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Charon

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Posts posted by Charon

  1. 4 minutes ago, Mr. Mister said:

    Seems like the 1.00.10 patch installer has some issues - if I check Easy Airgame, then in the summary immedieately prior to the actual installation it reports No Airgame as activated too. And after installating the patch having checked the Easy Airgame checkbox, neither Easy Airgame nor No Airgame were activated in the game's mod list.

    Also, Slower Invasion is reported in that summary as "acticated".

    Gimme a picture of your modloader.

  2. 43 minutes ago, Mr. Mister said:

    as otherwise its name wrongly suggests it also reduces the optimality of their decision-making during their turns.

    Thats what it does. There is more to nerf the AI than i can simply put into the description. Thats where linear algebra really increases, and explanability in a few sentences really decreases.

    43 minutes ago, Mr. Mister said:

    What does the "Easier Airgame" option do exactly? It doesn't appear in the patch notes; just enemy stat reduction, or does it also remove features? I think I've got some of the hang of it and I like it, so while it would probably do me good to enable it the first playthrough I wouldn't want to miss on enemy tiers/weaponry.

    It is in the patchnotes. But all mods also have descriptions which you can either view in the modloader, or by going to the mod itself and open the modinfo file.

    Dont worry about the optional mods, you can activate or deactivate them during your campaign. So if you feel you are getting better you can deactivate any of the optional mods either in the modloader or by runnin the installer again.

    43 minutes ago, Mr. Mister said:

    Oh, and in a somewhat reverse case from above, and speaking from the perspective of someone playing the game for the first time, consider changing "Alien turn" to "AI turn", as all the (sometimes armed) civilians also move during it, leading me to shoot a policeman I thought mindcontroled in the face because I saw him move during "Alien Turn".

    I never thought about that, but on the top of my head i would think it would take away from the immersion to rename it. People quickly learn that the civilian/local turn comes after the alien one.

  3. Hi @Mr. Misterthank you for trying out X-Division :).

    3 hours ago, Mr. Mister said:

    Should I also download any post-1.00.01 files posted in this thread, like the xenopedia.xml from a few posts ago, and replace the one in my installation, or are they meant to go alongside gameplay changes only present in the internal in-developement version?

    These are development only files, and have no instructions on how to use them for people who dont know about them. However i would recommend downloading the unoffical 1.00.10 version here
    https://www.goldhawkinteractive.com/forums/index.php?/topic/13414-165xce-v0350-x-division-100-beta/&do=findComment&comment=171524

    3 hours ago, Mr. Mister said:

    Is there a way to split a squadron mid-flight tackle different objectives, or must I make them go back and land into a base and then launch the planes separatedly to do so? If not, are there plans to try adding such a feature, or is it hardcodedly unfeasible?

    There are no plans to add such feature.

    3 hours ago, Mr. Mister said:

    I'm actually surprised you guys haven't implemented it into X-division yet, what with it being a small and sensible QOL improvement.

    :D:D:D:D:D:D:D:D I have been going over this years ago, and personally i love how the psionic attacks camouflage Wraiths teleporting around. I dont think the AI "understands" that the same sound is used, but they combine psionic attacks with theleporting very well.

  4. @PALU As far as i have observed Dark Weaponry seems to consistently ignore shields. That means that damage gets applied to the unit directly, while not damaging the shield in any way.

    ...

    Ok so i i looked into it and it looks like the difference is is that the radius="0.5" or radius="1" is used. This basically means that if a unit is hit > the tile gets affected > a 1 tile effect circumvents shields since the game thinks that way.

    The affected weapons seems to be the dark rifles, snipers, Cannon and Heavy. This seems to be per design. You can look into the weapons.xml under alien dark weapons to confirm this yourself.

     

    Lore wise you could append this in the way that the aliens have found a way to cirumvent shields by either puncturing right through it, or other unknown means. The human antimatter deployment is less potent in this case because it cant really puncture through shields. In this case you can see that the aliens still have the upper hand in antimatter weaponry design, at least in the deployment method, while the human variants having less sophisticated delivery methods put more emphasis on bringing across more antimatter to the target, and thuse dealing more damage - the alien dark variants are mostly low damage weapons, but they can 100% circumvent shields. Interesting thing indeed.

    This can be another explanation as to why terror soldiers are so fearsome, giving them the ability to punch through any shield, or any kind of armour makes them truelly efficient troops under any circumstances. A caesan soldier might carry a 450 hp shield, but a terror soldier is puncturing right towards the 130 hp it has. Thats quite an ability for a weapon.

  5. I was thinking about this problem and am fond of a "preserve current orientation" button. This would enable shield bearers to actually move around corners facing the right direction of potential incoming fire, among other uses. The balance would simply be a 1 TU cost increase in every movement while this button is activated, which should it make more costly than conventional movement.

    I have already seen buggy versions of preserving orientation while moving in X1, but i have no clue on what it takes to code this into X2.

  6. 9 minutes ago, Svinedrengen said:

    Did I maybe had an influence on this change ?

    Yes, your playthrough was the raindrop that broke the dam. Even before that i was fond of increasing the damage for the standart grenades and rockets, but with your gameplay data additionally injected into my game-knowledge made me increase the damage. It is still physical damage, which sucks, but the damage should make it possible that you can bomb yourself through your early missions now, at the expense of loot. I even think about making it 80 damage for the grenade, and 120 for the rocket. But additional data will have to be made available to create proclivity towards that.

  7. Increased frag grenade damage from 50 to 70
    Increased frag rocket damage from 90 to 110

    Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division: weapons_gc.xml strings.xml

     

     

    @PALUI thought about the armour increasing TU% lore problem, and i just thought you could let the head scientist jokingly throw something in like "Better check your weaponry with this armour, you might not get the time to fire an aimed shot with these. [Generic lore joke]."

    This

    1. Doesnt lean towards any specific weapon
    2. Doesnt carry any frustration with it
    3. Brings across the information
    4. is funny/sarcastic/lore :D

    With this example you can bring across a game mechanic information without painting this kind of information in any way ( and influence the player ). It is just an example, but the job of this is the one of a lore writer ;). Thats you.

    You can also make a whole paragraph out of it, im not restricting you to one sentence. Im just trying to give a short example of how you could write it.

    • Like 1
  8. 30 minutes ago, PALU said:

    I believe avoiding frustration caused by being hit by arbitrary game restrictions that cannot be foreseen, because they're there only because of balancing or game engine issues should be chalked up on the positive side. I agree that my own frustration shouldn't shine through in those descriptions, though.

    <3

    30 minutes ago, PALU said:

    There shouldn't (ideally) be gotchas in the equipment your team produces [which doesn't mean you should know the property of equipment that hasn't been designed ahead of time], while the enemy creatures, behavior, property, and equipment are things to be discovered by the player and the player's staff.

    While i generally agree with that, your writing doesnt bring the information across in a prejudice free way.

    30 minutes ago, PALU said:

    "Note that armour flight is incompatible with the use of a shield, as holding one blocks the function that activates the flight control." can be sort of believed.

    How about

    "Flight doesnt allow for shields to be carried simultaniuosly." ?

    With this you have no bullshit (lore) for the player to believe, and no prejudice to deal with. Just a simple fact stated. Nobody is ever going to ask why and players will be thankful for the information.

  9. 54 minutes ago, PALU said:

    The reason I refer to the flight control scheme is that it is specified to use controls in the gloves, so in my mind it means holding a shield prevents you from using the glove manipulation correctly (using a liberal dose of suspension of disbelief about how you can apparently sling your weapon to release the hands, but not the shield). The reason for the note in the first place is that yes, I was dismayed to find you can't carry a shield while using a suit, and the game didn't tell me that this was buried in the game definition files. It's a typical case of something the techs should tell me, not a gotcha to catch you in the field just because the game developers thought it would be too powerful to use a shield together with flight, but they couldn't figure out a way to disable the shields protection while airborne.
    Claiming that a shield would make you lopsided while an arbitrarily heavy two handed weapon (and stuff in the backpack) doesn't is definitely gamey in my mind.

    I think we are talking past each other again.

    The thing im trying to bring across is that reading the Xpedia should be a positive experience. Not 101 things i am frustrated with in the game and which i have to make half a sentence about. While i know being frustrated is a natural part of the game and having to express that is necessary, i think the Xpedia is the wrong place to put such an underlining frustration into, when potentially hundreds of players will read them.

    But i said enough about that, you do you.

  10. 12 minutes ago, PALU said:

    "Note that the flight control scheme is incompatible with the use of a shield, so you will not be able to use the suit to "jump" over fences when carrying a shield (a rather natural desire, as you can't climb over fences wielding a shield)."

    I personally think the explanation is too technical, too gamey. The Xpedia is there for the lore in the first place, to cover up game mechanics with roundabout explanations. Like: " The unevenly weight of a shield is not something that a jetpack can carry without constantly making front flips and ultimately crashlanding the user so you obviously cant fly a shield around without specialised equipment." instead of " the game doesnt let you fly with shields because its set in the game files, and i dont like that. I also dont like that you can jump over small obstacles with a shield."

  11. Quote

    Note that the flight control scheme is incompatible with the use of a shield, so the obvious use of using the suit to jump over fences a shield makes impossible to climb is not possible, unfortunately. On the other hand, shield bearers need as much armour as they can get as backup when the shield crubles...

    Too tired to explain something doesnt make sense here. @PALU

     

  12. 3 minutes ago, PALU said:

    Assuming it's happened, would you be able to get anything useful out of a save where a craft is claimed to no longer be reloading, but with some of the loadout not actually fitted, or would you need to catch it while still loading (i.e. a save while loading, to be provided once it's been detected it didn't work correctly?

    I think this is rather something for @Solver and it is so minor i wouldnt even bother fixing it. I rather wish for a faster visual SHOCK component, or a memory point for rocketlauncher loadouts. These are the fixes which have bigger impact on the game in my oppinion, and you cant fix everything. The universe is endless, and so are bugs in software.

    But thank you for bringing this to my attention.

  13. Headscratch. We seem to be entering a circle where i can make another argument ontop of every argument you make. Can we call it a day after this one and say we are on the same page ?

    4 minutes ago, PALU said:

    Well, yes, the new aircraft you can build can carry twice the number of torpedoes, assuming you guessed correctly as to whether you will need countermeasures or not, and assuming you've been able to actually build those aircraft as they require resources that won't be available until the phase (and the first sets of cores are "lost" to disassembly protocol development, so you may not actually get anything until the third wave [+ disassembly time], all this assuming you're able to shoot craft down over land:

    Terror UFOs having a delayed update in a new phase, meaning you will have ample of time to get some of the new aircraft out, if you so desire. You seem to have experienced this with the Terror ship from Phase 1 against Phase 2 batteries.

    Can we leave it at that ?

     

    Yes, i heard that loadouts are buggy, but i never experienced this myself. I usually simply refit my aircraft, wait until its done, and then use them. Never had a problem with that. If you are sending them out with half of the ammo capacity and dont have an airfight you might naturally run into bugs.

  14. 35 minutes ago, PALU said:

    Given that the spear cannons are called "spear" cannons, I haven't wanted to change it, but I could describe it as a bit of a misnomer.

    Wait, i know i am trying to box you around, but you seem to go into the wrong direction. All i wanted to point out was that the projectile of gun is called bullet ( because its small in size, comparing to the fire mechnism ), and the projectile of the Spear Cannon is called rod ( because its comparatively bigger in size compared to a bullet-to-gun ratio ). You can leave everything as it is, a wrong description never hurt anybody.

    Edit: It doesnt mean the Spear Cannon is not called Spear Cannon, it just means the Spear Cannon doesnt fire spears. :D

    35 minutes ago, PALU said:

    I agree there are many aspects of games that should be discovered, but I don't consider analysis of numbers to deduce effects or getting caught by unexpected failures of things to work as expected because you didn't perform the math on everything to be one of them (in particular since you don't even have those numbers available when making a decision to produce the first of a weapon: as you pointed out, the numbers can jump around). In this particular case I believe it is something they would have discovered during production/testing, and thus something that they should be able to inform you of.

    A 15TU% increase in an aiming option ontop of a non produced laser sniper equals to 110% TU% to fire the weapon, which is impossible. There is really not much math here and you can view the stats of a weapon as soon as you unlock it. If you say thats too much math for players than i will have to disagree, surprises are a part of life, and in this case the game. I dont really see a non-prejudice free way of describing it, other than stating the stats of the armour.

    35 minutes ago, PALU said:

    The reason the results were so abysmal was essentially that the phase progression has seen a huge jump in ship size.

    Which is attributed to the huge jump in torpedo slots an aircraft can carry, from 1 to 2, which is an 100% increase in damage, even without better aircraft weaponry. Everything has a reason, in this case that there are non natural numbers between 1 and 2.

  15. 11 minutes ago, PALU said:

    I don't know what the "alternative word for spear = rod" is intended to refer to. The only thing I can think of are the various spear cannons.

    Yes, i was thinking about the various spear entries. Example:

    Quote

    The Corvette Spear Cannon is an improved version of the Spear Cannon. It deals twice the damage per spear, but carries only 4 spears versus the Spear Cannon's 6. This means the time spent in the danger zone is cut almost in half, and the range is increased a bit as well.

    Technichally the Spear Cannon doesnt shoot spears, they are still bullets. If you want to emphasise the heavy aspect of the bullet you can use "rod", but shooting spears isnt the appropriate wording imho.

    This is a spear throwing machine and thats not what we have (although it is almost identical as a structure ):

    61kWkiXh5HL._SX425_.jpg

    But even than its not really a "spear". A "spear" is always something which a human hand throws. If a machine is involved its called firing rods. Because thats what they basically are, rods.

    So much for linguistic :D.

     

    18 minutes ago, PALU said:

    If I estimate it correctly, the Sentinel armor cannot be used with any weapon firing mode requiring 90+ % TU, which is found on sniper/precision weapons and a cannon. I can change the wording in the Sentinel to remove the judgement, of course.

    I would be much very much obliged if you do so.

    But when you do it i dont really understand why the information is there in the first place. Snipers are not the only weapons which cant be fired in their highest mode anymore. Does the writer of the Xpedia hold snipers in higher regard than other weapons ? Are the weapons which are not mentioned of less importance ? Are snipers mandatory ? You see, no matter what you do, if you dont objectively follow through with a rule highlighting certain things makes prejudice almost completely certain. A balance, which can easily be changed with the next patch.

    Now i totally understand that not being able to fire snipers as well as before is an important and useful information for you, as it is for many other players. But in my oppinion masticating the connection between an armour increasing TU% and certain weaponry is something the players should find out themself. This is called "discovery" in games and is a very important point. If you masticate every bit of thought process for the player you are robbing them of the experience of making the connection themself. Have you ever seen infants/children and how important it is to them to do the stuff themself ? Its because nobody else can give you the experience of doing an action yourself, and coming to the proper conclusions afterwards.

    Look at the Pulse Precision MK3 and you will see that your statement doesnt even hold true for all snipers/precisions.

    I would be much obliged if you rethink that approach.

     

    About #batteries

    A Terror Dreadnaught has 43 280 hp and a MAG Turret does 11 000 dmg, with a miss rate of 50%. This means 4 hits bring down a Dreadnaught, which is the same ratio than in any other phase. You need 8 batteries to have a 50% chance to shoot down a full hp Terror UFO.

    So i cant really do anything without screenshots, video proof and a save game to look into it, if you desire that i do this.

    Have you checked if your turrets were not Plasma ones at the time of the assault ? Dealing 2700 damage on a 92% damaged 43 280 UFO sounds about like 6.25 percent, which seems to overlap with your 7% of damage.

  16. 4 hours ago, PALU said:

    Edit: The advice to try which armor/weapon combinations work isn't as useful as one might think, as the decision to produce a weapon and/or an armor has a tendency to be made before at least one of them is available. I didn't produce any minigun before I had a Predator, for instance, as I saw little reason using one together with regular armor both because of the bracing required and because of the weight of the weapon (and ammo).

    Nothing is perfect. Are you suggesting another string to indicate whether or not a weapon can be equipted on an exosceleton ?

    The pros are that it is visible to the player which weapon is equiptable on heavy armour, the con is that the strings are already overloaded and cant take yet another ambiguous line.

    4 hours ago, PALU said:

    However, I've tried various combinations using the OP ENDGAME save and have drawn the conclusion that the heavy armors (which I have assumed all have the same restrictions, and I've also assumed that the restrictions are per weapon type, so if one rifle doesn't work, none of them do) are limited to heavy/machineguns, cannons, miniguns, and flame throwers.

    That should be about correct.

    4 hours ago, PALU said:

    - Described that the base upgrade also increases the worker capacity of workshops and labs (I discovered that by accident, more or less)

    Technichally, it doesnt. It upgrades the normal workshops/labs to nano/quantum ones, which have higher capacity. Since there are no Xpedia entries for those, its ok if a hint is inside the base upgrade.

    4 hours ago, PALU said:

    - Named the new effect "Slowed"

    Depending on the development, i think our proclivity is towards the SHOCK effect, eg. the SHOCK effect slows, not the slow effect. I know im dragging you left and right, but thats how development goes. For now you can just keep it until we have a more visual indicator.

    4 hours ago, PALU said:

    @Charon Another balance question: Are missile batteries really intended to become essentially useless? I had a terror dreadnought attacking a base when I'd damaged it (the ship, not the base!) to 90%, and the (single) missile battery missed most of the time, resulting in 92% damage (8% left), and managed to hit a couple of times, resulting in 1% left, so the damage seemed to be 2 or 9% depending on whether it hits or misses. This is well into phase 3 where I've researched all Gauss and Pulse weapons to Mk-2 (some/most Gauss to Mk-3), yet the missile system was described as being a Mag one. It can be noted that this happened after Base Upgrade, if that's supposed to have any effect on defenses.

    Need more data and a more detailed description.

     

    Possible alternative word for spear = rod.

    Quote

    (providing the wearer some resistance to smoke and gas effects)

    (providing the wearer with a lot of protection against smoke and gas effects ).

    The sentinel armour provides a quite good protection vs incendiary and chemical damage.

    Quote

    It should be noted, however, that this slowdown makes this armour a poor match with sniper rifles, as it makes it impossible to either firing two snap shorts or to fire a single aimed shot.

    I personally dont like this line. While it might be your personal oppinion that sentinel armour doesnt go well together with snipers, putting this into the Xpedia basically tells the player what to do. This is not the X-Division principle. What if players form a different oppinion ? Does the game than tell the player she is wrong ? Laser weapons are precision weapons, different to true snipers, yet they have the same problem. To put all problematic weapons in one bathtube and letting the players figure out which ones arent meant is the same as saying nothing at all, just with the difference that you wrote something players might attribute value to ( because they kinda have to trust the Xpedia ). So, this is not what X-Division stands for.

  17. 5 minutes ago, PALU said:

    A sniper rifle is considered a "heavy" weapon, which should mean a suit capable of only using heavy weapons should be able to use one (while it still makes sense that clumsy gauntlets wouldn't be suitable for precision weapons in the real world). If it means standard armor for the sniper, it's a good thing I haven't produced that many Sentinels before I got to use them (as well as before I tried to attack a base).

    "Heavy" in this case only means if the weapons accuracy drops after moving. As far as i know "LOWEST OF STR OR ACC AT AIM" is a better indicator for what exosceleton can wear. I looked into the files and there is no clear indicator to the player what constitutes a weapon which can also used by predator armour class armours. LOWEST OF STR OR ACC AT AIM is an indicator but the flamethrowers for instance can be used with a heavy armour without having those attributes. The best thing you can do is just to produce a heavy armour and try out if your favourite weapon works with it.

  18. Just now, PALU said:

    No, I'm not "forgetting": that's what "sniper shot" was intended to mean, together with the quotes around "can't be used". Looks like it's time to go in the complete opposite direction and use a Ripper armor on the snipers (assuming I can meet the rather hefty resource requirements).

    Oddly enough this is the conclusion i came to as well, until i realised exosceletton cant operate something as delicate as a sniper.

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