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Dagar last won the day on February 22 2022
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Dagar replied to Charon's topic in Completed Game Mods
Yes, it is disabled, and yes, the explodymorphs are evil the first time your guys all stand in a circle around them trying to club them... -
X-Division is not maintained anymore. That said, it recommends you to play through X:CE first at least once. Here you can find some starter tips: Be glad that you cannot have Androns as your first mission...
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Why was the God-awful orbital bombardment brought back?
Dagar replied to Emily_F's topic in Xenonauts-2 General Discussion
I can also think of many ways to make the monthly performance evaluation more thematic (whether it being orbital bombardment or something else). The thing for me is however how well it is integrated into the rest of the game, and this only partly means how the panic meter can be influenced. Does it align with the alien goal? How does it affect the cleaners? Do the aliens have missions to recon targets so the panic is higher? Do the Xenonauts have way to mitigate the bombardment damage globally and locally? Does it affect the tactical battlefield? Does it affect available missions from these regions? Mechanisms I could think of interacting with the orbital bombardment: Alien scout missions increase the panic for the next bombardment in the region(s) scouted Players can do research to show how hard a region / regions will be hit or decrease uncertainty about that Players can send troops to help build defenses against the bombardment into regions; the longer they are there and the more experienced, the better it works Aliens could have Sabotage / Abduction missions to undermine these efforts Cleaner presence should have something to do with that (e.g. they build transmitters letting the bombs home in on prime targets) Research to mitigate the damage / increase the efficiency of the defense building City / Industrial maps being increasingly devastated from bombardment in relation to how much panic from bombardment the region had to suffer. Damaged houses and roads, less civilians, less street lamps... -
...and this relates to what I wrote how?
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Glad to see that progress is being made on the game. The only thing that brushes me the wrong way is that you spend time on something that is barely even used in the game - I am talking about the sentry guns. Don't get me wrong, they might be a great addition to base defence missions, but especially from the state of Xenonauts 1 and the delays in the development of 2, I don't see why this would be something to spend time on. Just give us the vehicles in our local garage and call it a day. OTOH, if you were to find a way to include sentry guns as units into other mission forms in the game in an elegant way (e.g. as defence line on/next to the dropship, as alien units defending their bases, as neutral units to be captured on the map, creating a strong point, ...), I would be all over that.
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Spam wave coming at the forum again. Question to the moderators: can it be altered so the first post or couple of posts of any new member have to be greenlit by some moderator? That should solve that problem.
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Dagar replied to Charon's topic in Completed Game Mods
Had the same problem. I had to record it and take screenshots of the recording. Even GIMPs taking pictures feature did not work. -
Jup, sounds like the guy (most likely guy).
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That's right. I got to admit that I sent the according person (I assume) to your YT page as they did not want to make a forum account, and I don't think you are reachable via Discord. Cheers
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Dagar replied to Charon's topic in Completed Game Mods
Hey @molivious, if you look at your manufacture menu, you will see that you need to capture the Xenomorphs alive to extract the material needed for melee weapons. So whack them with stun batons or use the stun weapons of your Caesan enemies against them. -
Watched the video. From that, I think exposing new players to the different parts of the game in a staggered fashion could work well, possibly alongside some short challenges for ground and air combat that can teach you that through trial and error. For the former you could have the Geoscape and air games be run by the game itself (or "advisors") at the start, and you take over these tasks, like producing new equipment, choosing the loadout for your troops, hiring new staff, playing the air game and planning and building new bases over time. For seasoned players, that should be a choice, of course. In the concrete case of Xenonauts 2, I feel it is also important to look at the target audience and at the resources Goldhawk have available. I feel that with what the game looks like right now it targets Xenonauts 1 players (duh!), old X-COM fans and possibly FiraXCOM players looking for something new. With that in mind, I don't think the game has to be too hand-holdy for new players. Also, e.g. the challenges mentioned above have a high chance of being out of scope for Goldhawk as a developer due to time, staff and budget restrictions.
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V21.2 - Dead soldiers return after mission
Dagar replied to ghhoeng's topic in Xenonauts-2 Bug Reports
In X1, being brought to 0 HP critically wounds the soldier. Depending on the overdamage she has a chance of survival. Maybe the same here? Or were they blown to meat pieces? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Dagar replied to Charon's topic in Completed Game Mods
Yup, same is true for operators. -
Wow, what an elegant idea to just let idle specialists generate a bit of money! Whoever came up with that deserves a raise (at least a raise of beer mugs!). Hope you all are getting through the flu season well and quick.
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Thanks for the update, as always, Chris! Can you tell us more about the mission types? How will they play and what exactly are the win/loss states? Also, when can you tell us more about the nations, the Cold War factions and the whole Geoscape workings?