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Charon

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Posts posted by Charon

  1. 1 hour ago, PALU said:

    The mid paragraph below has been inserted into Ground Combat in between the one above and below.

    :

    Our melee weapons will be a special treat because a trained soldier will almost always be able to bypass or break through the armour, but against the hardest of targets. Also note that melee attacks are able to work around shields, thus ignoring their effects, and this is valid regardless of whether the attacker is our soldier or an alien unit.

    Another consideration is that Kinetic weapons, i.e. the ones we have now, seem to have an interesting side effect that's not shared by Energy ones (wielded by Caesans): they rattle the unit hit and injured (we'll call it Shock, for the lack of a better word), which causes them to lose TUs due to the need to recover. It seems even robotic units are affected, possibly because of short circuiting. A very similar, but technically distinct, effect is caused by Shock weapons, where biological units are disoriented and subjected to spasms through the electrical current playing havoc with nerves, while robotic units have their circuits temporarily disabled by EMP effects (on top of any direct damage EMP effects present).

    Also, if your men think they can unconsciously sleep through a mission you should wake them up with some special adrenaline packs which you will find in the medipack.

    :

    I would like to get pointed out that the SHOCK effect only gets applied once the armour is penetrated ( damage numbers appear above the unit ) and that the SHOCK effect doesnt get applied if the armour absorbs all damage. This needs to be in the Xpedia.

    This is the reason why i would rather describe it along the lines of certain weapons with SHOCK effect are using special bullets with an anti-infantry structure. These kind of bullets are highly effective against non-, or less armoured targets, but possess next to no penetration effect. Since shotguns and smgs are mostly used against biological units with low armour, or as armour shredder weapons the bullets for those kind of weapons have received a modified update to complement their combat role. Before i talk further about the subject here is a picture which can represent such anti-infantry magazines.

    s7hecK3.jpg.d6fdc06b672a07dbe0f8bbfd83609545.jpg

    As you can see these kind of bullet was designed to disperse as much of its kinetic energy on impact as possible, while loosing mostly all of its penetration power. The reason why standart bullets are not that lethal is that they dont really disperse much of their kinetic energy into the body, but pass right through it. A single bullet like in the picture anywhere on an unarmoured part spells most likely instant death, even with a medic right beside the soldier. I dont have to mention that these kind of bullets are illegal to use on humans, as their only goal is to kill. You mostly also avoid using them warfare as they have worse air resistant attributes than normal penetration ones.

    The kinetic SHOCK effect is easily explained as the combined force of {\vec {p}} hitting a target, while the bullets disperse almost all of their energy onto the target. The impact is that the whole body gets crunched, which is taxing even for alien bodies, lungs are getting pressed upon, and the muscles have to work against the sudden shock. Needless to say that your reflexes will have to take a moment to recover, as getting punched by a wall sized sledgehammer means the body simply needs a few seconds to recover their normal physical capability.

    The same thing can easily be described for androns. Once the armour is done for, the dampers against physical shocks are not enough to guarantee that the bipedal system works without errors anymore, and energy has to be redirected to make sure functionality is given before taking any additional actions.

    The shock/electron SHOCK is easily explained as the attempt to overload energy circuits, and additional energy has to be spend to reinstate functionality for the unit. On biological units its the spasm as you described it, although i wound point out that shock/electronic weapons SHOCK effect is not meant to be used on biological units, so their effect is limited.

    Like i said we have to get into players head that only when the armoured is pierced, the SHOCK effect is applied. We dont have any visual indication for this, so we gotta bring that point across.

  2. 30 minutes ago, Dagar said:

    @Charonwhat happens to shocked units that are then suppressed? From what you wrote I expect them to have half TUs next turn while not being able to reaction this turn, right (so, exactly the same as if shock had not applied)? What about Xenonauts becoming shocked by enemy fire?

    Shock doesnt matter in the turn it is applied, but is exclusively used for the next turn. Whether you suppress a unit before or after you shock it is irrelevant. Units that are shocked and suppressed, first have the shock amount deducted and the remaining TU halfed. In our example above this would mean they have 25% remaining.

    In Phase 4 this may look like this:

        <Rank  type="Elite"> 90 tu, 45 ap
    unsuppressed: 90 - 45 = 45 TU
    suppressed: ( 90 - 45 ) / 2 = 22.5 TU

    <Rank  type="OperatorBattle"> 50 TU, 45 AP. 
    unsuppressed: 50 - 45 = 5 tu
    suppressed: ( 50 - 45 ) / 2 = 2.5 tu

    As you can see depending on the type of unit it may completely disable a unit forever. Dont worry about Praetors, their weapons have such low tu requirements, they squad-wipe your team even with a 45 tu penalty. Still a nice bonus if you get that penalty going though.

    If the damage for andron gets through in Phase 3 you have this example on average:

        <Rank  type="Warrior"> 65 tu
    Electron Weapnory: 65 - 15 = 50 tu
    shotgun weaponry: 65 - 35 = 30 tu

    in phase 4
    <Rank  type="Elite"> 70 tu
    electron: 70 - 15 = 55 tu
    shotgun 70 - 45 = 25 tu

    Since androns mostly carry heavy weapons that means a fully controlled andron for that turn. Although it is questionable how much effort you have to put into shredding all the armour of an andron. Shotguns are not meant to be used as a counter to androns, it is just a technical example how far you could go. Electron weapons are dedicated mechanic killers, and slow them down a bit. Here is another example using a heavy sebillian tank:

    <Rank  type="tankupg"> 45 tu
    shock weaponry: 45 - 10 = 35 tu

    That can basically take the second shot out of the equations and/or even scare the tank to retreat. Shock and Electron weapons are basically single target crowd control manipulators. Sometimes having 1 soldier deducting that 10 point of tu really takes the edge out of a situation, which otherwise could be way more dangerous. Also works well against sebs.

     

    The same principles apply to xenonauts, either targeted by hostile or friendly fire. The semi-shield roboreaper already uses shock attacks, which coincidently also ignores shields. :D ( Muahahahahaha )

  3. UNOFFICIAL

     

    updated X-Division 1.00.10

    Notes:

    • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
    • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
    • The .01 to .10 patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign.
    • As a basic rule, never patch during Ground Combat

     

    Installation:

    1. The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 .
    2. Download the X-Division 1.00.10 Update:
      https://mega.nz/#!dBxUSKjQ!B0UB9WrlrSlG77Z8YNDUWyp6Yc3hLmw78C8XKlGC2aI
      Link
      ( MD5: c0083b44763a0c3f5248fd22e3871a9e )
    3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
    4. Start the executable provided in the file. Follow the instruction of the installer
    5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

    Changelog:

    Dunno, i changed a lot. These are the things i can remember:

    • Fixed some bugs around the Roborex
    • Roborex explosion on death no longer causes overdamage
    • Roborex explosion radius decreased from 6 to 4.5
    • Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
    • Halfed energy armour for melee roboreapers. Their weak point should now be weaker
    • added mitigation to human stun gas
    • added one loading tip
    • improved the AI of Drones a bit
    • most importantly added X-Divison Palu's Shining Xenopedia to the game
    • 7 new categories for the soldier equipment screen
    • I think i also added the latest Monument IV map by Svinedrengen to the map pool
    • new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
    • new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.
    • new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.
      Only TOGGLE this during a Geoscape save.
      The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.
    • new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower
    • new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
    • appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
    • new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
    • revised Shock and Electron weaponry

     

    I think i will let a week pass and if no major issues come up this is going public. And then we can put a rest to future updates i think. @PALU The Shining Xenopedia mod still has description as its descriptions. If you want to input a proper description you have time until the release.

    • Like 1
  4. 1 hour ago, PALU said:

    The manufacture changes should work well to cover the transformer part, yes (although it raises the question why other robodogs/roboreapers/androns are "incomplete": if they're really all the same unit, all of them should really drop the same parts. One could argue that the transformation stations added and removed parts as necessary for weight reasons, though).

    You could simply explain it as the reason why some units can transform on the battlefield, and others cant. Most other dogs also dont carry any weapons with them, because they cant transform on the field which is why they dont need them.

     

     

    @PALU @Svinedrengen @Dagar

    New AP Damage System

    I have added the new AP Damage to some weapons now. AP Damage will be something kinetic exclusive, except for dedicated shock and electron weapons. So here is the system.

    The AP Damage has been calibrated to sap around 50% of time units from the lowest AP unit in that phase. AP Damage has been given to multi projectile low penetration weapons, namely kinetic shotguns and smgs. The way it works is that as soon as the first damage point gets throught the full AP penalty gets applied. Hence why i would explain this as temporary maiming a target, since if armour fully absorbs the blows no penalty is applied. However @PALUyou can find a suitable term for it. The string for the weapons is called "MAIM up to" since only a single debuff gets ever applied, either the highest one, or the last hit ( untested ).

    What happens when an unsupressed unit gets hit ? 50 TU - 25 AP = 25 remaining TU.

    What happens when a suppressed unit gets hit ? ( 50 TU - 25 AP ) / 2 ) 12.5 remaining TU

    So as soon as a unit is supressed the penalty gets basically halfed.

    AP Damage is more maiming for targets which already have low TU in the first place ( androns, operators, non-combatatants ), and less of a problem for higher TU units ( dogs, reapers, small xenomorphs, etc ... )

     

    I dont want another unexplained feature in X-Division so i would really like to have a good explanation in the Xpedia for this. Propably in the Knowledge.GroundCombat one. @PALU I personally would make a strong connection to the maiming effect having to do with real bullets.

     

    The other thing i revised are shock and electron weapons I upped the EMP damage, and gave them a slight AP Damage bonus, since they are likely to do earlier damage than shotguns, and also their high emp damage makes sure the AP debuff gets applied to the already low TU androns asap. This makes the shock and technology slightly better in what they are doing, namely stunning and disorienting targets, while maiming and dealing considerable damage to androns. Shock and Electron weapons are the least effective against biological units with high energy resistance.

     

    I will upload a commit as soon as possible. Ofcourse all of this needs some testing so i would like to ask everybody who wants to try this out to be part of balancing, before the version goes live.

     

    Edit: Maybe we can literally use the word SHOCK for this instead of MAIM. The String would be "SHOCK up to" than.

  5. 9 minutes ago, Dagar said:

    How would you weigh TU deduction vs. damage done?

    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.

  6. @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

  7. 1 hour ago, PALU said:

    A possible backup recovery would be to have sufficiently high ranking interview subjects provide you with the info you need to proceed with something you ought to have gotten a fair bit earlier. If so, the base stuff could be unlocked by a phase 3 leader, small base results by the corresponding phase 3 leader, and medium base by the phase 4 leader, or possibly all of those being unlocked by the phase 4 leader. That, of course, would mean messing with the research tree.

    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.

  8. 1 hour ago, PALU said:

    I also suspect the condition for Caesan Data Hack 8 is incorrect: "Researches.CaesanOperatorAssault1Interrogation" should probably have a "3" rather than a "1".

    Nice Catch ! Real good one. Fixed.

    1 hour ago, PALU said:

    I'm also having a bit of a problem with one gameplay logic: If you're too successful in shooting down/raiding landed UFOs you won't get any small or medium bases, with their associated research benefits. This is on top of the issue with base establishment being fairly rare missions, so out of the 6 missions I've had 3 were Caesan and the other 3 were blasted Andron ones, but no Sebillians in sight (and I deliberately did allow two to become outposts: the first one to gain the rather important equipment research you get, and the second one in the hope the Andron landing ship crew would build a base crewed by aliens you could interrogate. but no: they built an Andron controlled base).

    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.

  9. 22 hours ago, PALU said:

    I would change this by keeping research unchanged (or, optionally, mostly unchanged) and adjust the texts:

    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.

    22 hours ago, PALU said:

    It can be noted that there isn't anything in the texts currently about needing an AI for alien base access (or I've failed to find it), and unless I've misread the research dependencies, Andron Intel isn't required for the end game: it seems to "only" open up some equipment? If such a dependency is set up, I'd probably have Pre Operation Endgame request the AI as well as the Psionic.

    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.

    22 hours ago, PALU said:

    I think I've compensated for that loss in the latest texts, but you'd still miss out on the combat bonus. Dropping both corpses would make absolutely no sense if the units are one and the same, so if the corpses need to be restored I'd suggest making some terror unit roles "flawed" so they die rather than turn into a box (unless there's a way to give box conversion a 90% or so chance, with a 10% chance of death).

    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.

  10. 7 hours ago, PALU said:

    I haven't tried to tackle the Andron AI. Doing that would require identifying every relevant entry (making sure none are missed), and try to sort them into an order of events, which would undoubtedly mess up research.

    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.

    Quote

    exected

    expected

    Quote

    We still struggle to see the purpose of the Roboreaper form, though.

    Explanation:

    Quote

    1:35:00 Are the roboreapers to your tastes now ? With ranged weapons their smoke actually protects them for the turn and thuse make you see ( and deal ) with every roboreaper stage possible. From ranged supporter to melee killer you will have to make a plan for what is best for your situation. The ranged weaponry has mitigation abilities paried with low emp/stun and saps TUs from your soldier if it hits. This makes it dangerous to your vehicle as well as your soldiers. Not the powerhourse of the andron race the roboreaper is an expendable scout with personal shield and smoke generator to stay alive as long as possible while giving real time battlefield intel to harder hitting units. These abilities make it into an excellent scout/support unit on the battlefield.

    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.

     

  11. 9 hours ago, Svinedrengen said:

    Changing the AI props in game will take effekt right ?

    The main X-Division one, yes, should.

    4 hours ago, PALU said:

    When doing that, I realized the entries on Andron Terror troop disassembly are dummies, as no "corpses" are generated,

    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 ?

  12. 6 hours ago, Svinedrengen said:

    I believe the whole refitting subject is from the original lore, and doesnt fit with the alternative storyline Charon made for X-Division a while back that tells us why they come and the 4 phases in the game. 

    @Charon can probably explain this much better. 

    6 hours ago, PALU said:

    I've never really understood the phases at all from a logical perspective, and has filed it under the "don't ask about the logic category".

    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.

    81823088_Hungergames.thumb.png.f8aef58a1abb4a4e8bb15596737838ef.png

     

     

    On 10/20/2018 at 9:55 AM, Svinedrengen said:

    About the vehicle issue, will they target vehicles if they also have opportunity to target hosts? Because that would feel a little wrong if they do, I dont really mind if vehicles is the only thing in its reach. 

    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 ).

     

     

     

    On 10/20/2018 at 1:17 PM, PALU said:

    - Wraith Class Analysis: Would probably fit best with being triggered by any Wraith Interrogation. Would work with other phase 2 interrogations, though.

    From Items.WraithOfficerCorpse(OR)Items.WraithWarriorCorpse to Researches.WraithVivisection.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Harridan Class Analysis: Analogous with the Wraith one, but for Harridans, of course.

    From Items.HarridanOfficerCorpse(OR)Items.HarridanWarriorCorpse to Researches.HarridanVivisection

    On 10/20/2018 at 1:17 PM, PALU said:

    Andron Class Analysis: Should probably be triggered by the Soldier or Server disassembly.

    From Items.AndronSoldierCorpse to Researches.AndronSoldierDisassembly.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Advanced Andron Class Analysis: Triggered by Elite or Terminal disassembly.

    From Items.AndronWarriorCorpse(OR)Items.AndronEliteCorpse to Researches.AndronEliteDisassembly.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Sebillian Non-Combatant Analysis: Interrogation of any Sebillian (and since the lower ones are unlocked by the capture of higher ones, I think the lowest tier is sufficient).

    From Items.SebillianNonCombatantCorpse to Researches.SebillianAutopsy.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Sebillian Class Analysis: Any phase 2 Sebillian interrogation.

    From Items.SebillianSoldierCorpse to Researches.SebillianSoldierVivisection.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Advanced Sebillian Class Analysis: Any Phase 4 Sebillian interrogation.

    From Items.SebillianEliteCorpse(OR)Items.SebillianWarriorCorpse to Researches.SebillianEliteVivisection.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Caesan Non-Combatant Analysis: Interrogation of any Caesan.

    From Items.CaesanNonCombatantCorpse to Researches.CaesanAutopsy.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Caesan Class Analysis: Any phase 2 Caesan interrogation.

    From Items.CaesanSoldierCorpse to Researches.CaesanSoldierVivisection.

    On 10/20/2018 at 1:17 PM, PALU said:

    - Advanced Caesan Class Analysis: Any Phase 4 Caesan interrogation.

    From Items.CaesanEliteCorpse(OR)Items.CaesanWarriorCorpse to Researches.CaesanEliteVivisection

  13. 16 minutes ago, PALU said:

    Do harridans have to stand on something? I've definitely gotten the impression they're firing from in flight, sometimes hovering in place for several rounds while firing, and finally go splat when shot down from their stationary position?

    Nope. They fly, land, shoot, and fly again.

    16 minutes ago, PALU said:

    It's certainly the case that "make sure Lore++ is correct" -> "rewrite from scratch" -> "and add this stuff" reeks of scope creep... I'll start/continue with the Lore++ rewrite. When done, I'll take a look at vivisection (there's a fair number of those entries), fixing spelling/typing and other minor issues along the line. Once done I'll consider additional stuff. You've seen the speed I work at, so it will take time.

    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.

    :D

    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.

  14. 1 hour ago, PALU said:

    &#8226; As a result of the previous point, Harridans have no problems firing weapons while flying.

    They still need to stand on something.

    Otherwise you NAILED it ! Congratulations.

     

    On 10/20/2018 at 1:17 PM, PALU said:

    I think some entries have been scrambled over time. There's one very late entry where you extract an Andron AI ("Skynet") and a much earlier entry where that AI signals being broken by the "torture" of isolation with Tetris. The AI should probably have been extracted from the earliest Andron boss analysis (i.e. usually Hub). If so, the AI itself would probably be the same in all Andron bosses, with the difference being the "bodies" they're hosted in (including their "brains"). I think the late entry doesn't actually do anything currently.

     

    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.

    Quote

    The reason why terror dogs are carrying them ( or toxic weapons ) is that every terror dog is/was a terror andron soldier, transforming into a highly mobile dog. There is a lot of lore put behind that transforming stuff, but none of that is written yet.

    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.

    1984175692_MorphingUnits.thumb.png.af3ef1aa4b9a3ff2cad8f8fdd8c18d39.png

    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 ?

  15. @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:

    Quote

    Their armour can not be disassembled to provide us with 32 Light Fibres and and 16 Dense Fibres.

    How sad :(.

    Quote

    The Xenomorph Empress is the untimate pinnacle

    ultimate

    Quote

    Casesan

    Caesan

  16. 1 minute ago, PALU said:

    I don't think the Andron Vivisection fits in, as that's basically taken care of by getting the Andron AI.

    Aye.

    1 minute ago, PALU said:

    Harridan/Wraith Class analysis: I was trying to massage the existing texts to sort of make them fit and not be too incorrect, not replace them completely, which is what you suggest. The images doesn't really help that part either.

    I will try a "complete conversion", but I expect there will be some holes in it that will be obvious to those who know things better than I do.

    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.

  17. 9 hours ago, PALU said:

    As I'm changing things all over the place it shouldn't take long to make that change, especially given that there aren't that many armors. I'm trying to fix the spelling/typing errors I find, for instance, as I think those are unsightly. The things I'm hesitant about are ones that would require a lot of effort, such as making a change to every entry.

    You should simply be able to power search "action" with sublime text and get everything listed in an instant.

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