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Pave last won the day on January 11 2018

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  1. --- On a related topic, necessarily the personalised pilots wouldn't need to as in-depth like in say "Star Ixiom" in which all the allied-pilots also had specialities alien-race-wise ( primarily they were better flying against the alien-race they they had the biggest beef with ). But ti certainly could be nice if more experienced pilot could be able to "squeeze" a little more performance out of the planes they're piloting a lot. --- ---
  2. More than likely you have already tried the "Forgot my Password"-route (especially if you used the "Facebook"-login to initially to make the Kickstarter-account), so gather up all rest of the info you have in hands and do send in the info via private-message over here on these forums (to Chris). Or alternatively send an email to Chris: chris(at)xenonauts.com (( Do say is this email-address is still correct those who might have have more up-to-date-info than I do. )) --- --- ---
  3. Pave

    Sidesteps in combat?

    Yes, the cost is +1-time-unit (from 4 to 5), as justified by "alienfood" who coded this feature: https://openxcom.org/forum/index.php?topic=833.0 --- --- ---
  4. --- Alright, first run. And a crash-to-desktop once I tried to begin my first Ground-Combat-Mission. I'll keep it more simple and tell only the biggest "stabbing"-bug for now: The Geospace-timer pausing is very random. It's thankfully paused when player doesn't have "line-of-sight", like when viewing base-management-tabs and there is a menu-element obstructing the clock. But most importantly the timer keeps going forward in the whole ESC-menu. --- Oh, I suppose it's worth mentioning that you can't insert <SPACE> in the base-names; another stabber-bug. --- Anyways, here is also the output-log-file ( found at the bottom of this post ); as a reminder to others who might be unaware, this can be found via this place: C:\Users\<user>\Documents\My Games\Xenonauts 2\Logs Or as simplified on Windows 10: This PC > Docuement > My Games > Xenonauts 2 > Logs --- --- --- output.log
  5. --- Before anyone gets overly-excited, do note this is just conceptualisation of the game in the title of this thread. But this is still something that been well enough "cooking" in my head for some while now and wroth sharing publicly. Anyways, here a link to the document I might keep writing in the future depending on *whateverthings*: https://docs.google.com/document/d/1rHKkeTYkz3DBU5vVjMYdKPMrBrW1i5UPpvKJkemE5D8/edit?usp=sharing Even if the document itself would simply be indefinitely stalled, I do have though of various scenarios and solutions in my head; general "delivery" just has always been my weakness. Feel free to post anything relation (own thoughts, questions, you-name-it ). Some key-points to mention here for those who necessarily aren't into readings "walls-of-text": - BattleScape would truly cover the whole Tellus; not just partially. - Global-commanding possibilities instead of just a singular organization --- Generally speaking this thread is meant to be more of just another public "think-tank" or otherwise leaving some records for the sake of "consciousness" of multiple-discovery-folks. But hopefully this place can still offer inspiration and some other resources to pretty much everyone. --- --- ---
  6. --- Some additional tips (alongside some repetition): - Avoid indoors and any other narrow places always until you have 100% confirmed all reapers being dead. -- And indeed stay outdoors and try to move in a "square / phalanx"-formation without having any blind-spot alongside having enough time-units left for reaction-shots / overwatch (naturally the more time-units you have left once ending the turn, the higher chance to actually taking a reaction-shot is) Worry little about the by-standers (both civilians and the local-armed-forced); if they refuse run to you for the safety, then it is all on them; mission-success with the least amount of collateral and corporal / bodily-damage is far more important. Oh, and one more important thing: "Gas" the whole map! Leave no spot un-gassed: This forces the all the gas-stun'able units to stop camping alongside might also help "herding" mobs moving through specific passages or otherwise waste their time-units. Here is one (classic) image showing one (foolish) Reaper who ended up getting stun-baton'ed: https://steamcommunity.com/sharedfiles/filedetails/?id=814382459 --- --- ---
  7. Pave

    Quality Assurance Experience

    --- Like it has been already hinted, becoming a "professional-beta-tester" especially nowadays isn't nowadays done all that "old-fashioned"-ways ( E.G. via public job-callings and such ). As far as i am aware all the (paid-)quality-assurance-folks have gotten into the business via word-of-mouth or otherwise making a "portfolio" by helping the developers making the games better. Obviously a lot of smaller game-development-studios either try their best at QA themselves or they rely completely on other players / their customers; usually the latter seemingly in the end still ends up being more reliable way to discover bugs and such anyways ( especially when you get "passion-coders" into your customer-list that are also willing to share their finding publicly or not ). So yeah, as "dream-crushing" as this may sound like, becoming a Quality-Assurance-personally nowadays has a lower chance than winning in a (Finnish) lotto (7+2 from the pool of 1-40-numbers). But who knows, maybe if you help around enough to get noticed, perhaps one day you might get hired into QA-job regardless how low of the chances nowadays are ( especially since the tools for debugging have gotten a lot more better; obviously a lot of time many simply choose to not use them, but they're still there. ) --- --- ---
  8. --- While this iteration of the Interception-game certainly ain't "Darkwind"esque as I personally concepted to be earlier, it is at least far more interactive and has more tactical-potential in comparison to many other iteration of "intercepting" in various games. (( To be fair, the "Darkwind"esque / "Frozen Synapse"-like-interception could be a whole stand-alone-game itself; we'll hopefully get to see see this comment of mine once thread-hiding isn't needed anymore. )) Interception-"chaining"-wise I hope this "mini-game" actually does have some ties to the Geoscape-time-passage. E.G. each turn in interception-game could be say five-seconds, which at first might not sound much but let's consider that Fighter-Jets "at this point" of the game-lore could easily reach speeds over 3500-kilometres per hour which is almost a kilometre in a (metric?-)second (the example used here was "MiG-25 Foxbat"). )) --- --- ---
  9. Pave

    Xenonauts-2: The Geoscape

    --- On a topic of "3D-Globe vs flat-paper", why not have both? What I personally disliked most of the "flat-map" was the semi-illusion of a part of the world missing ( E.G. "Near / Sasignan Islands", and especially some easter-parts of" New Zealand", maybe part of "Beringia" ) (( then again, there is always something lost / "brittled" in cutting or or any other separation / division-processes )). However, the "flat-map" was a nice way to see everything on the map in a single glance instead of having the need to do the "Where on Earth is X"-routine all the time. So, having an option to swap between the map-types / globe-view-styles would be a grand. --- --- ---
  10. (( Sensing some "Deja Vu'ish Simultanious Discovery"-here... Or rather, there are some references of my previous related posts that are still hidden (hopefully until the beta-testing-phase). EDIT: Darn-tooting indeed these "multiple-discovery"-phenomenons; I pretty much copy-pasted another post from here: https://www.goldhawkinteractive.com/forums/index.php?/topic/19451-xenonauts-2-atlas-base/&page=3&tab=comments#comment-169791 )) --- --- Lore-wise rather than actually building new bases, maybe interceptors used could be simply "jets for hire" thus making the initial interception runs "commissioned": "Hey umm, we have an unknown-flying-object that is not answering to out hails; could you guys go shoot down, pretty please?" As for field-agends / solider, perhaps they could simply reside in already active military-bases; lore-wise the more advanced equipment they'd be using wouldn't be so stand-out'ish so most of the times "normal"-people wouldn't question them; art-wise this was already achieved quite well in "Xenonauts 1" and new game being set to "modern days" (I'd assume 2010-era), the newer equipment would blend perfectly among the "civilians". In a semi-"eXplore, eXpand, eXploit, and eXterminate / 4X-game" the player could unlock more of these "safe-houses" for the personnel alongside more interceptor-airfields, and of course also lose them if not being careful enough. Sometimes maybe the a single "dot" could house both the field-agents and the interceptors. "Spawning" these points probably could simply be randomised location-wise. But otherwise you could have an infinite amount of these in the world if you're doing well enough, thus allowing the world-wise coverage if player would choose to do so. "ATLAS"-base this way also be an actual physical player-controlled-space, which would house the initial pool of the personnel. At the start of a game majority of the "readiness" would be used for the field-agent-movement and other mandatory-tasks; later the usage would be primarily to ferry over the alien-artefacts. Considering however how the player chooses to play through the campaign, maybe the Geospace will look a lot more "abandoned". But that's more a reference to "player-choices"-musing we (at least) had a dedicated thread for ( E.G. Xenonauts -> Ilumnati / shadow-overlord-ending, which itself was somewhat "grey"-ending of "Xenonauts 1" ). --- --- ---
  11. --- I'd like once again bring up my "minimum requirements" for the inventory-system ("again", because the previous posts in this relation are still currently hidden since the thread in question are not "relevant" at the moment; they hopefully will appear after the KickStarter-campaign / at the start of beta-testing / early-access-phase): As long we are still able to "Individual First Aid Kit*" for every solider / any unit in the field alongside possibly still loadout for grenadiers / grenade-tossers (most importantly the "gassers"), then I personally am open minded for any solution you'll come up with. *Could simplified simply as a "field dressing / emergency (Israeli) bandage /whatever similar things there are to stop bleeding / hemorrhages. (Naturally, only the "Medics" could carry more plentiful medical-equipment to the battlefield with a loss of extra ammunition or something else.) (( And yes, this is also something Chris have said all soldiers should be allowed to carry a single-use bandage or something similar. )) --- Naturally, having a support for "item-passing" is going to be needed in order to allow the freedom we used to have in both (open)Xcom and Xenonauts. (( I know Chris already confirmed this; I just simply wanted to voice my opinion on this just in case. --- --- ---
  12. --- Various mods I used have been already mentioned here. But here are some more not yet mentioned (even if most of these are simply some config / .xml-file tunings; they still saved the hassle of doing it myself): - Xenonauts X-pansion Pack Combines already various good mods alongside includes some improvement (especially for example making the stun-gas it be able to "stun" more than once in a turn). Links: https://www.goldhawkinteractive.com/forums/index.php?/topic/14406-xce-0342-xenonauts-x-pansion-pack/ https://steamcommunity.com/sharedfiles/filedetails/?id=877861459 - Vazl's Weapon Pack Combining the previous individual weapons and tweaks into a single package Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1371753918 - BarleyTroops To get slightly better soldiers from the get go. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=493408818 - Larger Living Quarters It's only increase of five units. But it's still a huge increase in a long run. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=530616518 - No Click Sound I for the most part don’t like to have the click sound doubled. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=561448390 - Jackal Armour Profit Well this one was more fair than simply using a money-cheat at least. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=533101850 - psionyze this Colour for psionic-attacks (even if I ended completely removing the “hallucination / berzerk”-effect eventually) Link: https://steamcommunity.com/sharedfiles/filedetails/?id=535546033 - Don't Forget to Bring a Shotgun Having the shotguns and “carbines” more effective. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=618850030 - Super Flares! Better flares! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=849656819 - Cover indicator overhaul Cover-indication being more clear Links: https://steamcommunity.com/sharedfiles/filedetails/?id=843148276 https://steamcommunity.com/sharedfiles/filedetails/?id=856888425 (minimalistic-version) - Increased Max Accuracy Simply removing the 95%-hit-chance-cap and make the point-blank-shots unmissable. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=892286206 - Minimalist Minipatch Various little tweaks to main gameplay Link: https://steamcommunity.com/sharedfiles/filedetails/?id=760951580 --- --- ---
  13. On somewhat staying on the topic, there are two majour "motives" also that can cause a similar end result: - Mismanagement Quite self-explanatory: It's simply not managing the expenses or otherwise "blowing-away" the money. But it all could also simply be: - "The Producers / Uwe Boll"-fraud / scam Not the official terminology (if there is any). But the end-result is still exploit any related loopholes in the whatever-system(s). In video-game world, you can make a very interesting and otherwise marketable title. Once you have enough of audience and funding, you simply sabotage your product to not be profitable anymore (I.E. introduce a game breaking bug you won't even bother to acknowledge, at least not in public); sort of like deliberately causing the "software / bit rot". Then suddenly at some point you simply announce to end the product or otherwise closing your studio; whatever you can think of. And then collect the "jackpot"; whoever gets kicked out with empty hands can simply be random. But at the very least you still keep the money customers and the "business-angels" gave you. (( Due the semi-legal reasons, I cannot name any particular games and/or studios that have pulled off this stunt. But if one does enough research, they can quite easily notice them via public-records (even if they don't contain any bank-transaction-notes or something else related; just reading through where the "betrayal" happens are usually the best indications of putting the "cashing-phase" into motion. )) --- --- So yeah, like in everything, some people are there to "just make money" disregarding ethics or otherwise practising all the possibly shady policies / whatnots. But thankfully it's not everyone; it's just unfortunately have become more common than before however... --- --- I personally would like to think that "Jagged Alliance 2" was mainly a flop due simply bad timing: Until 2005'ish personal-computer-games (and generally video-games) were very "niche". (plus having the markets limited to only small part of Europe and USA didn't help either, especially during 1999). (( Japan "indie"-industry in general had a huge advantage since pretty much everything-everything in that country was very "tight-knitted"-together. E.G. chances were that you were simply fan of "eveything" to begin with plus the access to internet other marketing avenues was quite abundant ( if the amount of single-developer and the "buddy-groups" even back then is to be believed ). Before 2005 the availability of affordable internet-connections were also non-existant; up until that point you'd had to pay at least 30€ per month here in Finland for a "256 kbit/s / 256 kbit/s" (b = bit) connections; middle-part of 2005 was the "breakthrough" point since the ADSL-connection-prices pretty much got halved (E.G: "1 Mbit/s / 512 kbit"-connections were 50€ before, and now they were ~25€) and "Fujitsu-Siemens" quite dominated the low-budget-pre-build-personal-computer-markets (ah the times when 80-gigabyte-hard-drives were more than enough). Today the internet is available for almost everyone in the world primarily also thanks to the wireless-connections (E.G. "4G) (as in there is no need for physical cables in bit more remote locations). Yes, "information-overload" is a thing. But at the very least we have much more possibilities to get the word published in the first place instead not at all. I'd like to still stick to the personal-saying: The good will sell by itself as long as all the obstacles are taken into account and then worked with. --- --- ---
  14. Pave

    Xenonauts configuration files

    Best way would simply to "re-install" Xenonauts on your system by "verifying" the files (if you're playing the game via either "Steam"-client of "GOG Galaxy" at least); this process should re-add the missing or or replace / repair corrupted files. (( Alternatively, you can simply also use the "installer.exe"-file to re-install the game, if you have the file. )) Make sure to back-up your game-save-files first though just in case! --- --- ---
  15. Pave

    Xenonauts-2 January 2018 Update!

    Well, this is a vision of an end-product, and this is the most important thing about this whole process; it's only a failure if we wouldn't had any process at all to begin with (or worst, no documentations). Considering there was a lot things changes to begin with (especially the new game-engine from which you basically re-build the game "ground up" ), I personally am happy with the "Xenonauts - Re:Coded / Remake"-edition, since all the experiences can be now used for next project alongside with all the possible "think-tank" material. In a way, I have a feeling "Xenonauts 3" could possibly be the "Apocalypse of Xenonauts" (due the drastic changes / departure), while "Xenonauts 2" is possibly simply going to be "(Open)Xcom - Contact Playback" (mainly because no underwater-battlescape, which basically was a rather large expansion-map-pack to "(Open)Xcom", in my opinion) ((also jokingly saying "We kind of ended up doing the "Open Xenonauts" ourselves before you lot; semi-sorry")). --- --- ---