% TU cost to fire. As a bonus maybe the amounts of TU reduced on the initial turn and subsequent turns could be brought out to the xml? That would at least allow modders to add weapons with very low TU costs and alter the suppression TU reduction to compensate. Both need the input of a friendly neighbourhood community coder who has the time and inclination to look at the issue. Might be worth brining up in the proper forum though and see if anyone is working on, or interested in working on, these areas.
  14. How would the game know whether you were trying to equip or drop an item if you use the same button for both? Maybe a shift-rmb combo or something similar? It would have no impact on me personally as I don't overload my soldiers particularly so rarely need to drop anything in combat but some may find it useful. Best to speak to one of the community coders and see if they are interested in looking at it for you.
  15. I always felt the vanilla system was reversed from what I was expecting. The basic gear of your troops had to be individually built and micromanaged while the 'specialist' gear like rockets and grenades were basically free. It makes more sense to me that basic gear like pistols and assault rifles would be churned out en masse while more specialised gear like sniper rifles, machine guns, and explosives could be requisitioned individually as required. Game wise that would mean basic gear auto upgrades when the research is finished while specialist gear needs to be built individually. Ammunition could really do with being individualised per weapon as well for that system but, as kabil says, that causes problems of its own. Probably be confusing to players though and doesn't work so well with vanilla as there is very little difference between weapons within a tier.
  16. It is probably not a good thing that your reply made me cackle out loud...
  17. Sounds like a nice solid base there Chris, looking forward to see what you do with it. The concept artwork looks nice as well, also appears to have subtle variations for buildings so the maps won't play exactly the same each time. I know it is still very early but any thoughts yet on destructible terrain?
  18. I did this a long time ago to check on a similar problem. The files had the same physical size but much lower detail. You could see the reduced quality as you zoomed in but it didn't look any different while zoomed out. Ran a lot smoother on mobile cards. If I manage to get hold of some image editing software again I could redo it or someone with access to photoshop or paint shop pro could easily set up a script to reduce the dpi of the images (*edit* in the end I just reduced the palette size from 256 to 64 instead). Should only take minutes to do. As long as you reduce the detail level but keep the physical dimensions the cities should remain in the correct locations as well. *edit* Ok if someone wants to give this a try I have made some images with the same physical dimensions but reduced the file size to around 30% of the originals. There are a couple of places where you can see the changes if you pay attention but not enough to affect the look in my opinion. The cities are in the right places and so on so the only change is to file size. http://www.filedropper.com/earth2 The file has just the 80 geoscape images.
  19. You are probably better off taking this to the modding forum. There is a nice sticky with information on how to add new weapons and various other useful information. The modders are usually happy to chip in if you can't find the information you need as well.
  20. I have played it a little but not really long enough to form a proper opinion. So far I have enjoyed it though... Not much to add until I get more than two or three missions in
  21. Personally I don't think I would like that method of allocating equipment. I am more likely to be replacing someone on the dropship because I want a different squad setup than just simply replacing rifleman1 with rifleman2, unless it was due to injuries. Most of my troops have equipment based on their stats so if I wanted to swap rifleman1 out for sniper1 then I would also need to go change the dropship slot equipment. This gripe could be fixed with a good UI though I think. There does need to be an easier and more consistent way of setting dropship locations for soldiers, for example setting up smaller squads with contiguous hotkeys. That is a different issue for me though and one that the community coders may be interested in looking at.
  22. Could he have been injured when the Fusion Grenade upgrade finished and returned to duty afterwards with the old grenade still in his possession for example?
  23. I especially liked the reaction to the minor misfire in the first video, around 16:40 in.
  24. Don't see why not. You can set a production job to create pretty much every item in the game so I don't see why the alloys would be exempt from that.
×
×
  • Create New...