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Charon

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Everything posted by Charon

  1. Something gone wrong today ? That one race exclusively uses one set of weapons, while the other set is exclusively used by a another race does make perfect sense to me. You were the one to start comparing weapons. Go wash your head under cold water, and then look at what you have written. There might be a reason to how things are.
  2. You have been hallucinating, my comment didnt indicate something like. As far as i know they are "equally" distributed, eg. both races have "strong" and "weaker" weapon types available. This may hint to a major point about them.
  3. Whats your point ? The point about the researches is that one is about Praetors, and the other one is about androns. Whats unreasonable about that ?
  4. I like the entries as they are, just take it as background information for your personal use.
  5. Yes. You can describe it as a technology which simply doesnt have enough samples to make a technology out of it. One of the non-breakthroughs. There is simply not enough data on it. Yes. The Alien Ancient Technology consists out of the weapons only Praetors use, while the Advanced version only consists out of the weapons androns use, or visus verca. "Advanced" is a misnomer from the time where it was still a sequel of researches, but now it is simply 2 different sets of weapons which lead to 2 different technological breakthroughs.
  6. The "Key" column has to be unique. So when you want to insert the same ufo again you need to add a /[number] to the ufo. m:airplane.alien.bomberbattleship m:airplane.alien.bomberbattleship/[number] The number corresponds with the ticker points, but i assume a random number works too. Ask @PALU if he needs your help. I updated the installation instructions.
  7. Resisted means the unit resistet the initial damage the projectile/grenade/rocket was doing. A lot of damage gets dealt through gas though, and that never gets displayed. Examples for this would be stun/chemical/shock/electro grenades/rockets/explosives.
  8. We did that for the Xenomorph race. As you can see the number of Xenomorphs is nicely summarised. Here is what we had to do for the research because of it: AddDamageBonus( "XAssassinGuard", 1 ); AddDamageBonus( "XAssassinSoldier", 1 ); AddDamageBonus( "XAssassinWarrior", 1 ); AddDamageBonus( "XAssassinElite", 1 ); AddDamageBonus( "XFacehuggerGuard", 1 ); AddDamageBonus( "XFacehuggerSoldier", 1 ); AddDamageBonus( "XFacehuggerWarrior", 1 ); AddDamageBonus( "XFacehuggerElite", 1 ); AddDamageBonus( "XDroneGuard", 1 ); AddDamageBonus( "XDroneSoldier", 1 ); AddDamageBonus( "XDroneWarrior", 1 ); AddDamageBonus( "XDroneElite", 1 ); AddDamageBonus( "XWarriorGuard", 1 ); AddDamageBonus( "XWarriorSoldier", 1 ); AddDamageBonus( "XWarriorWarrior", 1 ); AddDamageBonus( "XWarriorElite", 1 ); AddDamageBonus( "XPraetorianSoldier", 1 ); AddDamageBonus( "XPraetorianSoldierF", 1 ); AddDamageBonus( "XPraetorianWarrior", 1 ); AddDamageBonus( "XPraetorianWarriorF", 1 ); AddDamageBonus( "XPraetorianElite", 1 ); AddDamageBonus( "XPraetorianEliteF", 1 ); AddDamageBonus( "XQueenSoldier", 1 ); AddDamageBonus( "XQueenSoldierF", 1 ); AddDamageBonus( "XQueenWarrior", 1 ); AddDamageBonus( "XQueenWarriorF", 1 ); AddDamageBonus( "XQueenElite", 1 ); AddDamageBonus( "XQueenEliteF", 1 ); AddDamageBonus( "XRogue", 1 ); AddDamageBonus( "XStalker", 1 ); AddDamageBonus( "XRavager", 1 ); AddDamageBonus( "XEmpress", 1 ); AddDamageBonus( "XAcidlingGuard", 1 ); AddDamageBonus( "XAcidlingSoldier", 1 ); AddDamageBonus( "XAcidlingWarrior", 1 ); AddDamageBonus( "XAcidlingElite", 1 ); The reason we did that was because i recoded the whole Xenomorph race from the very first letter. I would have liked to have the same for the androns, but displayed crew is based on race, and drages coded the races the way he did them. If we wanted to have them a different way we would have needed to code them with that in mind. Apart from that very sensible code lines are tied to race, eg. you can only assign a deathExplosion="" to a race, but not to a rank. So if we want boxes to have an different effect on death we would have needed to move them to a different race. The same goes if we want to increase the properties for the deathExplosion="" for different phases we would also have to move it to a different race. In my oppinion its totally ok the way it is, if your read anything with robodog its andron. Just adds a bit to the difficulty of the andron race. Not optimal, but the best we can manage. I would think the other way around, how would you know what you are engaging only by having visual confirmation ? The bug is that you know what you are engaging in aircombat. From the common shape you should be able to tell what you are fighting against, but concrete names should only be dropped after you have a radar available. Edit: In the same way you could argue its only a matter of "remembering" what units you captured and the game could really display a closed pokeball above the ones you already captured. But this is what a game is about, it presents you with problems and you gotta find a solution for it. This is why we all have our lists. "Remembering" is part of the gameplay, coming to your own solution is part of the game, otherwise the game would simply summarise all critical information in every moment and you only have to make the correct choice based on the information the game presents you every moment. That would lead you to 100% dependence on the game, and would be the opposite of the free environment Xenonauts presents, pushing you to your own solutions in and out of the game.
  9. Since there are problems for the site have my like the old fashioned way. Like.
  10. Im not sure if i understand that quite well, the mk4 series is better than anything before.
  11. @PALUI think you can understand antimmater technology better when you know that the mk series is not a series. Every antimatter technology unlocked stands for itself, eg. you cant and shant compare them to each other, nor are advanced versions "better" than earlier ones. The weapons hardly play a role in this, the technology to create the weapons is basically almost available after phase 1. All of the technology is put into the bullets and magazines, and thats what all the research is needed for. Antimatter weapons also hardly go out of date, because the armour penetration is as usefull in phase 1 as it is in phase 4, the marginal increase in damage sometimes neglectable. What the newer MK versions signify is a slightly improved way to contain, and release antimatter more efficiently. Ofcourse a full set of the research is necessary to guarantee that you are not blowing up your whole base and the neighbour country as well. The only difference might be the mk4 series, which really is more powerful than the mk3 version. With the ancient knowledge and Paul the effectivness of antimatter technology increased by leaps and bounds. The way you can describe this is that every antimatter technology research unlocked is not the antimatter research itself, eg. not the research to unlock antimatter, but rather the complete research how to contain and release antimatter in a controlled form. You can refer in every technology entry to it as "We have an improved release mechanism for our exisiting antimmater technology bestowed by Paul ... " or so. Edit: Ofcourse later weapons also improve with this, but thats more like riding along the mainstream development train.
  12. That is a game base bug. I think @Solver fixed this bug countless times, just to see it reappear somewhere else.
  13. decreases the ability to or simply deacreases the bonus. The difference between reducing and decreasing is you are reducing something when you are taking 90% out of it, and you decrease something when you take 10% out of it.
  14. The point is that rookies reduces the bonus the leader gives, its not a bonus on top of the bonus.
  15. provide a cut to the bonus. ( or the word you were looking for is malus, but the suggestion is better than that ) while Very good entry. I see you tend to describe things very precisely, and i think you work quite well with. Although when you revise things you could think of basically not translating every line of code into a statement eg. describing every moral penalty is too much imho. Fundamentally stating that killing aliens stuff gain moral, while loosing soldiers/civilians/locals is bad, and friendly fire is especially bad FULL STOP. You dont have to change the entry, just keep it in mind. Well done.
  16. <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">rank.colonel</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Brigade General</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">rank.colonel.short</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">BRG. G.</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> There is no rank named General.
  17. No it is not. It is still from the time when i believed shields would block Melee attacks. You can remove it.
  18. I like the entry. Here is the full code of the moral file: <?xml version="1.0"?> <MoraleConfig MODMERGE="update"> <MoraleEventChance MODMERGE="update" percentPoints="3.0" everyMoralePointBelow="50" > <EventChances MODMERGE="update"> <Panic value="59" stabilisation="40" comment="chance that a unit panics and loses all its AP for current turn"/> <Flee value="40" stabilisation="40" comment="chance that a unit drops its weapons and starts running randomly" /> <Berserk value="01" stabilisation="40" comment="chance that a unit starts firing on first available target, not caring if friendly or enemy"/> </EventChances> </MoraleEventChance> <HumanMorale MODMERGE="update"> <PerTurnRegeneration>0</PerTurnRegeneration> <Modifiers MODMERGE="update"> <OfficerLeadership MODMERGE="update" comment="Bonus to starting morale provided based on the rank of the highest ranked soldier on the team. To entire team except the leader" > <RookieHandicap percentPoints="10" maxPercent="50" comment="Percent reduction in overall leadership bonus per Private brought on mission, with limit maxPercent"/> <Corporal>10</Corporal> <Sergeant>15</Sergeant> <Lieutenant>20</Lieutenant> <Captain>25</Captain> <Major>30</Major> <Commander>35</Commander> <Colonel>40</Colonel> </OfficerLeadership> <SafetyInNumbers MODMERGE="update" range="10" comment="Each crew member recieves a morale bonus, depending on the 2 highest ranked soldier present in range. At the start of every turn the bonus will get set again, depending on the 2 highest ranked soldiers in the range. This should get added as a bonus before the even chance calculations are happening. The bonus pool cant get decreased and will propably not get calculated into reduction abilities like Fear" > <Private>1</Private> <Corporal>2</Corporal> <Sergeant>3</Sergeant> <Lieutenant>4</Lieutenant> <Captain>5</Captain> <Major>6</Major> <Commander>7</Commander> <Colonel>8</Colonel> </SafetyInNumbers> <XenonautDeath MODMERGE="update" range="100" comment="to each member of the team, based on killed soldier rank"> <Private>-10</Private> <Corporal>-11</Corporal> <Sergeant>-12</Sergeant> <Lieutenant>-15</Lieutenant> <Captain>-15</Captain> <Major>-15</Major> <Commander>-15</Commander> <Colonel>-15</Colonel> </XenonautDeath> <VehicleLoss MODMERGE="update"> <Team>-15</Team> </VehicleLoss> <AlienVehicleDestroyed MODMERGE="update"> <Team>8</Team> <Actor>24</Actor> </AlienVehicleDestroyed> <XenoVehicleDestroyedByTeamMate MODMERGE="update" comment="in addition to the VehicleLoss penalty!"> <Team>-5</Team> <Actor>-10</Actor> </XenoVehicleDestroyedByTeamMate> <CivilianKilledByAlien MODMERGE="update" comment="to each member of the team"> <Points>-5</Points> <MaxPointsPerTurn>-15</MaxPointsPerTurn> </CivilianKilledByAlien> <AlienKilled MODMERGE="update"> <Team>5</Team> <Actor>10</Actor> </AlienKilled> <CivilianKilledByXenonaut MODMERGE="update" comment="in addition to CivilianKilledByAlien!"> <Team>-20</Team> <Actor>-30</Actor> </CivilianKilledByXenonaut> <XenonautKilledByTeamMate MODMERGE="update" comment="in addition to the XenonautDeath penalty!"> <Team>-5</Team> <Actor>-10</Actor> </XenonautKilledByTeamMate> <Wounded value="-0.5" comment="expressed in morale points per damage point recieved, so -0.5 is 1 morale point deducted every 2 damage points taken" /> <Suppressed value="-0.01" comment="same as Wounded" /> </Modifiers> </HumanMorale> <AlienMorale MODMERGE="update"> <Modifiers> <AlienKillsCivilian MODMERGE="update"> <Team>8</Team> <Actor>24</Actor> </AlienKillsCivilian> <AlienKillsXenonaut MODMERGE="update"> <Team>12</Team> <Actor>36</Actor> </AlienKillsXenonaut> <AlienDeath MODMERGE="update"> <Team>-16</Team> </AlienDeath> <AlienKilledByTeamMate MODMERGE="update" comment="in addition to the AlienDeath penalty!"> <Team>-4</Team> <Actor>-12</Actor> </AlienKilledByTeamMate> <VehicleLoss MODMERGE="update"> <Team>-16</Team> </VehicleLoss> <XenonautVehicleDestroyed MODMERGE="update"> <Team>16</Team> <Actor>48</Actor> </XenonautVehicleDestroyed> <AlienVehicleDestroyedByTeamMate MODMERGE="update" comment="in addition to the VehicleLoss penalty!"> <Team>-4</Team> <Actor>-12</Actor> </AlienVehicleDestroyedByTeamMate> <Wounded value="-0.5" comment="expressed in morale points per damage point recieved, so -0.5 is 1 morale point deducted every 2 damage points taken" /> </Modifiers> </AlienMorale> </MoraleConfig> You could point out that X-Division also removes the psionic berserk ability, as well as that the chance to target a unit when morally berserking is pretty low. The other things to point out would be that moral doesnt regenerate anymore, and as far as i know only killing alien stuff recovers moral, or after a moral event happened. Note that friendly firing civilians/locals has a steep penalty, X-Division soldiers are there to save people, not kill them.
  19. The range for Safety in numbers is the two highest ranked soldiers within a 10 tile radius. The bonus points are non-reduceable and thuse provide a failsafe rather than a deductable bonus. The point here is to stress that if you send your soldiers alone they will get the full attack of psionic events and moral events. Leave them alone and they will panic and run away. I was rather thinking to weave this into exisiting entries. Like in one xenomoprh entry you could describe the "terror" this creatures are causing and that your soldiers have a higher moral while being in a squad of at least 3 poeple. Higher ranked soldiers will bolster moral more than lower ranked ones. While i do agree that a fully timed xpedia entry at the right time with the right picture and the right words would be better, i dont think we have the resources and dedication for that. So i think a stub entry among other entries would fit better. Take a look at the "Ground Combat" entry, it would fit in there as any kind of major ground combat change is listed there. If somebody would write me mouth watering next level lore mechanic entries and present me the whole content beforehand I would be willing to go the extra mile and do what i can about it. But i dont think we are at that level, so i would be satisfied with a small entry here and there. Just my idea though, you have to decide if its worth it and if you wanna spend the time on it.
  20. It is not a mistake, this is how the game is meant to be played. If you ofcourse want to make it easier for you thats totally alright. If i would tell you that the laser minigun is the wrong one and you have to adjust it to the division level would you do it or rather say "Nah, its fine" ? I fully trust in @dragess content.
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