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Charon

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Posts posted by Charon

  1. 3 minutes ago, Swarmer said:

    Looks interesting. I am not sure what I should exactly look for. Which mod is it?

    Its X-Division and its not available yet. This was not made for better readability but i thought the black background could make things better readable. Its just the earliest rough scatch of a, maybe, new UI. I just thought if the style allows it we could make some thigns better readable just so people, including me, could have less of an headache. Its not really a problem for the vanilla game but if you have 1100+ items to scroll through your eyes can need all teh help they can get.

  2. 1 minute ago, Swarmer said:

     

    Yes, you are right, they are also ridiculous. At least on my MacBook I can use vertical two-finger-slide

    (I guess on Windows machines that would be mouse wheel) to browse up and down in those lists.

     

    As said, those gestures and real point&click would work like a charm on a large iPadPro (and of course

    on any other iPad and Android and Windows tablet). I am wondering, as there is a Linux version, why

    there is no Android port? That would be a sort of killer app there, I guess.

     

    Well, I guess, that is too optimistic to hope for that.

     

    Actually i think so too, porting this to an android platform would be THE KILLER. Its a turn based game so you have all teh time in teh world to make decisions. Heres a screenshot we just happened to make, tell me what you think:

    223830_screenshots_2013-05-31_00004.jpg

  3. 3 minutes ago, Swarmer said:

    Great! I hope I will paying such games too when I turn 71 !!! Congrats for keeping up-to-date so well, my

    parents are several years younger than you and wouldn't touch a computer game.

     

    I hope Goldhawk Interactive realizes that there are games that are played across all ages, like this one.

    My sons play them (16, 18), I play them (46) and Squaddie plays them with 71. What else can a company

    wish for? If they do it right, they can build up a good and diverse fan base. But they should listen more to their

    fan base, as the size complaints were present in the bulletin boards for many, many years. Just they were ignored.

    And today, at least on the Steam (MacOS version) workshop pages, even the mod is not available (anymore) that

    increased fonts to some extent.

     

    Actually, makeing bigger fonts for people who need them is an hour job for a modder ... not everything can be made bigger, but most things.

  4. 1 hour ago, Swarmer said:

    Please consider that many people complained for years complained about the small font sizes in Xenonauts and many

    indicated that this is reason not to buy the game. Consider that your program attracts older gamers who played already

    Xcom. And for them the small fonts of Xenonauts are a pain. And, yes, we play on laptops, because we sit in planes,

    on airport gates and hotel rooms on business trips. It is a shame that this "feature request" for scalable, better readable,

    larger fonts was disregarded for years in the development of Xenonauts.

    Not to mention these tini tiny scrollbar buttons which are practically invisible :D.

    1 hour ago, Swarmer said:

    Otherwise, thanks for the nice game. I see Xenonauts as a test case and learning project towards a great

    Xenonauts-2 which should try to omit all the mistakes of the first one.

    You are optimistic :).

  5. The url download link seems to work pretty good. As long as the url is the only item you will get directly directed to the download page. If there is at least one additional file it asks you what you want to download, the link and/or the uploaded item/s.

    This means the 0.98 is in the mod list without even uploading 1 mb.

     

  6. So i´ve played around a bit with the downloading system.

    The new version thing is A-ok. About your worry about new versions: We are simply uploading all teh changes in a zip. So 1.0 + 1.1 zip =1.1 version. 1.0 +1.2zip = 1.2 etc.

    So can we upload both the 0.98 and the soon upcoming 0.99 beta ? They are 2 completely different games. Its around 10 gb in total.

    I miss the feature to permanently delete the mods i uploaded, other than deleting the files i uploaded. Im fond of haveing complete control over what i contribute.

    I havent seen the special placeholder button yet, but i can also simply upload a text data with the actual link, np.

    We are also uploading on other sites like nexus, steam etc ... I still would rather have to have 1 shared place than haveing them all over the place. I think a text data for the thread and the download link would be the best option.

  7. 34 minutes ago, drages said:

    Yes i can make the range low and damage high without mitigation.. because if i give high mitigation and it will be no point that its an energy or kinetic weapon..

    What do you think about pellet number? should we tons of pellets like +10 or average 4-8 maybe... with every pellet the damage should be lower..

    or give me damage number.. like if a rifle bullet hits for 40, what should be the damage and pellet number of a shotgun?

     

    Just now, Charon said:

    Hm, ... low, very low, I would say around 5 is a good number. Maybe 4. The number of pellets should be high, very high. Say around 12 ( for starting weapons) - 30 ( for better versions/later weapons). This is not really logical, i know but it really makes the weapon unique:

    Lets make a proper example: 6 damage, 3 mitigation, 3 range, 10 pellets, 18%tu, long reload time (40), 8 shot magazines

    • The better the range the lower the total dmg output
    • The mitigation is there to make them less powerfull in total and earlier dmg dealing
    • The mitigation also makes them less powerfull against non armored targets, than adding 3 dmg straight per pellet
    • The long reload time is there so that even if you COULD shoot 5 times right in front of you you also have to have the bullets for it, this is to encourage of planning ahead and earlier reloads, thuse losing rounds, makeing the wight system more important ( you either shoot less bullets or have more in your backbag)
    • This example is for the mk1 ballistic shotgun/carbine. The standart one should be weaker.

     

    • Better versions should have:
    • Better Range: between 3 - 6 (6 is only for the highest endgame shotguns)
    • Bigger magazine capacitys: between 8 - 13
    • better damage: example mk1: 6:, mk2: 7; mk3: 8
    • Mitigation is always half of the dmg to make them not too overpowered
    • higher bellet count: between 10 - 16 this has to be balanced with the dmg
    • higher agility multiplier

    The highest numbers are only for the best/hidden weapons, normally they can be lower.

    All of this makes me think we should assign unique agility multiplier to all weapons instead of the standart x1.5 and x2.0.

     

    And, all in all i think i would welcome a bit more assymetric weapon tree, although thats for the future.

     

     

  8. From the developer discussion thread. You can discuss this.

    40 minutes ago, Charon said:

    Talking about carbines and shotguns. I think the cost of 40% tu makes them simply worse hmg. they should have fire tus like 18%tu so they can fire at least 5 times when standing still. This would go well hand in hand with the low range of 3. Maybe set the range for better version from 6 to 5 or 4. The damage and pellets would need to get rebalanced for this but all in all this would make the shotgun really unique and viable. I know that thats a lot of rebalanceing though.

    35 minutes ago, drages said:

    We got shotguns and melees.. and pistols.. we need to have them together and balance them without OP each other.. i am open any idea.. just test and tell me "its now better/usefulll" .. and done..

    32 minutes ago, Charon said:

    Ok, i just really like the idea of running into a room with a shootgun, shooting and running out again. This is what i really miss here actually. And i want to decrease the armor degredation from 15 to 10 to make armor viable. Although this would kill players who fight against reaperbulls early on. Im still thinking about that.

    29 minutes ago, drages said:

    You can't play with armour deg. everytime. If you make the armour so viable, then if you dont have right weapon, you won't have any chance.. even 15 is low and get make it lower..

    But you are right about the usage of the shotgun.. but with low damage weapon, you need to add high mitigation but its not logical for shutguns.. so this is the point we need to handle..

    4 minutes ago, Charon said:

    Well im not really into LOGICAL. Whats less logical than only sending 8 soldiers to a crashsite ? And only 1 chopper ? A real platoon consists of maximal 168 soldiers with a 3 or 4 armored tank support and a number of helicopters which can transport all those people efficiently, say like 12. Additionally 2 support attack helicopters if things get ugly.

    Now compare that to a misely chopper and 8 (!!!!!!!) soldiers. Even if we are a secret organisation theres no reason not to send 2 or more choppers as soon as they get available. This game is not really that logical :).

    I want the players to have something to play and am less concerned with logical things :D.

    But i can see your point: Many pellets AND low %tu = low dmg per pellet = means it has to shred away all the armor before it does dmg without high mitigation. Although i dont think thats necessarily a bad thing. Every armor point you shred away means that other soldiers have it easier to do dmg. Now add that to an insanely high amount of total dmg and the armor will soon be broken. Armor destroyers. The insanely high total dmg also means that its absolutely deadly vs targets with low or no armor against that type. Which would further stress the different weapon usages. Thats a good thing.

     

    Right now i can see 3 versions:

    1. Only implement a high amount of mitigation and a bit lower range with the same 40%tu costs to set it apart from the hmg. As soon as you get in range with that thing it means it can do almost 100% of its dmg. = Full Mitigation weapon

    2. Set the tu to 18%. Set the total damage to an insane high amount. None/low mitigation. 1 lower range. = Armor shredder

    3. Set the tu to 18%. Moderate dmg. Very high mitigation. -1 range. = good close range weapon which can inflict almost 100% of its dmg when the trigger is pulled.

     

    Personally im a fan 2. . This makes the shotgun balanced vs armored targets and deadly vs non armoured targets. It also helps to shred away armor for other soldiers so its 50% a support weapon against higher armor targets, instead of a simple killer. Like the difference between 1.,3. and 2. is that 1.,3. are simply the best weapon for its range, so if you are close range use shootguns, but 2. makes it more of a support weapon where you count on the high armor degredation to work for you. 2. adds a usability beyond the simply: Use this weapon for this range.

     

  9. Looks neat.

    Does this also support 5 gb mods ? And what about placeholders ? Like a simple modinfo.xml and a ReadMe file for the actual download/thread link.

    The reason im writign this is because it looks like this could be a nicely and systematic way of looking for mods and i would like to have X-Division a place among that.

    Also could we not upload mods in place of their owner ? Since 80% isnt here anymore either.

  10. Weapons which target missiles/torpedos, anti missile weapons or AM for short, produce a crash whenever 2 AM projectiles from the SAME Aircraft are in the game. This applys to 2 AM weapons equipted on the same aircraft as well as the shoot before the last AM projectile vanished or hit its targaet.

  11. On 15.5.2016 at 9:54 AM, Charon said:

    For future references its important to keep in mind: XCE is not a mod and doesnt follow the same rules, its the base from wihich the modular system starts to work.

    On 15.5.2016 at 9:54 AM, Charon said:

    Modmerge doesnt work for the aircraftweapons.xml. It only "update"s but doesnt "insert" new items if 2 mods (excep XCE) add aircraftweapons.xml. This means that in order to have higher priority mod to get acknowledged by the modmerge system it needs to be in the lower priority mod as well for both the items.xml as well as aircraftweapons.xml.

     

  12. 7 hours ago, Larry Burstyn said:

    Hmmm.  First thing I noticed that my download is version XDivision 099  not XDivision 099_3 or XDivision 099_3 Part 2.  I downloaded from the site linked that says get Alpha version here.

    Ah, no, thats ok. Thats just my modloader and i have another version. In general this is just my modloader.

    You should have:

    • XDivision 099
    • XDivision 099 Part2
  13. N

    33 minutes ago, Larry Burstyn said:

    HI.  I downloaded version 99 but where can I get updates when they are made to correct bugs that have been found?  My version crashes after about 20 minutes of play...not sure why.

    No version should crash anytime soon except:

    1. You throw a stun grenade on a unconscious soldier, or a grenade in general on a unconscious soldier

    2. You selected 2 Foxtrots which are from your starting base

    3. You are in Phase 2, 300 - 700 ATP

    Please report bugs in a proper format:

    Do you have a clean install ?

    Is the modlaoder correctly adjusted ?

    modloader 0.99.png

    What were the last things you did before the crash ?

    Was there an error report ?

    What does your logfile in C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal say ?

    Did you read and apply everything I wrote in Things I want you to know ? Its in my signature. Here are the important things:

    "When switching between mods/installing new ones it is recommended to clear out/delete the C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal folder to make sure the appropriate scripts are loaded. At least until you know what you are doing.

    Dont have 2 XDivision mods at your mod directory, no matter the version differences, they bug the modloader in unknown ways."

    The Steam Group has all the information you need. The bug thread is called https://steamcommunity.com/groups/x_division/discussions/0/364042063117418555/. Although i would advice you to only apply the main game yet. Because there is not final bug fix downlaod available and you would have to go through the whole comment section to fetch every bug fix available. This is not something i intended and i will improve the system to a sinlge download, but its not done yet. As for now the main game should be playable.

  14. I worked hard to raise the sound from 0.6 to 1.2 volume coefficience. This is mostly because some sounds are too weak to be able to hear for me and i really do love ambient sounds im comparasion to game music. I would really love if Grimpels continued with his mod, sound is one of the things which makes me fall in love with some games. The aforementioned crow sounds just epic to me, like sitting on a roof, laughing at your efforts and not shutting up even if you want it to. Really eerie.

    Interested in Part 2 and 3 ? It will take a while i guess until i can upload them anywhere though atm. Its just cleaning up and captureing aliens but the twist at the end is quite remarkable.

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