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WTYD

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Posts posted by WTYD

  1. 2015-04-07_00002_zpsirbspt2c.jpg

    Yep, this is not photoshop :).. its one of the my new "alien"s.. mostly for base and terror missions.. this was a test for me.. i am 3D animator too but at amateur (for about 6 years lol) state with lame programs.. After i lost my hope to get a 3D artist i wanted to give a try to myself. The biggest problem will be to fit rendered aliens into the games atmosphere. So i think its not bad at all..

    Still, belive or not, the real pain is that spreadsheets and their xml coding.. i still dont have much idea to work with animation sheets..

    So what do u think?

    Nice to see Triscene is back! More creatures from TFTD coming?

  2. :confused: Every Laser, Ballistic Weapon and Explosive Weapon you use destroy an Andron, right?

    The last suggestion I have to offer is to capture a Andron alive/stunned. Try to damage him, then Stun him (try to use Alien Stun Weapons or Stunbattons after damaging the Andron). That´s what I can suggest, because you need time to reasearch him (saw that in the Research).

    But you are right, Drages and the Team should show over that. Maybe it´s a bug we couldn´t find out yet.

    Stunned andron, got parts.

  3. Yep, as I said above, just got parts, and I don't have any "Advanced" ballistic weapons. Never mind the fact that all of said weapons are heavy weapons or sniper rifles or a magnum revolver...so not exactly a good choice of gear for an entire team.

    Yep, but i was bit faster :)

    It seems that is a bug. I cannot figure more ways to get andron body so we are missing Wolf armour and such.

  4. I'll try in a bit... -_- Like I said, I checked the researches XML file and it said I needed an Andron body, but if every weapon I'm using is reducing them to parts...

    Edit: I just tested REGULAR LASERS on Androns. They are simply reduced to parts. I've used every weapon available to me that would be effective against them to no effect. It's effectively impossible to get an Andron for dis-assembly. This means no new armors or other techs. Drages, I hope you see this, cause this is a major problem with the mod now that Androns are ALWAYS reduced to parts no matter what we use against them.

    You can get better armour without Andron body. I completed research tree (at least I think) and can manufacture better armour. However I don't see wolf armour.

  5. i did redownload it and it did fix that but now it says when i got to put it in to the game "this is not a mod file"

    So like RTFM:

    - The mod created on 1.09 and CE 031. But there should be no problem with 1.5* and 0.32. If there is something wrong, please inform me.

    - Download Mod from this LINK - Alternate LINK

    - Mod is about 1.8 GB.

    - Extract the file manually into the your games folder/assets/mods

    So that games folder/assets/mods/XDivision contain stuff, like aiprops.xml etc

  6. To WTYD:

    Thanks for fast testing. it was very important info to me. I know there is some bugs at research tree which is only matters 2-3 weapons, its nice to see that the living creatures chain works. The no bug tree will be published with ultimate xenopedia patch.

    I'll try to retest this one and just concentrate on living creatures and skip evertyhing else.

    Terror sites and defence missions are not so useful for now, but with special enemies just for that missions and the items you will get from them will make them more rewarding.

    I can make game progress a bit faster if its enough to capture alive aliens..

    My geosphere is kabills dynamic mod.. i can ask a code for more defence missions.. i realy dont understand that ticker and ufo spawn things..

    Terror missions sound good.

    That was problem with TFTD. Chance to miss important aliens.

    OK, that is not so easy then.

    Economical balancing is important too.. i dont want ppl swim in money or very poor to get nothing. End game weapons are very expensive and i will make the monthly cost of every airplane and buildings at next versions.. this versions test was mostly research tree and air/ground weapon balance..

    I can improve the starting soldiers.. first weapons are sucky enough :)

    I want to ask you that when did u see first terror and defence missions? as date and era (which ufos was flying).

    Right, I didn't concentrate on that one.

    Yeah, they totally suck :)

    I modified ticker speed etc and other things so much that it's hard to say when I saw first terror and defence missions. I think that terror missions required Landing ship but cannot be sure.

    Now I'll try to again that capture aliens research tree. Cannot promise anything right now.

  7. I decided to make quick playthrough to check for bugs (almost completed game, cheats and modding etc used on Veteran difficulty). Too bad I didn't encounter any major bugs to report :(

    - General stability is excellent, not a single crash despite stressing game much.

    - Research tree seem to work, at least I didn't notice any bugs. All captured "special" aliens seemed to give something on research. I may have missed something and some bugs may happen on different playthroughs but as beta version research tree seem to work well.

    - I would give starting weapons little bit more range. They would still suck because of low damage, but basic rifle range for example feels like total joke.

    - Ticker speed is so low that player has lots of time to capture live aliens, this is good. However some people will surely complain about grinding. Suggestion: a bit less terror missions.

    - Base defence missions were rare. Tested 4 times: 5 bases on day 10, do not shoot down or capture any aliens. On 50 days fast forward period (modified starting ticker so that there are ships that can do base assaults) I got average 2 base assaults and 10 terror attacks. About 1 base defence per month is quite low amount, because I didn't do anything to perevent alien scouting or attack assault ships. Perhaps little less terror missions and little more base defences? Yes, little. Base defences too often will irritate players.

    - Personnel costs are OK, but soldier cost seems a bit high for me. This is hard mod and there will be casulties. I think that 7500 per soldier would be good balance. Prevents cannon fodder usage but is low enough that player can keep large roster on multiple bases.

    - I would give soldier starting stats a small uplift. Despite game has slow tempo, veteran soldier casulties will hurt because starting stats are quite low.

  8. @drages

    Right. @podbelski tries to make what he thinks is good and that's his choice. I fully understand what he is trying even I disagree with many points. He is mod maker so there is no discussion who decides and who don't.

    I'll switch my attention to X - Division.

    @podbelski

    Yes, it seems this mod tries to achieve different approach and it may not appeal to everyone, including me. It is however well polished and offers "non micro-management but still more" -approach to vanilla. I also tried little modding (increase UFO spawns, more loot money, little less durable UFO's, decrease ticker etc) to create "despair" -approach. Feels like overwhelming invasion, but there is still chance. It did seem to work, at least some way.

    But as it seems this mod is not for me, I do not waste any more time and attention. I hope this mod will get even better if the future. WTYD out.

  9. Personally,I hope I don't get flack for this and apologize in advance, if you are really unhappy with an aspect you can make a backup of the mod files and fiddle with the .xml file settings for personal use. I have done that for personal use as sometimes things just don't work out right.

    I don't know if is intended for a "massive" UFO signatures to appear in December 1979, which made me fiddle with it.

    After all, the files are there and I think that you'll miss out on the expected experience and one kind of "voids the warranty", but I am sure that as long it is for personal use it should be fine.

    I again apologize if this crosses any etiquette lines and can be deleted if deemed appropriate.

    I didn't understand that. I always appreciate those who voluntarily make mods to games. I have done many mods on many games myself also. However, without any critics there cannot be any advancement. That is why I disagree with some aspects in this mod.

    thanks! I'll try to explain my thought process and then we'll see what can be done.

    I noticed funding bonus, that is just too small. Another problem, you get funding only once a month. So basically you cannot get more money between two funding periods.

    we discussed this thing before I started the mod. Basically there are two ways: either mostly get rid of the "funding" as Kabill proposed, I guess partly for the reason you pointed. Or, while this feature takes such a big place in game interface, try to make full use of it.

    This mod is obviously attempts to achieve the 2nd option. It's a secret project, not an open market where you freely sell alien artifacts to anyone who pays. Governments give you extra cash for artifacts but the main income is monthly funding based on your effectiveness. You have to plan your expenses, not necessary I say it's a better approach but IMO proven to be fully acceptable. The only thing I miss is a clear big number for the "funding bonus" in a GC results screen and when you take down any UFO.

    I fully understand "second approach". However this type of games always loses much (or even completly) it's "magic" when there is nothing to advance. This "magic" usually means something great to achieve and in case of failure, knowledge that next time it can be achieved. This also causes "I play just ONE MORE battle" -thing. That kind of "magic" is quite absent in this mod. That is why it feels somewhat lame for me.

    Soldier losses should have some effect, now veteran vs rookie difference is too small. This mod don't feel like original UFO

    I'm still trying to find a good balance point. Look what we have now:

    - APs grow faster than in vanilla

    - Accuracy the same speed

    - Strength is much slower, but starting values are higher. So the "natural" difference is bigger than between a veteran and a rookie. I'm still thinking it's fine (note the modding flexibility here is limited).

    - HP grows slower than in vanilla. I'm seriously thinking about changing this back.

    - Bravery grows only for medals and ranks earned. Good IMO. Notice that a minimum in-GC starting bravery is always 50. This stat should not be viewed alone but as part of the morale/psionic balance, which I like as is.

    - Reactions mostly do not grow, but starting values are higher. For now I like it as is.

    Better yes. This also has good point, because suicide tactics works at least some way, because soldiers are not too valuable. Just like on original UFO. Of course dropship space limits this but still, not losing huge amount of money when couple of soldiers dies.

    That is better but still I prefer giving more rewards so that player actions REALLY make difference, just like on original. I just tried what difference makes (Veteran difficulty) playing on "cheat mode" (build two more bases and radar coverage, drop down every ufo that is realistically possible, win every ground battle with no losses, clear one enemy outpost with no losses, reload if ufo spawns suck) and "fast forward mode" (don't do anything so that aliens can do what they want). And difference is?

    What exact number do you think is right and why? You don't want to just have big numbers right? ))

    I'll put some more thoughts after your reply, for now just note:

    - you are talking about the first two months which should be relatively easy IMO. It's a mistake to extrapolate this for the whole game period.

    - monthly funding is a _much_ more valueable thing than cash. If you finish the game in April, every 10k of funding earned in September give you like 60-70k overall game value.

    - not sure but seems you misinterpret the results a little bit. In the end, you must count in not only cash/funding but the price of all buildings/weapons/planes/etc you accumulated (and the research progress counts here too!)

    Not just big numbers but also what you can get with those numbers. Even when taking cheaper costs into account, that is very little. Compared to vanilla. Estimating first two months:

    (Average)about 5 UFO spawns per month, about 10 total, about 5-6 UFO's per spawn, drop down 4 UFO's per spawn, ground combat 2 UFO's per spawn (and airstrike rest).

    Estimated money gain for selling loot:

    Airstrikes average 20000*20=400 000

    Ground combat average: 50000*20=1 000 000

    Total estimated gain from battles: 1,4 000 000

    And that difference gets much bigger when game goes on. And it makes feel your actions really have some effect.

    However I think that with some modding I can change these things to something I like so it's better I waste my time on modding instead commenting here :)

  10. ok that sounds reasonable, my points:

    1) soldier stats do grow, some of them slower than vanilla, Accuracy at the same speed, TUs are faster. The next release I'm lowering some starting stats a bit.

    Great.

    2) regarding rewards: you seem to miss the point as the main reward is monthly funding and you haven't mentioned it at all. Funding bonus is given when you either shoot down the UFO, or win GC against a _landed_ one. Crash sites give _additional_ minor bonus in cash, and a standard exp boost. Also, UFOs that do not land have much weaker crews.

    I noticed funding bonus, that is just too small. Another problem, you get funding only once a month. So basically you cannot get more money between two funding periods. Also that funding change does not make enough difference. Soldier losses should have some effect, now veteran vs rookie difference is too small. This mod don't feel like original UFO

    3) base defense: I reported a bug about this, the game does not give a funding bonus and that's wrong. On the other hand, there will be not a ton of such GC, so the main bonus is fun from a battle in non-standard environment.

    OK, then that is something hard to change.

    as to your advice, I'm thinking about giving +1 UFOs per wave, which will result in 10 UFOs/wave in March, totally like +20 UFOs from Sep till April, probably will try it. Note that modders have little options on balancing the UFO spawn formula, some limitations are a consequence of it.

    which difficulty level were you playing? How far did you progress?

    That is better but still I prefer giving more rewards so that player actions REALLY make difference, just like on original. I just tried what difference makes (Veteran difficulty) playing on "cheat mode" (build two more bases and radar coverage, drop down every ufo that is realistically possible, win every ground battle with no losses, clear one enemy outpost with no losses, reload if ufo spawns suck) and "fast forward mode" (don't do anything so that aliens can do what they want). And difference is?

    Funding "fast forward mode"

    2 089 000 (after first month)

    1 755 000 (after second month)

    Funding "cheat mode"

    2 122 500 (after first month)

    2 180 500 (after second month)

    Alien loot makes estimated 200 000$ difference in two months. So funding difference between "very good/excellent" and "abysmal" playing is only about 350 000$ per month.

  11. While this mod seems to be well balanced, it has IMO major flaw. That is, lack of positive rewards. Two examples:

    On UFO Enemy Unknown:

    Shoot down UFO, get squad on landing site, those who survive get experience and get better, after mission get alien equipment and sell it.

    On this mod:

    Shoot down UFO, get squad on landing site, soldiers get minimal experience, you get about 15000 credits for selling stuff (that is: nothing).

    So why even bother to clear crash sites or landed ufo sites? Because soldiers do not develop, there is no difference using Xenonauts_gc_editor + V. Just getting some alenium from long ground combat is way too low reward.

    Another example, base defence:

    On UFO Enemy Unknown:

    Reward from succesfully defending base assault is not losing base, getting soldier experience AND reasonable amount of alien stuff.

    On this mod:

    Reward from succesfully defending base assault is not losing base, and that is about it.

    While soldier development can be fixed by lowering starting stats, economy is much harder to just simple mod. While I agree that it's good to make "challenging" geoscape, I totally disagree with this kind of "no rewards" system because there is very little you can actually do. Because player have no viable options to develop soldiers and cash balance, this mod seems to go forward on rails. In this mod there is minimal difference when playing perfectly compared to infernal playing. And that is something that should be fixed.

    How to fix this? Little more UFO's and even longer rearm times so player have no chance to shoot down every UFO. Give much more money from equipment and if that makes unbalance, then make scientist cost more and so like that to maintain balance. In other words, player actions should have much more effect.

  12. @WTYD

    I think the problem is b/c of v1.51, personally haven't tried it yet... just have tested again with a clean v1.09+XCE+XNT_patched and don't see any problems

    I'll update the top post with game version required and reupload XNT6_patched with a filled modinfo. For now I'm not sure what can be done about v1.5 glitches, have no time to mess with all of it

    Confirmed. 1.09 works fine, 1.51 not. So far mod looks awesome, thanks!

  13. Using file from first post instructions https://drive.google.com/file/d/0Bxhu08AelGluQ1JmS0d3VnNpZDg/view?usp=sharing

    For some reasons Xenonauts mod launcher did not recognize that XNT 6.0 mod. After modding empty Modinfo.xml file like that

    <?xml version="1.0"?>

    <ModInfo>

    <Name>XNT</Name>

    <Version>6.0</Version>

    <Author>XXX</Author>

    <Description>XNT 6</Description>

    </ModInfo>

    Launcher recognized it.

    Also, game crashes when going Equipment-Other on soldier loadout screen. Game version 1.51 and everything looks correct on mod launcher. I'll retry tomorrow with another installation.

    Edit: XNT 6 seems to be problem. I'll try later with XNT 6 regular and patch it.

  14. Works for me. You are doing something incorrectly or the problem is specific to your setup.

    Indeed yes. Using my secondary setup (Intel+ATI), Xenonauts 1.09 works but CE edition crashes. On primary setup (AMD+ATI) both work. So no Intel+CE then :(

    Out of wonder, how did you do a clean install? Might be different with non-Steam installations, but unless you actually delete the game entirely and download the whole thing from scratch, there could be remnants of the old install that are causing a problem.

    Unzip Xenonauts files to new folder, so nothing old remains. Problem seems to be on Intel based setup. I try different drivers next.

    Thanks for help to both.

  15. Does this CE:0.30HF1 require spesific version of Xenonauts? I did following steps:

    Install clean install Xenonauts_V1.09 Humble store version <---problem?

    Start Xenonauts, Select Modding tools, Install new mod, select xce.zip. mod succesfully installed. Exit launcher.

    Browse to assets/mods/xce folder, select and copy Xenonauts.exe, go to main Xenonauts folder, overwrite previous one.

    Start Xenonauts, Play Xenonauts.

    Result is instant crash. Tried with two fresh installation and even downloaded CE:0.30HF1 two times.

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