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trueman11

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trueman11 last won the day on October 27 2017

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About trueman11

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  1. trueman11

    First base layout modding

    Well, I was just looking into the vanilla gameconfig.xml and the one from XNT. This is in the X:CE gameconfig.xml. Not thorough enough. Thanks a lot.
  2. trueman11

    First base layout modding

    I am obviously missing something, because I can't find anything in gameconfig.xml that deals with the first base layout.
  3. trueman11

    First base layout modding

    Is it possible at all to mod first base layout? I kinda remember it being different in different mods, so I have this as possible somewhere in the back of my mind. Searched the forum for this, but all I have found is old topics from the time of game development with no fresh information on this. Grateful for any help.
  4. trueman11

    Charons Overhauled Mods - Ambient Sounds

    Thanks, that's the one I have, yes.
  5. trueman11

    Charons Overhauled Mods - Ambient Sounds

    OK. Yeah, I wanted to play again and am not sure if the ZIP file of the mod I have is one from here. Could use up to date copy from you.
  6. trueman11

    Charons Overhauled Mods - Ambient Sounds

    Maybe you could upload it somewhere else and post a link here? I mean so that it's available for everyone.
  7. trueman11

    Charons Overhauled Mods - Ambient Sounds

    @CharonSo I can't download this too right now?
  8. trueman11

    Xenonauts-2 October Update

    This is a good point. Attention to detail is what makes a game great. I noticed soldier models not corresponding the gender, for example in X1. Not just that, but every soldier having the same model made it so much less immersive. Somewhere earlier in this thread there was a point about soldier's uniforms. I am glad to see that in X2 soldiers are already somewhat distinguishable. In X1 models differed only by armor that soldier is wearing. But more detailing could only benefit the atmosphere of the game.
  9. trueman11

    Xenonauts-2 October Update

    Still, 40 characters is not nearly enough, and the skill system also needs A LOT more variety. I agree with all the points @endersblade made about this.
  10. trueman11

    Xenonauts-2 October Update

    Oh yeah, I know I'm asking a lot, but my view is that to create something good you have to aim for perfection. Obviously anybody will fail, because nothing is perfect. But from that desire can come something truly special. And I have to clarify, the things I write are nothing but suggestions, I'm just sharing my experiences and that's all. It's a complete prerogative of the developers what to take from those suggestions and include into the game. I just want it to be something exceptional..)) P.S. JA2 is legendary for a reason, you know... The replayability of that game is enormous, and the immersion is beyond description...))) And you don't need all of what is in JA2 to make a game special, just look at the original Fallout and how it was developed...)) With all it's bugs and balance issues it is still alive and the mod community is improving and fixing it even now..)) And I feel that is all because of the unique atmosphere these games create..) Granted, Xenonauts is a clone of the original X-COM, but that doesn't mean it can not be a game in it's own right, it has the potential to REALLY revive and hugely evolve the feel and the gameplay of the original X-COM. Just not by copying another attempt at revival – XCOM: Enemy Unknown... And what a poor attempt it was.. Not really a revival, but exploitation of a legendary title...
  11. trueman11

    Xenonauts-2 October Update

    @Chris Concerning the soldier stats and pool of available recruits. How about making it JA2 style, in that sense that making available recruits for a lower and a higher price with corresponding lower and higher stats, making the player choose between a few good ones, or more mediocre recruits, at least in the beginning of the game? Also, JA2 style, making them kind of specialists in one field, and mediocre or bad in others, and making available all-rounders too, but for a really high price. I agree that staff members/recruits pool being static is a really poor way to do that. Variety is the spice of life. This is a very good point @Viking1978 is making: Static characters have to be REALLY fleshed out and have a large pool to really be able to make a satisfying choice. Maybe make some hybrid system, like Fallout's SPECIAL and skills?? This gives A LOT of room for variety. One of the attractions of the original game and it's successors. Oh yeah! Although it has to be quality voice acting, as to not break the feeling of immersion. And obviously a variety of voices. Returning to the point made by @endersblade, about voice acting variety for static characters. JA2's success can teach a lot in that regard. Although it seems that depends on the route you're going to take regarding character/staff pool. A LOT of good points here. P.S. I'll keep adding some points, seeing as now some of them keep eluding me..
  12. trueman11

    Xenonauts-2 October Update

    @Chris Also. I just went and looked at the X2 demo ground combat gameplay again, and those square "hills" and "mountains" just break the feel of immersion completely. On an otherwise beautiful battle map. And as I mentioned the music before, I'd like to mention the game sounds. All of them. Starting from mouse click sound, then to weapon sounds, and the ambient sounds or really lack of them. This I feel requires a lot of attention, if you're going to make progress from X1. And would it be completely impossible to make the map more organic, by getting rid of that black hole ouside the map, maybe doing it Fallout: New Vegas style, seemlessly hiding the edges of the map?!?.. I have a feeling that's a too big of an ask... P.S. I really want the X2 to evolve without losing the original game's feel, but rather evolving it. Thanks, Chris.
  13. trueman11

    Xenonauts-2 October Update

    @Chris Regarding the similarities to XCOM: Enemy Unknown... You might be able to pull those mechanics off better than that game.. But PLEASE don't make it feel more like it! I feel the way is to make it feel more realistic, more immersive, and not so arcade-like as XCOM: Enemy Unknown is... The 3D setting gives you the field for acieving more realistic and immersive feel, please don't waste that possibility.. About fighting humans. I like the idea humans collaborating with aliens itself. But hybrids are a step too far, I feel. Maybe make those humans tougher giving them better armor, weapons, technology, make them cooperate with aliens in ground combat making use of alien's abilities. So that even human, they in a way feel quite alien. I LIKE this idea! Non lethal weapons against humans (even though they're alien collaborators) and a kind of different ending (maybe for the X-COM..sorry, the Xenonauts organization itself) depending on how you choose to treat your own species feels an interesting idea to me))... Provided humans do feel alien, like I mentioned previously. I kind of agree a lot with this too... Fighting humans if they feel human – is a huge step back, as I feel it. Disagree completely. XNT made the aliens feel REALLY strong, and there were basically no weak ones. To make aliens feel strong you need to make them REALLY smart, and come up with some interesting abilities that make them surprising and hard to deal with. This is one option. Although I have to say, I WOULD like to fight humans, if they FEEL ALIEN. It is all about the atmosphere, as I mentioned before. But many of those original X-COM fans won't like fighting humans at all. I wouldn't describe it like this at all. This is a rip-off of the XCOM: Enemy Unknown's mechanics. Just telling it as it is. And I HAVE TO agree with these point maid by endersblade.
  14. trueman11

    Xenonauts-2 October Update

    @Chris I have to especially agree with this point TacticalDragon made: And this: I really enjoyed XNT's alien AI feel. Maybe you should take TacticalDragon onto your staff:) But I also especially agree with this point Chris made: I feel like maybe a few very-very tough aliens, with the AI and skill set that REALLY makes them behave differently, would be the thing. And not like in X1, where behaviour didn't really change from one alien to another, and yeah, they went down TOO easily. Although it should be mentioned, that in the original Enemy Unknown the aliens weren't that tough, but still much scarier than in X1, maybe through a better designed atmosphere, that actually made everything feel ALIEN, the whole situation. And the music, the music is VERY important too. X1 didn't impress on that front, although I kind of liked the music itself.
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