Jump to content

Charon

Members
  • Posts

    2,346
  • Joined

  • Last visited

  • Days Won

    85

Everything posted by Charon

  1. Once the first point of damage is done the full AP penalty is applied. This is also the reason why it is so hard to find a useful niche for it, because once all the armour is gone you kill a unit in one or two shots anyway. Once again this is more likely to be a feature which supports trying to stun a single target. Think about reapers with 40% less TU at the start of the turn and you will see where it really shines. Edit: I also really would like to have a visual indication of the AP damage, in the same manner as the suppression one. But without XCE we cant fix anything in that regard. Every feature needs a lot of support to even remotely start being fun and integrated.
  2. @PALU Im also working on a the maim idea for shotguns and other weapons. You basically deduct TU for the next turn if damage gets through. How does that sound ? Do you think that has a place in the game ?
  3. @PALU I want to add the andron terror corpses in the appropriate robodogs. Can you remove the dummy from the andron terror androns ? Is that ok ? Edit: Hold on a second. So there is no way to add corpses to drops, which is not the main one. Edit2: So i added the disassembled items from the andron terror soldier, warrior, elite and officier to the robodog terror soldier, warrior, roboreaper terror elite and robodog ghost manufacture. This avoids the problem of producing another corpse in ground combat and fits nicely into the exisiting transformer lore. manufactures.xml
  4. I need some input. We have the chance for TU damaging weapons, but the AP damage only works if the weapon does damage in the first place. So this works best for weapons which already have a high penetration ( like snipers ), but it should actually be a buff for low penetration weapons ( like shotguns ). Any ideas on how to balance this out ?
  5. I thought about it ... and all it does is streamline the game for players who dont explore every angle of the game. There is a reason why chemical warfare is xenomorph/reaper exclusive. There is a reason why you definitely need to capture a technician unit. There is a reason why you won´t be able to produce assimilated alien interceptor without the navigator class. Streamlining the game just rewards less thinking and less gameplay. Whats the point of making a plan, when higher level research unlocks everything later on anyway ? If you are missing something, you are missing something. Apart from that once the first construction missions spawn there will be the Lore+ construction mission entry for people to read. Jumping from the information "Aliens are trying to build bases" to the conclusion "Maybe i should let them build a base ?" is not a big one. Even mulligan comes to this thought in his videos very early on. But either you are premasticating every bit of gameplay for the player or you will just give them the information and let them come to their own ideas and conclusions. Look, the point im trying to make is that todays video games try to put an illusionary freedom of choice on you. X-Division on the other hand gives you the tools and lets you explore valid strategies for yourself. That necessarily has to include failing, otherwise it wouldnt be a free choice. But you have to start small. Giving players the challenge of coming to their own conclusion will mature them. To start thinking for yourself is something no game, and no person is able to give you. You can only take it. But in order for you to start your journey somebody/something needs to pose a challenge. You need to make a point to yourself why you should put energy into independence, and somebody has to make a case for it, to you. This is why having the small steps of coming to your conclusions really matter. And i consider the voluntary construction of alien bases a really small hop, but in the great scheme of things a big step for the player.
  6. Nice Catch ! Real good one. Fixed. Yeah, thats definitely an issue. Playing the best can sometimes hurt you more than it does good. We tried to tackle the issue by giving them a 40% chance to spawn better escorts, and a 10% chance to spawn "impossible" escorts. Still this doesnt distract from the fact you can fairly easily raid them when they are landing. Nothing we can do about that. The "proper" solution would be to make something unbeatable build a base. But that is not really how we initially envisioned base construction missions to be. In the end this is just the ARMA syndrome, if you give the player a maximum of choices than statistically they are bound to get things wrong. Either we give the player the choice to mess up, or we dont. There is really no inbetween here. Edit: We could also make special construction mission UFOs which carry alien base equipment and base operators as it logically should be. But thats an insane mountain of work which occurs too late into the development. No game is perfect, but some are pretty good.
  7. Research and the Xpedia are 2 totally different development entities in X-Division and dont have anything to do with each other. Research won´t change, the Xpedia content will always have to be the one to get adapted, unless there are gamepaly reasons to change the research tree. Other than that if you think you can make higher quality entries than currently present you can go ahead and change them to your liking. I guess you will have to look at the rsearch itself which can logically follow after each other. Personally i would just set the order to what a normal playthrough would lead to. There will always be unaccountable research paths in minor cases, nothing we can effectively do about that. Well, yeah. The andron AI opening up the the final base was purely a lore point, and we didnt implement any research conditions for it. If there would have been conditions, it would have most likely have been roborex ones, and in retrospect im happy about not implementing that. About implementing that now. There are too many connections and text connected to the endgame content so i would need to change quite a lot, which i won´t. So since there are no hard research conditions you can either put that under the things which never got realised, or purely add some lore flavour to it. Nope, the code doesnt work like that. I think dropping both corpses would make sense if you say the robodogs store some additional ( unused ) andron parts after the transformation. From a gameplay experience i think the player should get both resources because he killed both units. But im split on how to do this. I think thats it for now. Would be nice if we had some robodog disassembly pictures, but alas, we dont.
  8. Why would it mess with the research ? Ofcourse there are dozent of minor contradictions or possible contradictions based on the order of research. But what if a player never gets a server or a terminal, and goes straight to the controller AI ? That doesnt make sense. So in order to fix that we would 1. need to tie higher level research to lower level research, in order to have control over things and 2. make higher level drops unlock lower level research when lower level drops are no longer available. You could say we could do that, but i personally think that would mess with the independence of research feeling. Why do you have to first research lower level entries when the higher ones are directly in front of your nose ? And it also doesnt really simulate time quite well when you research hub, server and terminal units in one go and the entries state "months have passed". So in order to preserve the gameplay feeling ( which is the highest priority ) there doesnt seem to be a feasable solution to simulate "time" and "effort" in Xpedia entries. Maybe Xpedia entries where "time" plays a role is misguided in the first place ? Dunno. Maybe you can make something out of it, or change something up. expected Explanation: As mentioned they are scout/support units on the field, as well the only unit which actually has a viable stun option. Not that that is necessary for androns, but its nice to have the option for it.
  9. The main X-Division one, yes, should. Hm ... now that you say that it indeed sounds something like an oversight. I can make the dogs drop the andron corpse too. Would that tie into the game ok-ish ?
  10. Looks like we are blowing up. @Solver We must have gotten featured somewhere, but i didnt find out where.
  11. Its relatively easy to understand. Yes, the aliens need to refit their UFOs, however, the process is much faster than the original lore suggests. The 4 Phases are easy to explain as well, its a vanilla lore point. The aliens are not enslaving humanity because humanity is actually that successfull in defending the planet, but rather because they try to see if there is genetic material on earth which is worth integrating into their own. X-Division is basically the Hunger Games for Xenonauts. Aliens sitting in a white room, pressing buttons to release the Roborex to see how Katniss Everdeen reacts to it. Every now and then they send some terror ships or base attacks and adjust the difficulty a bit up by releasing slightly better UFOs and troops. None of the war on Earth is EVER getting taken seriously. Maybe serious for humanity, but not for the Praetors. Yes, that "little wrong" thing is the reason why its not in the base game. Its hard to say what the AI will be doing as we havent tested it, but it should react like the standart reaper AI, first for civilians/locals and then 50/50 for vehicles and troops ( by equal proximity ). From Items.WraithOfficerCorpse(OR)Items.WraithWarriorCorpse to Researches.WraithVivisection. From Items.HarridanOfficerCorpse(OR)Items.HarridanWarriorCorpse to Researches.HarridanVivisection From Items.AndronSoldierCorpse to Researches.AndronSoldierDisassembly. From Items.AndronWarriorCorpse(OR)Items.AndronEliteCorpse to Researches.AndronEliteDisassembly. From Items.SebillianNonCombatantCorpse to Researches.SebillianAutopsy. From Items.SebillianSoldierCorpse to Researches.SebillianSoldierVivisection. From Items.SebillianEliteCorpse(OR)Items.SebillianWarriorCorpse to Researches.SebillianEliteVivisection. From Items.CaesanNonCombatantCorpse to Researches.CaesanAutopsy. From Items.CaesanSoldierCorpse to Researches.CaesanSoldierVivisection. From Items.CaesanEliteCorpse(OR)Items.CaesanWarriorCorpse to Researches.CaesanEliteVivisection
  12. Nope. They fly, land, shoot, and fly again. Scope creep (also called requirement creep, or kitchen sink syndrome) in project management refers to changes, continuous or uncontrolled growth in a project’s scope, at any point after the project begins.[1] This can occur when the scope of a project is not properly defined, documented, or controlled. It is generally considered harmful.[2] It is related to but distinct from feature creep. Ive read through the other entries, and i think they are fine. I completely dont have a problem with describing units in detail after the fact they are encountered/interrogated. Only the harridan/wraith ones were problematic. Ofcourse if you want to revise them and up the quality a bit im not going to stop you, just saying the quality standart is reached.
  13. They still need to stand on something. Otherwise you NAILED it ! Congratulations. Yes, the AI thing is the basic idea but the entries scattered and scrambled everywhere after a while. If you want you can rewrite the whole idea. Here are some points: You can start suggesting an AI with the hub unit. Ther terminal unit should be the "captured" AI with the controller unit the AI shhould start to "help" us a bit ( think force shield ) The final mission is an alien base, which we need a fully capable AI to open the doors, so somewhere between controller and end mission we need to get some more "access" Also recently i wrote this youtube comment. If you want to write the lore for the androns here are some basic concepts: The basic idea is that robodogs and androns are transformers that can freely transform between these forms, under certain circumstances. While the andron unit is rather slow and dangerous, the robodog is rather fast but doesnt really have the "bite" to make up for it. The robodog form is rather a form of travel, or where movement trumps more damage ( like killing civs ) Normal andron units cannot freely change their form, they dont have the energy for it. Pods inside dedicated andron UFOs can do this however. Terror androns are special in that regard that they can switch to 1 terror robodog or roboreaper after "destruction". The decision on which form to switch to depends on the battlefield situation and its detailed functions are unclear. Maybe you can make something out of that. A few lore points you can integrate if you want to: Everything above Leader Class aliens get directly commanded/controlled by Praetors, in one way or another. They can still let lower class units take command on an operation if they want to, but usually direct their troops directly, whether they are present in ground combat or not. Am i giving you too much work ?
  14. @PALU Maybe you can simply write a new style entry for "Class Analysis" in the way you want it to ? Never mind what Lore+ wrote before that. Edit: Here is a nice blooper: How sad . ultimate Caesan
  15. Aye. The point which i found to out of line was the description of things which were not encountered by the player yet ( Lore+ ). And then you go ahead and extrapolate that style to an even greater degree . What i actually wanted was to soften clarity on things which are not correct ( like the refitting of UOs ), and to remove things which the player hasnt encountered yet. So that is my goal. So yes, maybe a whole conversion is better. Dont worry about knowledge you dont have. You have my knowledge at disposal and the whole community can help with the entries. We can all point out features we think are important.
  16. You should simply be able to power search "action" with sublime text and get everything listed in an instant.
  17. That is correct. The item which triggers it no longer drops during the game. Do you want to have that entry ? I have started to read the Wraith and Harridan Class Analasys and i dont geti it. How you can you describe in detail what a unit is wearing, which kind of guns it carries into battle and how advanced verions behave without ever having met them. This kind of information is way more suited for the Vivisection entries, where you actually capture a unit and then get the information for it. The same goes for terror units, into the vivisection section with it. The purpose of the Class Analysis is not to analyse individual units, but to point out common features and tactics against them. Like Wraiths are very hard to suppress in general due to the 0.3 multiplier Harridans have longer sight range than standart races Wraiths seem to be susceptible to chemical damage, since they have a lot of exposed flesh ( Terror Elite: <Armour kinetic="126" energy="180" chemical="30" incendiary="90" /> ) Wraiths like to teleport a lot, dont expect it to run through stun gas Harridans mostly seem to use longer range weapons etc ... but not about certain units. I would ask you to move the content about individual units to the vivisection ones, and rewrite all class analysis from scratch. As a rule of thumb, never use "soldier" "warrior" "elite" or "terror". Just describe common features among the whole race. I think you will have to look a bit for it in the game files, but we can also ask the @community on general perceived behaviour of all the units. Once that is done i will continue with the work. Edit: Im also unhappy with a part of the Weapn Mass Production about the refitting of UFOs. Well, first, they havent, and secondly, terror carrier already started to appear. So that doesnt really fit together with X-Division lore. Maybe you can revise those lines a bit ?
  18. They dont hide very well, they dont straight attack civilians, they dont use their maximum tu in order to get an attack in if they can, and they mostly only attack when they are already close in proximity to the unit. They mostly look scary like a pop-balloon, but arent. soldier stats are are about the save game, they are not reversible. I can also not change the recruitment range because they only get refreshed every month. In general i try to stay close to the original game, so that you can easily switch and only moderately get a boost.
  19. Ok. Thank you. Well, i was also thinking about things which make the game more difficult. But not in a straight way, but in a more roundabout way. As a matter of fact during the last AI development stages the facehugger AI got a little bit "nerfed", and as a result is more docile than it actually can be. There was no way to fix it without allowing them to attack vehicles for a large damage portion. Im thinking about adding them into the game again as the "Empower Facehugger Option". This does not fundamentally change the game, but improves on the AI of facehuggers a lot with the side effect that it also can attack vehicles. I i would be open for suggestions for meaning improvements on the difficulty. I am still open for meaningfull changes which makes the game more enjoyable for casual players. One slot is still open.
×
×
  • Create New...