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Charon

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Posts posted by Charon

  1. 17 minutes ago, PALU said:

    It can be noted that the alien rebel requirement seems to be completely redundant, as this happens automatically without player action as far as I know, which means this requirement will always be fulfilled at the time the other conditions are met.

    Redundant not quite, as you still need to raid a light- scout- and corvette UFO to unlock it as soon as possible. I think this is the only example where gameplay and Lore is tightly tied together, as we can not allow the player to get access to antimatter technology before talking to our little rebel. It is on of the set cornerstones for X-Division and Paul is the red thread that goes all the way from the beginning of the game to the very endgame. It is quite important.

    Edit: Antimatter Technology fills quite an important role to "beat" the praetors, but gameplay wise we didnt want to tie it to tightly to the endgame research, because of its high requirements. So while you could play through the game entirely without antimatter technology it is implied that the language knowledge of Paul, his scientific knowledge about antimatter, and ultimately his advancements once he sees ancient weapons for the first time is what makes accessing and beating the final base possible. A small but necessary step, without beating the aliens would not quite be possible.

    It is also implied that our little rebel is what "unlocks" antimatter, and makes it produce- and harvestable.

  2. I have to apologise, it seems like i keep messing up the antimatter tech. I noticed that Researches.AntiMatterTechnology actually requires Researches.AlienDarkTechnology, which is actually nonsense because Researches.AlienDarkTechnology is a deep Phase 2 technology, while Researches.AntiMatterTechnology is all about Phase 1. At the same time Researches.BasicAntiMatterTechnology missed that requirement, which is ofcourse not how it should be. I moved the Researches.AlienDarkTechnology from the Phase 1 Antimatter to the Phase 2 one, where it actually belongs to.

    researches.xml

    This doesnt mean the research is broken, it just may get accessible way later than intended.

    Fixed.

     

    @PALUcan you give me a second oppinion that now everything is at it should be ? Every Antimatter needs all Data Hacks for its phase + Dark Technology for Phase 2, Advanced Dark Technology for Phase 3, Ancient and Advanced Ancient Technology for Phase 4 + an invisible trigger in form of the corpse of the next phase + some basic technologies of the current phase.

  3. 3 hours ago, Dagar said:

    @Charon understood. Of course changes like these need to be tested first. Also I merely wanted to know if there was anything more planned with the SHOCK mechanism. I have occupied myself with both board and video game design over the last year, and one thing that is engrained in my perception of game design is that it generally is not good to have a whole mechanism being gimmicky, i.e. being special to a very narrow set of situations. Comparing SHOCK as it is now to suppression, you may see what I mean there. SHOCK is delivered by two distinct weapon classes of around ten, while suppression can be done with almost all weapons (apart from melee I think), including grenades, rockets, exploding props and ranged weapons that are not in the special role to do so.

    While what you say might be true, think about that capturing stuff and androns are the 2 biggest factors in the game. Suppression might be applicable to most situations, but for the more dangerous ones it is not. Reapers, Xenomorphs, androns, robodogs and roboreaper are all unsuppressable. So while the use of the SHOCK feature is singular, the situation you can use it in is many. Capturing units alive is not a small part of the game, in fact its what the whole game revolves around. You can apply SHOCK to discs, tanks and androns as these are the most dangerous enemies in the game.

    So all in all it is but a niche feature.

  4. 2 hours ago, Dagar said:

    @CharonIs there any plan to expand the SHOCK effect to more items? Like grenades / Rockets? Could be cool on some advanced stun grenades at least.

    Any changes require a lot of crossover work with other entities and people. Every time we change the shock effect @PALU will have to add the additional information.

     

    Im always open to suggestions ofcourse, but if those kind of things make it into a commit or not is something else entirely. I dont know if apDamage would even work on aoe based weapons, but i dont see the necessity to apply them to grenades and rockets. For Phase 1 you have shotguns and smgs, and since it is an tutorial that is enough for the player. Phase 2 has shock weaponry and Phase 3 has Electron Weaponry. Since i deliberately gave them quite good stats recently there is no equivalent weapon category for Phase 4 ( eg. it doesnt matter if they are slightly too strong for their phase, since Phase 4 puts them into perspective again, and Electron Weapons for slowing down enemies is viable even in Phase 4 ). In Phase 4 the strongest SHOCK weapons are shotguns and SMGs again, which should give a slight higher value than before. If you need to capture a Praetor alive -45 tu for the next turn  can be invaluable, among other uses. If we spread the SHOCK feature too much we are undermining the outstanding features of other weapons again, which is not the goal. We dont wanna make the shotgun weapon better by applying a new feature and then give this feature to everything else as well.

    So i would just say we need to complete a whole development cycle with the current changes before making any more of them = we need statistical data on the current ones.

  5. 35 minutes ago, Larry Burstyn said:

    It would be nice to know the status of my own armor.

    The Xpedia entry for the armour has a right panel where the stats are listed.

     

    If you are talking about the current status of your armour during battlefield conditions i would say that falls under the uncertain conditions of war, which you will have to deal with. Some things can be known ( like the armour values before the mission ) and other things are uncertainties which you will have to work with as such.
    Having the skill to manage uncertainties in your life is a great skill to have, and extrapolates well from within the game into your life, if you know that you can do that.

  6. 2 hours ago, Svinedrengen said:

    Question about the AI for you @Charon

    How much information does the AI get when they spot you ? Speaking about armour, weapons, reaktion, TU remaning etc. I had an interesting situation regarding reaktion fire the other day, that really made me think if it was a clever move from the AI, or just a quincedent. 

    They know everything. The things you mentioned + how much your armour degraded, what items you are carrying ( although i dont think they factor it in ),  the rank, hp, tu, moral, sight angle, sightrange, tiles in sight ... and more, i think. Just think about it, if they wouldnt know your rank, how should they target higher ranked soldiers ?

  7. 1 hour ago, PALU said:

    Aircraft weapon entries: Most entries just use descriptions such as wide and narrow for firing arcs, but a number of them use the same 180 that's stated in the panel of weapon stats. On top of that, I haven't been completely sure a weapon mounted on the "left" side would cover the "right" one, and vise versa. I don't think it's good to give a different firing arc number in the text compared to what's found in the panel, but if it is indeed correct for all cases that 180 means 360, then I can revise entries for such weapons to indicate full coverage.

    Please do so. I particularly dont like entries describing 180 degree coverage as "you can shoot while you fly away from the target". While this is technichally correct, the 180 degrees are more than misleading.

    nick-young-confused-face-300x256-nqlyaa.

    1 hour ago, PALU said:

    Balance: It's very expensive to send cores and alien weapons from one base to another for processing, while it's comparatively cheap to send the weapon wielders (both the dead and live ones). I think it would be good to lower the costs for the expensive items to allow players to chose their production strategy. Soldier weapons, on the other hand, ought to be still be costly to ship around to make it an offset cost to ship troops and equipment around rather than using multiple teams (which require the manufacture of multiple sets of equipment).

    Transfer costs are 10% of sell costs, we cant set them differently unless we change the sell prices, which i am not sure are unbalanced.

  8. @PALU

    Quote

    she know she

    knows

    Quote

    Note that the Leader is the same in the previous phase.

    the same as in

    Quote

    once we have sufficient weapon samples and has interrogated the wielder.

    have interrogated

     

    @Mr. Mister What do you need an .ico file for ? Do you know what an .ico file is ? The start up screen already uses this image: image.thumb.png.f5e54f56991f433fc1e966544a45eae0.png Dont you like it ?

    We have a lot of art lying around, but i think @drages has all rights on the art for X-Division. I would need to know what you use it for before i post any kind of non-published art.

  9. @PALUThe Scout UFO entry has 2 white spaces at the beginning of the second paragraph.

    Quote

    which be believe

    which we believe

     

    @Mr. Mister

    #OrderofThings Dont worry about the order so much. Apart from very small details everything is thought well through. After your first mission your team researches the captured UFO automatically in a timeframe of 0 - 24 hours. After these kind of preliminary results roll in your forge gets set up ( since you dont have any alien parts to work on yet anyway ), and in the next 24 hours you get the report about it. Sounds sound to me.

    1 hour ago, Mr. Mister said:

    In line with two posts ago, maybe Sebillian Non-Combatant Analysis should appear after the generic Sebillian Autopsy (since that's where the term sebillian is defined) but before Sebillian Guard autopsy, as the latter references the sebillian "civilians" (consider changing it to non-combatants for consistency) that you wouldn't know are non-combatants if you hadn't gotten the non-combatant analysis beforehand.

    I think you are getting a bit ahead of yourself here. Firstly, the autopsy reports and the class analysis reports come from 2 different internal departments inside of your organisation, so their information can overlap, dublicate and/or add to each other. You could tell this from the different art style. but you dont necessarily have to. Secondly, just because it is an Xpedia entry doesnt mean your organisation all of sudden is blessed with knowledge by god. They make mistakes, they make assumptions and they can change terms depending on the way the invasion progresses. Information will get revised, reconfirmed, dismissed, overwritten and overhauled throughout the game, depending on your path through the game. So just because they are for now called non combatants doesnt mean they wont get better defined as the campaign goes on. Just keep your chin up, your brain activated and form your own oppinion. As the head scientist said, thats the only effective weapon you have ;).

    Also just because things are not plainly explained to you doesnt mean they dont exist, or have a coherent structure ;).

     

    1 hour ago, Mr. Mister said:

    More coming. Seriously, do tell me if you'd rather I write down a good bunch of them before posting them, as I can imagine that a newcomer reporting a load of very nitpicky non-issues can be annoying.

    Dont worry about me, i only answer as much as i want.

  10. 16 minutes ago, Mr. Mister said:

    While we're on the topic of xenopedia timing - the Crash Sites entry should be automatically revealed the first time a UFO crashes, as it is much more tutorialesque in nature than it is loresque, and I got it simultaneously with the Scout entry, after I had already raided two UFOs.

    The game code doesnt support it.

    18 minutes ago, Mr. Mister said:

    Oh, and one that is very minor and maybe just a personal thing - it feels a bit wierd how Alien Invasion (the very first research you start with) also unlocks Avalanche Missiles but there is no mention of why it does. The missiles' entry doesn't need to explain their late appearance, but maybe in the big text of Alien Invasion's entry do mention, after the scientist suggests the two possible subsequent researchs, that they also secured the technology/supply of avalanche missiles.

    For unknown reasons the torpedo entry cant be unlocked at the start of the game, so i had to add it to a research. They are not not unlocked, only the entry isnt. So you can think about all 3 entries as a dossier about your current military assets, lying on your desk simply as a reminder and as welcome to the game. I dont think that is out of place, once you realise those things dont get unlocked.

  11. 58 minutes ago, Ruthless Reuban said:

    Don't know if this is intentional or not but...

    Andron Server seems to be impossible to capture if it's last alien remaining. When shield is trashed, battle ends immediately.

    X-Division 1.00.10.

    Thats intended. You gotta bring enemies down to their last stage before you kill the second last enemy on the map, otherwise they use an emergency teleport out.

    • Like 1
  12. 3 hours ago, Mr. Mister said:

    Sebilian Guard's autopsy says that its hide is green, when in both the sprite and the xenopedia art it is clearly pink.

    EDIT: Okay, the sprite of only SOME guards is pink, but the xenopedia entry is still pink. Maybe just change it to "mostly green, though sometimes pink"?

    There is an explanation in the Xpedia for this.

    3 hours ago, Mr. Mister said:

    EDIT2: Also, I've looked at Elarion's charts in the dev diary page, and though I don't know how it works internally, it would be neater if the global/generic autopsy of a species was done BEFORE any of its type-specific ones: It is clear that the xenopedia entry of Sebilian Guard Autopsy references stuff from the generic Sebilian Autopsy, and having a sebilian guard corpse lets both types of autoppsy be performed, but at least in my game the Guard-specific autopsy got completed about 24 hours before the generic one.

    Uff .. you make me work.

    Fixed this for the 4 relevant races.

    4 hours ago, Mr. Mister said:

    EDIT3: Alien Grenade's icon doesn't appear on the grenade selection equipment tile, though it does appear in the inventory screen.

    Vanilla bug. Either you get the icon or you get the autoloot. And autoloot seems to be far more important than the icon.

  13. 1 hour ago, Svinedrengen said:

    Agree, but it just dont camouflage it enough, if I see no rings or hear the sound more than there are rings, I KNOW it means teleportation

    You are a crazy bastard. Always pushing to the rim.

    Yeh, i know that it is not undetectable, thats also what i do. I count the number of sounds i hear and try to judge based on my evaluation if the situation has become more dangerous all of a sudden. If i hear psionic waves and dont see any rings i can also "assume" something has teleported somewhere. Sometimes the aliens just teleport from one UFO level to the next, and its a false positive. Sometimes you literally dont turn around and they eliminate you from the back. The point i am trying to bring across is that it is based on SKILL, otherwise you will just have to check your six every turn ( and lose TU with that in the progress ). Sometimes a false positive can be come a correct one and they just teleported further away.

    In a nutshell if you remove the teleportation sound altogether your remove a gameplay element depending on skill, or a good ear. Im not trying to remove skill elements from X-Division, but rather increase it, so that you can factor out luck on a statistical level as much as possible.

    Edit: Once you have a tired evening you will soon realise what the difference between counting rings, and not being able to count rings, is.

    11 minutes ago, Mr. Mister said:

    Yep, all issues I mentioned were solved. However, I just noticed that, while Ambient Sounds was indeed installed and activated (your version "COM" of it), Ambient Forest wasn't. There is a (deactivated) Ambient Forests mod in the load order, but judging by its position I venture it is from vanilla CE. Is Ambient Forests also merged into COM-Ambient Sounds during the installation, or is this another issue?

    The mods which you should be able to deactivate/activate through the installer are the "COM - Ambient Sounds" and the "COM - Ambience Forest" ones. They seem to work on my end.

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