Alienkiller
Members-
Posts
1,807 -
Joined
-
Last visited
-
Days Won
30
Content Type
Profiles
Forums
Events
Downloads
Everything posted by Alienkiller
-
V Public Demo 3.06 Cloning Chryssalids
Alienkiller replied to Kerensky's topic in Xenonauts-2 Bug Reports
That´s not a Bug, it´s a Feature. If you have read the Autopsy-Research-Texts, it´s explained. That Chryssaldis can be very painfull get shown in Xenonauts 1 too as well as in the old X-COM / new XCOM-Series. -
No ones knows that exactly Jakub. If I remember me correctly then Chris and the Dev-Team have estimated End of this Week if all goes well. But I would more expect somewere at the End of April (next or overnext Week) if you wanna have it more stable.
-
Suggestions about the HEVY Launcher
Alienkiller replied to Endominus's topic in Xenonauts-2 General Discussion
I use the Grenade-Launcher as well as Shield Soldiers. The Shield Soldiers normal and the Grenadiers as Artillerie-Soldiers. But we Beta-Testers have seen so much Changes already, nothing is fix until it´s fix and hardcoded. -
What game options do people want?
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
Yes, it is an slow Process and in old X-COM you could build up 1 or 2 more Bases with lesser Buildings. That´s why in UFO 2 ET the Secondary Bases and Main-Bases are limited in the Buildup (f. e. you can build up 1 Defensive System from every Part [Guns, light / heavy Rockets, Photon and the last one I have forgotten]) to save much Upkeep Costs. And it have an other new cool Feature too (mobile Bases as Cruiser-Aircraft-Carriers), which give you as Player the possibility to decide of having an Mix of both Base-Types later on. The limitation for the Secondary-Base-Buildup is there: Engery-Center, Workshops, Hangars, Defensive-Systems, Radars / Sonars / Scanners (Standard-Base / Mobile Base). That´s why we Beta-Testers think about an similar System with limited Buildings in the Secondary-Bases / Mobile Bases to reduce the Upkeep Costs for them in Xenonauts 2. Or findable older Outposts from your Predecessors which you can use, but not extend. If you check up your Main-Base-Costs (with the Buildings, Personal and Upgrades of Buildings you will need to the Maximum) incl. an Secondary Base with the Minimum Buildings (Energy-Center, 3 Hangars with Fighters, 1 or 2 Storage Rooms, 2 linked Defenses, 1 Radar, 1 Living Room and 2 Workshops or 2 Labs) to the Maximum Income from your Country-Founders (600k each) you will see, that the Limitation-Buildings for Secondary-Bases are an must have in the either or other-method. With the exisiting System all Beta-Testers agree in the Point, that you can build up maximum 3 Bases worldwide and the other 2 or 3 Slots are empty. With the direct Comparision to the UFO ET-Row an Chance have come up, if you don´t wanna have the Problem old X-Com had (dosen´t matter what Version you have played from them: Enemy Unknown, Terror from the Deep, Apocalypse, Interceptor) with or without the special Tool. -
What game options do people want?
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
Ruggerman, if you have played old X-COM (dosen´t matter what Game of that Row) and UFO ET-Row, then you will know that you can´t manage them. You won´t have the Money for it. It´s the same Thinking like in Real. Either we invest the Money in Barracks to 100% or in new Equipment for the Soldiers, Pilots etc. to 80% and in 20% for new Buildings. You have to decide either to win the Game (lesser Bases, therefore new / upgraded Equipment, Transports, Fighters etc.) or to loose the Game (more Bases, therefore no new / upgraded Equipment, Transport, Fighters etc.). That´s why we think further with the Outopsts again to avoid such Problems and / or to find older Xenonaut-Bases which are limited in Buildup [3x Hangars for the Fighters, 1 or 2 Living Rooms, Energy-Center, Storage-Room, light Defenses and either 1 or 2 Labs / Workshops] to keep the Upkeep-Costs down. -
ofizzido, I know what you mean. It´s not the only Game which get adjusted to have Achivements. All Games from the last 1 Decade have them, so we have to life with it, wether we like it or not. Time has Changed and without such Features you don´t sell an Game anymore. Dosen´t matter if they are an 6 Month programmed 08/15-Scrap-Game or an 8 Years programmed excellent Game. Where I give you right is, that the Game get adjusted for the Early Access Status. Esp. the fully tested Beginning-Part and Middle-Part will be from the Public in that Phase playable, if the Infos are correct as well as the rework from the Plane-Screen, Geoscape and Airfight-Screen to the new UI-Standard works like it should.
-
Thanks for the monthly Update Chris & Dev-Team. I like it with the Information on the difficulty Settings and the Custom-Settings for the ones, which find it to hard on the regular Difficulty settings. The news with the Translation and the Aircraft Screen is very cool too. Keep up the good work incl. refreshing the last 2 big Job-Sites with the Geoscape and Airfight-Screen. Kamehamehayes from what we can see here I will try to give an Answer: - Values we can Edit: There are the down Arrows on the right side. I think you will have limits there like in similar Games, which can´t undercut. Means you have an choose from 10% to 200% or so, where you can choose from. - Project Duration: That´s an Feature we Beta-Testers mentioned about the 360 Day-Limiter in the Tests from beginning on. Now you have more flexibility with that Feature. What it contains we don´t know, but the 2 (720 Days) or 3 (1080 Days) Time-Upgrade about the 360 Days-Limiter or something similar it will have. An 08/15-Boring-Step Back like in the Predecessor the Devs will avoid. That was something which makes the Game toatly unflexible and for 90% of the Players (incl. me) totaly borring. - Archivement Difficulty: That´s for the Steam, GoG-Archivements of your Profile. Something else make no Sense. - Endgame Laser-Event: I don´t see such an Option. Then there won´t come such an Option in, which is very good. Something picancy every Game of that Gerne need and that´s the Picancy, which beginns to show you after the 2 / 3 Years of Defence to come to an End (like in the UFO-ET-Series, Phoenix Point with the Nebula, UFO After-Series or Terra Invicta with the Alien-Terraforming etc.) - Mission Types: The Devs will make an UI Update on the Geoscape, so it could be possible that we will get more Mission Types earlyer or later [Defense Outposts etc.] to the existing ones [Crash Sites, Terror, Abduction, Bases, Cleaners] and the new ones which get integrated for the V.27 / V,28-Versions [Secure VIPs, Eleminate enemy VIPs, Evac someone etc.]. You will get a lot of new Missions in the Game. And don´t forgett 2 important Things: 1. The Player have to adjust his / her playstile to the Game, not the Game to the Player. That was since Games up and won´t change. 2. Missions can´t be removed and changed. If you do that you Cheat and Cheating will have Consequences. That´s why the Developers hardcode the Missions or similar in that Games.
-
Please dont attach with story
Alienkiller replied to Otsior's topic in Xenonauts-2 General Discussion
I will shorten that to finialise that Theme: Someone which don´t wanna Games with Storylines can play them if he / she want. If he / she is satisfied with that, then OK. Then play Chess, Soccer, The Sims or similar without an Storyline. The important Thing is that this People don´t have to nerve others, that important Games like this, XCOM, Star Wolves, Adventures etc. shouldn´t have attached to a Storyline. -
Suggestions about the HEVY Launcher
Alienkiller replied to Endominus's topic in Xenonauts-2 General Discussion
Where I agree is that the Weapon-Part in some Parts isn´t final (Soldiers, Vehicles, Fighters). There we will see some Changes before or in the Early Access. What the Greande Launcher belongs. I don´t know what the Devs have there in the Backhand (Features, Ammo or whatever). I can only agree that some Parts have to be adjusted in the Battle (like not shooting over the Map f. e.). -
Automatic game balance adjustment
Alienkiller replied to Komandos's topic in Xenonauts-2 General Discussion
The most Parts which get discussed you wont get in the Base-Game. Where I aggree and which is evtl. adjustable for the first fully Finish Basegame are the Ground-Maps (Failures, Bugfixes, more Variants of them) as well as Alien-Variances from normal Aliens / Robots in the Crash-Sites. An automatic Ballance-Adjustment we won´t get [Cheating of the AI like in the 1990s C & C-Series, Dune-Strategy-Games f. e.]. The Input will give the Player like f. e. in Hearts of Iron 4, Stellaris and similar from very good todays Games. And we have here too like in UFO-ET-Series and special Strategy- / Manager-Games an Event- / Time-Rotation to the next Level already integrated. Means: You research f. e. Plasma-Explosives the AI will Upgrade to Fusion-Weapons. If you don´t do that an Timelimiter will do it automatically to give the Player more push-input. -
The Chief Scientist is a riot
Alienkiller replied to random123's topic in Xenonauts-2 General Discussion
mclang, sounds like an very good Idea. Should be implemented to finish that Part. I thought something similar after I played for a while again. That makes the Game much cooler and incoherent if such funny Persons with black Humor and a little bit of Arrogance are integrated (like our Chief Scientist). Random123, that´s an ridge walk, to make such an Person which is not to heavy of what you want and to funny like Gauis Balthar. I think as an Main-Beta-Tester from beginning on we have created an Person which integrate both. He already nerves the Commander, the XOs and so on. The more important Thing is to integrate the Chief-Mechanic, the XO and the Commander more in the Game now. -
Weather conditions in ground combat?
Alienkiller replied to Kamehamehayes's topic in Xenonauts-2 General Discussion
Yeah, an Weather-System was planed in the Crowfounding, but not reached with the Crowfounding. I personaly hope that System will come in too to have more Deversity in Airfights, Ground-Maps and Geoscape. And with Hooded Horse as Publisher I think some more Bucks come in to implement that earlyer or later. -
Automatic game balance adjustment
Alienkiller replied to Komandos's topic in Xenonauts-2 General Discussion
Twigg I agree with you. Makes no Sense and would make the Game totaly unrealistic (less Fun etc.). The only Option would be for that (I say evtl., it must be intern discussed from the Main-Beta-Testers and the Devs together) and an Solution found, that the Cleaners with an small Platoon could come in. -
Automatic game balance adjustment
Alienkiller replied to Komandos's topic in Xenonauts-2 General Discussion
Sounds interessting. But how you will manage that? You can´t do it for UFO-Crashsites (an UFO have an maximum Crew-Capacity like your Transports, which can´t exceeded) On Terror-Missions / Abduction-Missions you already have an maximum Crew which is heavyly armed. And so on. The only possible Show Up-Opponent would be the Cleaners. -
Yep, Komandos that´s correct with yor Explenation from the old X-COM-Row (EU / TftD / Apocalypse) as well as Xenonauts 1 (and the Limitations there). Not for nothing the Devs and we Main-Beta-Testers make from Beginning on an Newstart for the Xenonauts-Row. There you can too carring Soldiers / Stunned Enemys if you want. It´s not get shown like in the new XCOM-Row or Phoenix Point, but you can. Where I give Komandos and Doshniel right is, that the Alien-Weapons can´t be used atm. But therefore the Devs and we Main-Beta-Testers will find an Solution. We already testet to dismantle them for Ressources as well as direct as Resource-Parts which works fine. But both outcomes were unsatisfactory. That´s why we searching for other Options like: 1. Using them like in old X-Com, Phoenix Point, UFO ET-Row, but that would be boring too and only an Copy & Paste from them. 2. Using them as Upgrades for existing Weapons / Ammo to make f. e. the Standard-Weapons / Ammonition lighter and better. 3. Point 2 incl. more Options for R & D / Founder-States and similar The Humans and Aliens differ drastically, esp. in Xenonauts 2. The Game is ballanced in the Crew-Numbers (f. e. the Scout / Destroyer have the same Crew-Size as the Banana-Helicopter from your Organisation) and raises with more advanced UFOs and overflow your own Tranpsport Capabilitys (from what I have tested personaly up to the highest Time Limiter yet and seen from other Main-Beta-Testers). As well as the Aliens have special Abilitys, which you later Step by Step compensate later a little bit with R & D and Soldier-Training. People which never testet Xenonauts 2 or played it in the last advanced Version are unaware of that. That means: Don´t compare old Apples with new oranges.
-
What game options do people want?
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
You don´t need an deep knowleadge for such Games like Xenonauts 2. They are easy to learn and easy to play. Like said we are not in the 1990s / Beginning 2ks anymore with Games a la FALCON 4.0 where you had an Handbook which had 300 Sides. There are Points, which have to be fix and not changeable to make the Game interessting. That can be the Mothership-Bombardement in UFO ET and new XCOM, the Avatar-Project from XCOM 2 or here the Orbital Bombardement from time to time after the Aliens see that with normal instruments can´t be the Earth conquered. If someone turn that out, he / she is cheating. That Cheating have to block the Game and Saves until the Cheating is set of. Where I aggree is that the Gameplaytime is to short [in about 360 Days you get the Minimum-Parts for the Midgame] and if you get lucky the Main-Base Upgraded with more Buildings, and an 2nd / 3rd Mini-Base. There have to be adjusted a lot more. But there the Game is in big WIP and get some more cool missing Things in (more Missions, more special Geoscape-Surprisses etc.). And we will get some personal Adjustments, but no Cheating Adjustments. -
What game options do people want?
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
Kommandos, that Troop-Numbers you will get with the best R & D-Transport later on. But it makes like in old X-COM etc. no Sense to get the big Soldier- / and Assistance-Vehicle-Numbers directly in the Beginning. That you have a bigger Number of trained Soldiers incl. Assistance-Vehicles at the final Stage of the Game, I aggree with you. In all Games of that Gerne I have played (fully old X-Com, new XCOM, UFO Extraterestials-Row (both Parts) you get the high Number of Soldiers Step by Step for advanced Transports. Like said, the Idea to involve the AI-Friend-Troops as an Team with your Soldiers is interessting for an DLC or if we get Lucky in the later Stages from the Early Access for the Main-Game later on for some special Missions (special Missions, Defense from Outposts, Military Posts, Rescue VIPs etc.). -
Interesting Documentation about real Extraterestials
Alienkiller replied to Alienkiller's topic in Off-Topic
@Bobit: Nope that make me very angry. And People which insulted me (and boost it to threatments) got the Consequences, which for them are not funny. Esp. if it´s an Platform which they can´t use anymore and loosing all the invested Money. So I can only request to neglect that on me and others which give Documentations Infos and similar from documented historical Facts. -
What game options do people want?
Alienkiller replied to Chris's topic in Xenonauts-2 General Discussion
Very nice Ideas which get collected here. Some are realizeable. Where I agree in Komandos Ideas are the following 2: 1. Send only the best Trained Soldiers in the final mission = that´s what I do in most similar Games too (like new XCOM, old X-COM, UFO ET-Series) 2. the Reintegration of the Stress- / Tired-Mechanism = that have teste already and I hope with the 3rd Rework it work like it should at final Where I and many Main-Beta-Testers disagree fully is the Tactical Team-Part which is an bigger Micromanagement as it is now, the fully use of Maximum Soldiers / Support Vehicles direct at the Beginning [would make the R & D for Transport Planes obsolete] and the increasing of Enemys to much. Otherwise we would have mentioned that already. But evtl. that could be an Idea too [expect the tactical Teams and Maximum Soldiers / Support Vehicles direct at the Beginning] in an DLC. The Idea is to have then for special Missions (like Outpost-Defend, Securing important VIPs and similar) to work together with the Security-Personal / Army / Police in that Mission. -
Interessting Idea Komandos. That would be something for an upcomming DLC or if we get lucky later in the Base-Game-Production-Phase. But I personaly think it will be more for an DLC.
-
V26.3 - Engineering (Can't make shielded armour)
Alienkiller replied to Emily_F's topic in Xenonauts-2 Bug Reports
Have you done the previous Upgrades from the Platings? From Ablative to Alloy from Alloy to the next one etc. If you don´t do that Steps then you can´t upgrade to the next higher Platings. -
Please dont attach with story
Alienkiller replied to Otsior's topic in Xenonauts-2 General Discussion
That Idea from Komandos goes for Chess or Football / Soccer, where you don´t have an Storyline or similar. For such Games that Idea is integrateable. But not for Games with important Storyline and / or similar like here. I´m tired to discuss that out again and yet again with People who don´t understand that. -
Xenonauts-2 February 2023 Update!
Alienkiller replied to Chris's topic in Monthly Development Updates
Yeah, more Maps we will get earlyer or later. Some before the Early Access and the remaining during the Early Access Phase.