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Charon

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Posts posted by Charon

  1. 1 hour ago, Decius said:

    (which I think is what X-Division does).

    X-Division also has a No Airgame option which gives you 100% chance of victory as long as you keep your aircraft up to date and are intelligent enough to line up dogfighters vs alien interceptors, and bombers vs bigger UFOs. So you dont need to play the airgame in order to play X-Division. Mulligan shows this impressively: https://www.youtube.com/watch?v=nHgIsPDtzjQ

     

     

    1 hour ago, Decius said:

    All of those outcomes work, but excluding players is dangerous to business. There's a lot of very good reasons to let the hardest, most complicated parts be implemented by mods, mostly related to making enough money that the team gets to make more games in the future.

    +1.

    Still, as a developer, you gotta be satisfied with your game.

    1 hour ago, Decius said:

    Also, there's no reason why the real-time air combat section is actually necessary to having lots of strategic decisions about which aircraft/armament systems are ideal for a given interception. Just have UFOs with different weapons, and have an evasion check where weapons that are easy to evade are almost always evaded by craft that are good at evading, but weapons which are hard to evade are rarely evaded even by craft that are good at evading. Fire guided missiles and lasers at small evasive craft, and dumb rockets and slow-moving magic plasma balls at big, tough, unmaneuverable craft. Assign fast, evasive craft against inaccurate powerful weapons, big tough craft against weak accurate weapons, and lots of craft against weapons that are both accurate and powerful.

    +1. Top down shooter aircombat is still neat though.

  2. 5 hours ago, Dr. Ethan said:

    Btw for now i am just going to use the submaps that fire in the hole has and if i feel like it later i could do more, but rn i am just going to add hull breaching.

    ?

    You are in Phase 1, you will need the X-Division art from Phase 1 to work with if you want to play with it.

    2 hours ago, Dr. Ethan said:

    @Charon so i think we should make another thread with only the links for official and unofficial releases. I say this because it took me forever to find the unofficial 1.00.10 release

    Unoffical releases are supposed to be only found by the ones who are looking for them, otherwise i would just release them. Alternatively people can always ask, which still means they need to know it exists.

  3. 8 minutes ago, Dagar said:

    but genre mixes (e.g. SpellForce) are usually not that well received (or very simplistic like Spore) for a reason.

    I agree with you, and thats what my long post had at its core. You either make it so everbody can access the content, or you refrain from crossbreeding. Or you cater to the smaller group of people who like both. Or you cater to the small group of people who like both and implement a proper autoresolve system ( preferable with lots of flashy graphics so everybody feels good about winning ).

    In the long run i dont recommend a turn based strategy minigame in a turn based strategy game, for the same reason people buy their favourite ice cream the most. Its not like they dislike other ice cream, but they only have a stomach so big for ice cream in general, and you want to fill that with your favourite one.

    There is a reason why a minigame is radically different from other gameplay, but is in the best case optional.

  4. @PALU

    Shoutout to all the fixed typos you corrected.

    Can i nevertheless insist upon that you take the alenium and powersource entries back into your file again ? If you want, you can take the official file here: xenopedia (2).xml

    Quote

     

    *Footnote:

    A recent research paper has suggested the management loss to be 0.4% per scientist for a 20 scientist team and 16% for a team of 70 (on top of the ordinary diminishing returns), leading to this formula: Average Efficiency = 100 - ((Applied Scientists - 1) / 2 + X), where X is the management overhead factor, which the research failed to derive an actual formula for.</Data></Cell>

     

     

  5. 53 minutes ago, Dr. Ethan said:

    ok, whoever made this submap editor has never even thought about accessibility XD

    i couldnt agree more.

    1 hour ago, Dr. Ethan said:

    so @Charon why do most of the added ufos in x division not have hulls when i load them in the submap editor?

    I could tell you if you ask me very nicely. Or you could add another "search for the problem 5 hours" to your list. What do you want ?

    40 minutes ago, PALU said:

    Here's the latest Xenopedia.xml version. Obviously, it doesn't cover any reworked Ancient weapons...

    Thank you ^^.

    Are you getting jumpy about the new weapons ? :D

  6. 4 hours ago, Chris said:

    Yeah, that's the fundamental issue with the air combat - the air combat in X1 is as good as that model of air combat is ever going to be.

    Wait, wait. I have to disagree completely. Since i hardly played the vanilla aircombat i cant remember it, but X-Division made so much more out of it. Hell, even XNT made it into a formidable and funny game to relax your nerves. The vanilla aircombat was nothing more than basic, but it had all its potential to be put into one of the best ever made arcade aircombat.

     

    From here on out its a detailed description of the X-Division aircombat. Skip if you dont want to read it.

    Fundamentally there are 5 types of aircraft

    dogfighters - 2 cannons, fast, agile and nimble, dodge
    bombers - heavy torpedo carrier, slow and slow to turn
    hybrids - 1 cannon + 1 missile, your typical jack of all trades, master of none, very fast, low hp, 
    semi bombers - this depends on the phase, but ranges from fast non-dodging 2 missile aircraft over to 1 missile 1 torpedo and able to dodge aircraft
    super aircraft - depending on phase, but it gets an additional weapon slot, ranging from 2 cannon + 1 missile to 2 missile + 1 torpedo, the production of this kind of aircraft is limited by rare resources and is standardly hidden for players, superior stats

     

    Here is a rundown on aircombat cannon weaponry:

    autocannon: standart range, standar dps, higher total damage ( standart autocannon research + assimilated alien beams )
    close encounter weapon: very short range, insanely high dps, low total damage ( mauser, focuslense, focusblast, shortcircuit )
    zoning weapon: high rate of fire, good range, higher than 180 degree coverage, low total damage, average dps ( sonarpulse, sonicthruster, particlepulse )
    long range weaponry: very long range, very small firing arc, low rate of fire, mediocre projectile speed ( can be dodged, evaded under circumstances ) ( spearcannon, corvettespearcannon, cruiserspearcannon, battlecruiserspearcannon )

    missiles:
    missile - normal range, normal dps, normal total damage ( sidewinder, aleniummissile, plasmamissile, fusionmissile, singularmissile )
    anti-missile - eliminates incoming missiles and torpedos (antimissile, titaniummissile, blacktitmissile, particleantimissile )
    spawner missile - splits total damage into smaller missiles to attempt to overload anti-missile systems when present, lower total damage ( hypermissie, lowsonicmissile, warpmissiles )
    mines - well ... mines, can be outrun by walking speed, very high range, good total damage, but you will have to bait the UFO into them ( minimines, stealthmines )
    piranhas - close quarter, high fire rate, high dps, low total damage, low range ( piranha, particlepiranha )

    torpedos:
    normal torpedo: normal range, damage, dps, total damage ( avalanche, aleniumtorpedo, plasma- , fusion- , singularitytorpedo )
    long range torpedo: very high range, higher total damage, low rate of fire, ( gravity- , neutrino- , particletorpedo )

     

    There are too many UFOs to be made to name, but here are a few features from which you could make your own.

    standard forward beam: average everything
    fighter beam: high rate of fire, high dps, lower range
    standart alien missile: average everything but higher damage and lower rate of fire
    fighter anti missile system: anti missile system with top of the art fire rate against missiles and torpedos, cant be overloaded
    cruiser anti missiles: good range, low firing speed, can be overloaded
    Long range spear cannon: very very long range "spear" projectile, fast projectile speed, very low rate of fire, narrow firing arc
    drones: homing in drones which can be countered with anti missiles,  high speed, unlimited turn rate, long range

    etc ...

     

    The very basic aircombat system can be described like this ( blue is Xenonauts, while purplse means alien assets ):

    508898682_AircraftRockPaperScissor.png.0faccc9fe7c93b48b602b1e465a91f49.png

     

    And thats just what we did with the code which was already available. No give me functioning armour coding for UFOs and we could talk again ... .

    Here is a 44 minutes preparation of how to take on a terror battleship in X-Division:

     

    And thats just scratching the surface. 1 UFO out of 39 ( although 1 is unbeatable ).

     

    In a nutshell i think there is a lot of room to improve. Seriously, taking a single side look to any other arcade aircombat game will make you overflow with ideas. Currently there are a lot of popular mobile aircombat games available, as a source of inspiration.

     

     

     

    The reason why people complain is simply because most people who like turn based games, like them, because they dont like to do something which requires fast reflexes ( like turning a plane at the right moment ). They like turn based things because the are not ... real time stress. And the combined group of people who like arcade aircombat and turn based gameplay at the same time is propably smaller than either of them.

    Unbenannt2.png.04af3c7f0c2648d826a1676ce83c8352.png

     

    So i will propably have to support @dragesclaim that people who play XCOM play it for their ground combat missions. If you dont want to limit the player base who wants to get into the ground combat you cant make the aircombat too skill intensive ( like X-Division does ). But when its too easy people will complain it will be too repetetive. So i think whatever you do you could propably think about an "autoresolve" solution ( but not the X1 model ), or a simple visual representation like UFO Aftermath did. Because the aircombat is only there for people to get into the ground combat.

    I personally like the triumvirat of Ground Combat ( turn based ), Geoscape ( real time, managing ) and Aircombat ( real time twitch skills ) for psychological reason i could write you one or two scientific papers about. But for most people easier is better ^^.

    Against popular believe i like the FiraXCOM Enemy Unknown aircombat model quite well. Easy to understand, easy to execute and everything is just dice based. Big explosions and good visual representation. Propably one of the best approaches to the genre, and very similar to UFO aftermath, with some spice.

    • Like 1
  7. 1 hour ago, Dr. Ethan said:

    @PALU so is there like a GitHub thing i could become a contributor to or something because it really isn't that hard to implement the fire in the hole stuff. And it definitely won't take 100 hours XD. I seriously converted the hull of like half of the UFOS to ones that have the holes like fire in the hole in like 30 mins so :P.

    Sure, i never keep people from contributing.

    You can just zip all necessary assets, and i can make a mod out of it, ontop of everything.

     

    Here is the quality standard:

    light_scout_hull_se_main4.png.32765472cfe4af2d21b77717530a5944.png

    light_scout_hull_se_top.png.76e8693e348ca4be52f0ecdc50d5ff60.png

    light_scout_hull_se_left.png.39b47af46494fee3887a12fa19d7f6bd.png

    light_scout_hull_se_right.png.8c2183ceb051c2844828a2851491cabd.png

     

    lightscouts - 2 side entrances, 1 top entrance

    scouts - 2 side entrances 2 top entrances ( main body and command room )

    corvette - 2 side entrances, 1 back one, 2 top ones ( equal distances apart )

    cruiser - you have to cut the UFO into 3 parts, 2 side parts get 1 side entrance and 1 top entrance, main body gets 2 back entrances and 2 top entrances, second floor gets 1 back entrance

    carrier - cut into 4/3 parts ( depending on quality ), ground floor gets 2 side and 1 back entrance, a carrier has 2 more additional higher level floors, each of them needs 4 more side entrances ( back and front ), 4 top entrances

    battleship: 1 top entrance, 3rd level 2 side entrances

     

    33 unique UFOS to do, while you have to differentiate the Crashed and Landed assets, so 66.

    And that does not even include the artwork yet ( which also has to be done ).

     

    Also while you are at it, can you fix the LOS hole issue for UFOs, and make a proper randomisation layout for all UFOs ? That would be nice ^^.

    Edit: Also a unique design for a mothership please *.*

  8. 3 hours ago, PALU said:

    Antimatter rifles are definitely very useful, and I do use them, as well as antimatter Miniguns (the Mk-1 are getting outdated against shield bearing Caesans in phase 4). I don't have antimatter Mk-4, and I suspect I won't be able to get it until after I've encountered the elusive capable psionic unit (I've researched Ancient Weapons, but lack the last weapon for Advanced Ancient Weapons). One reason not to go all antimatter is shields, as I'd rather have something with more punch to deal with those (I've got a Rail Minigun Mk-3 on my A team, together with a still unused Antimatter Minigun Mk-3 in the inventory). The Robodog Ghost would be a squad killer against a squad equipped with only antimatter below the top level as well... However, I've considered whether to eventually replace most Sonic weapons with Antimatter Mk-4, and will probably replace at least one rifle with Antimatter Mk-3 before that (My A team has 5 Sonic, 2 Antimatter Mk-2/3 (the Mk-3 replacement in production), and 1 Rail rifles. The remainder are two shield bearers with Rail SMGs [probably replaced with the older Electron Pistol against Androns], one Sonic sniper, and one heavy Minigun wielder). "Shield Bearer" is a misnomer in my case, as everyone except the sniper and the heavy bring shields. The two flyboys drop their shields while scouting, but I've very much into using shields, in particular since breaching craft has a tendency to chew up a few shields, so replacements are needed there.

    If you are lacking still one ancient weapon you are either short one of the preator, or you didnt get lucky with the andron spawns. All Praetor weapons are unique to their wielder, while andron controllers can all spawn with 1 out of 3 weapons dice roll. So you will propably have to farm the controllers until they spawn what you need.

    I assume the reason why you like shields is because you got access to the force shield, right ? Isnt it nice when shields get heavier and heavier and then BOOM light as a feather and even higher quality.

    Sure, Antimatter mk4 is supposed to be something like the ultimate pinnacle of weapon development. But its nice how diverse your loadout is.

  9. 1 hour ago, PALU said:

    but the fact that it is in the mod loader at all indicates it might be considered somewhat compatible with it. Note, however, that I'm just guessing: I don't have any actual knowledge.

    Fire in the Hole is not included anywhere, under any circumstances whatsoever. What you see is the French translation of said mods. This kinda should answer any upcoming questions anyway.

    Now that i think about it, calling it Fire in the Hole (FR) is pretty misleading, as it implies its the whole mod in French. But thats literally not my problem, they come shipped like that with XCE :p.

    @Dr. Ethan Also mentioned thread is literally 4.5 years old.

    If i could, i would also integrate the Fire in the hole principle into X-Division, but that is literally the last remaining development issue for X-Division - maps. If you get me 5 people we can split up the work of 100 hours into 20 each.

  10. @Dr. Ethan

    Your overall response can get responded with by simply saying that you shouldnt take it so personally. But @PALUs reply seems to indicate there is something wrong here. As always im open to learn how to improve on my behaviour.

    8 hours ago, Dr. Ethan said:

    I wasn't? And when I looked back at every question for the last few pages you had answered every one sooooooo I just assumed you didn't see mine. 

    I didnt imply you were.

    If you want a direct answer from a concrete person tag them in the question like @Charon.

    8 hours ago, Dr. Ethan said:

    I just looked at the first six pages of this thread and my question wasn't answered so this is just a nonsensical jab.

     

    On 8/10/2016 at 7:22 PM, Charon said:
    • The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and  the No Click sound ( removes mouse click ).
    • You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with.

     

    8 hours ago, Dr. Ethan said:

    Idk why you used underline but I thought this issue was pretty interesting and there have been like 3 people recently on the fire in the hole steam pages asking the same thing so it isn't just me.

    You are confusing interesting with popularity. Popularity means that other people find X interesting, while "interesting" implies you are talking about yourself. For instance you can say that Justin Bieber is popular that necessary excludes the information whether or not you find him interesting. Saying that you think Justin Bieber is interesting ( i dont ) implies that its you, yourself, find him interesting. So interesting issues are per definition only issues I, myself, find interesting.

    8 hours ago, Dr. Ethan said:

    apparently not (

    The sentence meant you had to go and look for it on your own. Or get help from other people ;).

    8 hours ago, Dr. Ethan said:

    So overall you were pretty jerky in your reply and it definitely hurts your credibility. And my question wasn't answered in the slightest :p

    I rather think my response was pretty professional ( non-personal ) and on point. Whenever you have to draw a line people will feel hurt, thats natural. And the whole point of the announcement was to point out that im not going to answer your question. I sincerely hope you understand that now :).

  11. 16 hours ago, PALU said:

    Feedback: I don't dispute kinetic rifles get better for each generation, but that amounts to little when each generation of enemies improve faster, so what sucked in phase 2 sucks utterly in phase 4 in its improved version (in phase 2 robodogs could be damaged a little with kinetic rifles, while the Ace can just forget about kinetic damage). For each phase the relative strength of the current level kinetic rifle falls further behind in performance. A large part of it is that the enemy is generally biased against kinetic from the start, and strengths basically improved relative to the current strength, so kinetic resistance skyrockets on most units, and there aren't any units that kinetic damage is sufficiently much better than energy to warrant lugging around a next to useless weapon on the off chance that this soldier happens to be near that enemy. Harridans are supposed to be more vulnerable to kinetic weapons, but I generally manage to handle them just fine with energy ones (or, fairly frequently, mechanized "machinegun" fire: the mech "machineguns" are brutally effective).

    And i agree with every word you say.

  12. 13 minutes ago, PALU said:

    I mean that Rail Rifles are rather useless at a distance compared to other rifles. At least the Pulse ones seem to hit reasonably often (I haven't used Sonic ones long enough to get a feeling for them). The Antimatter Mk-2 ones have impressed me with their accuracy (again, I haven't had Mk-3 long enough to get any feeling for those). The fact that most enemies have better protection against kinetic weapons just makes it worse. Kinetic rifles can take out small drones, but that's about it (and that can be done with other rifles as well). In theory they should be useful against Harridans, but that requires you to hit the buggers with a sufficient number of bullets. They should also be useful to wear down shields, but, again, that requires that they actually hit.

    rifle:

                <Set1 ap="22" accuracy="35" />
                <Set2 ap="35" accuracy="55" />
            </SingleShot>
            <BurstFire ap="45" accuracy="45"

     

    division mk3:

                <Set1 ap="22" accuracy="35" />
                <Set2 ap="35" accuracy="55" />
            </SingleShot>
            <BurstFire ap="45" accuracy="45"

     

    mag rifle mk3:

                <Set1 ap="22" accuracy="45" />
            </SingleShot>
            <BurstFire ap="45" accuracy="40" 4 burst

     

    gauss rifle mk3:

                <Set1 ap="22" accuracy="45" />
                <Set2 ap="35" accuracy="70" />
            </SingleShot>
            <BurstFire ap="45" accuracy="32"

     

    rail rifle mk3:

                <Set1 ap="22" accuracy="70" />
                <Set2 ap="35" accuracy="90" />
            </SingleShot>
            <BurstFire ap="45" accuracy="50"

     

    As you can see the accuracy for snap and normal shots only increase, with the rail rifle having by far the best accuracy. Gauss weapons have very bad burst fire accuracy, but thats due to their line of technology and their focus on single bullet fire. The MAG weaponry is also a special case because they heavily focus on improving burst and everything burst related. Other than that the damage and mitigation all go up as you unlock later weapons.

    Im not disputing that kinetic rifles may suck, but their relative strenght only increases during the campaign. What changes are the enemies and the circumstances, or maybe kinetic rifles suck in general ?

  13. 2 minutes ago, PALU said:

    "Capeable": I'm referring to the text in the lower right corner of the geospace saying my mission is to find a capeable psionic unit. I don't know where that text comes from (but I haven't searched for it).

    Fixed. Its in the strings.xml.

    5 minutes ago, PALU said:

    Feedback: Well, I do have significant issues with Sonic weapons: in particular their poor ammo capacity and heavy ammo, and I'm not really convinced they're better than the tier 3 weapons... However, using a Rail Rifle in the open desert is rather pointless anyway, as it won't hit particularly often, and when it does hit it generally doesn't cause any damage worth mentioning. I fire Gauss/Rail rifles more for the sake of it than with any expectation that it will produce any useful results. My teams have one kinetic rifle bearer each, again, mostly for the sake of having something that might be useful against anything that might show up to be Energy immune (ignoring meta knowledge).

    Well, if you think the Sonic weapons suck in their own way than everythings alright, no ?

    6 minutes ago, PALU said:

    However, using a Rail Rifle in the open desert is rather pointless anyway,

    You mean rather pointless in comparasion to snipers ? Yes, they are still rifles, jack of all trades, master of none. If you have any specific situation at hand a specific weapon will outperform the average one, like snipers for open fields, and smgs for close encounters.

    With the endless special weapons available at the time of Phase 4, rifles might loose some of its ... charm. Especially against all that kinetic resistant units. Eg. even if they slowly loose their purpose they should still be there as a tactical option available for players who want to use them. One thing X-Division does quite well is the steady shifting of importance from weapon to weapon, throwing you into situations where you might wanna use a special weapon JUST for that one period/problem.

  14. 18 hours ago, PALU said:

    - Feedback: I've found both the Gauss and Rail Rifles of the Mk-3 status to be rather disappointing, with rather poor performance against everything (well, if they manage to hit with at least two bullets they can destroy small terror drones), while the Mk-3 Rail SMG was a very positive surprise (4 bursts from one shield bearer [3 as reaction shots, 1 the next turn, emptying the clip], plus 2 from another at more or less rifle range managed to destroy a killer cyber disc, and two bursts at point blank or slightly longer reliably killed wraiths, while the rifle failed to kill a Wraith with the 4 bullets a Guardian wearing soldier can manage to fire in a turn. All 4 bullets did hit, while a single burst from a Sonic Rifle Mk-3 had no trouble eliminating other Wraiths at similar distances). To add insult to injury, it seems the kinetic rifles are less accurate than the energy ones (based on experience: I haven't checked the actual weapon stats). I'm seriously considering ditching the Rail Rifle Mk-3 in favor of another SMG...

    And we also had feedback bitching about how useless sonic weapons are. So i guess if everybody complains about everything everything is balanced.

    I tried to look into the issue, but the rail rifle mk3 has 28 range, while the SMG has 13. They are for completely 2 different uses. Good luck trying to use an SMG in an open desert.

    I appreciate the feedback.

  15. 18 hours ago, PALU said:

    as I suspect that's where I'll find a "capeable" psionic unit (it would be good if that text was corrected to say "capable",

    do it.

    18 hours ago, PALU said:

    I've shot down everything appearing, but now I get a supply ship seemingly aimed at that base. Will the base grow faster if I allow the supply ship to reach it?

    Indeed. A base which gets supplied grows faster. Approximately by 33%.

    But i dont think you will find what you are looking for in there. There is a special something which will spawn based on time and chance. The longer you wait the higher the chance.

  16. @PALU

    For the next version:

    • decreased TU% for Praetorian in all Phases to the level of the Warrior, while keeping the higher damage. This means Praetorian can attack up to 50% faster, but given they also have 25% less TU than Warriors it is not a significant change.
    • Decreased TU% for Rogues, Stalker and Ravagers.
    • Increased the range of the Shock Gun from 2 to 3, due to the game not counting from the border to border of the hitbox.

     

    Check the weapon.AlienMatergyMinigun entry, i think there is a word missing here

    Quote

    Technology, the Alien Matergy X, and

     

  17. 9 hours ago, Dr. Ethan said:

    So, Charon are you just not gonna answer my question?

     

    I have actually kinda slipped into retirement some while ago/am in the process of. So with this i am in no obligation to answer any questions which may arise, and dont threaten the peace of the thread. Especially not questions which have been answered before and/or which information is easily available by reading the first post. So except for moderation purposes the mod creator Charon is gone, but the player Charon is still here. Apart from that i take interest in any interesting issues.

    If you cant find an answer to your question yourself maybe the community can help you.

     

    Taking the right time to quit is a skill worth writing books about. Last one puts out the light please.

    The thing with @PALUis an intern development discussion for everybody to read and participate in, as is the 1.00.10 version.

  18. 17 hours ago, PALU said:

    There are certain Xenopedia entries that list aliens and roles that may be encountered during various phases. However, all "operators" of a given species look the same.

    True, but all operators are UFO specific. You won´t encounter a landingship operator on a corvette mission. You won´t encounter assault operators in a terrorised city. In all instances you can clearly predict which operators you will encounter, except for a few exceptions, where additional operators have spawned to give additional opportunities to capture them ( bonus spawns ).

  19. 19 hours ago, PALU said:

    Is it intentional that movement in high grass is extremely costly for mechs (and, I think, other vehicles)? 19 AP for a single step seems rather excessive, given that grass shouldn't have any effect at all on a mechanical vehicle (and probably not on power armor either, although that may be harder to separate from other infantry movement).

    I dont think thats intentional. Definitely not on the X-Division side. Rather looks to be a byproduct of the additional tu cost multiplied by x3. If we could have no movement penalty for vehicles due to environment obstacles i would do it.

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