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About Sheepy

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  1. I don't know whether there is a multiplier to set, but you can modify the "Unit Days" column in manufactures.xml.
  2. The guide itself is certainly not a spam or scam; it points you to Cheat Engine which is a memory scanner / editor that does indeed allow you to find and edit numerical stats of most pc games. To get pass the AdBlock blocker, you can temporary disable JavaScript. Note that although there are malicious ads, most ads blocked by AdBlock are genuine. Software that stops only malicious ads are classified as anti-virus, and should not trigger hackerbot's adblock detection. As for starting money, you can simply edit game config without any specialised tools. (which may trigger anti-cheat detections of games; the more you have the merrier it goes...)
  3. For reference, the portrait generator preview is in the release note of ver 0.6. Some players posted images of the test tool and portraits there.
  4. Many things were planned for XN2, including replacing individual fighter with squadron, and switching the whole geoscape to turn based. The later will obviously affect many aspects of the game, including at least the interception phase of the air combat. If I recall correctly, the original idea is you'll match a squadron to a UFO before you end the globe turn and let it play out. There were some discussions on how to add depth to it, such as putting SAM sites on the globe which let player choice to intercept early with strong squad or intercept later with weaker squad. The actual resolution mechanism, or the mini-game itself, has not been discussed much however, perhaps because there are too many unknowns on the globe side. There is also the possibility that the experiments don't work out and the fund runs dry and Goldhawk decides to fallback to cloning XN1, which I expect to include the air combat. Either way, I expect air combat to be something decided later rather than earlier.
  5. I don't know. I think semi-automatic grenade launcher have always had a lower arc than hand thrown ones. I haven't watched much demo but those I saw are pretty direct shots.
  6. A problem with recoilless rifle is that they are universally single-shot, not to mention that they seem to fire much bigger shells.
  7. (Unless you hold both torpedoes and release only at point blank range, preferably from one of its side not from front or back.)
  8. Yes. Sorry I didn't thought of including the log. I see it logged the fatal error: output.log.7z
  9. Ow. I remember that they were experimenting with different system. Wish they stick with 100% hit. If that's too much I'd be equally happy to see 95%...
  10. I think this is the first time I tried a dev build. Obviously slower and sluggish than the last (non-dev) build I tried. I tried to aim the grenade, then I switched to other solders. When I switch back he's still in grenade mode and clicking on rifle does not switch it back. Switching weapon, however, can switch him back to pistol and rifle, so it's a workaround. LoF around wall corner seems to be working yes! I haven't tried to reload but I don't see any clip in the reload panel. Crashed in second turn on enemy overwatch, so haven't got much else to report for now.
  11. I haven't had time to watch the 26 minutes long review, but two action move-attack system has a long tradition in tabletop strategy games. Dungeons and Dragons (and clones such as Pathfinder) have been using two actions since the original limited run. D&D actually removed the option to trade move for more attacks since 2008. The change makes its combat more mobile and dynamic - you won't lost any firepower by moving, so it make sense to move to a better position every turn. D&D's move is TU-like though: you can move part by part (so you can peak around corner and decide your remaining move), and in the latest version (5th ed) you can move before and after the attack. Anyway, I watched the boss battle video however and the things that make me most curious are the counterfire system, will point, and lack of hit / miss chance (cover reduce damage instead). Counterfire and always hit I immediately like a lot; they unfailingly encourage and reward good tactics, no RNG. Will point is what you spend on powerful abilities, including overwatch, but you also want to keep a reserve so that the soldier won't panic easily. I think I see a snowball however: if you use a lot to overpower the enemies early, that make it easier to press and keep the advantage including more will. Very interesting game. I like it more than I expected.
  12. Yeah. I backed Xenonauts and other games on kickstarter, and I would back Phoenix Point if it were on kickstarter instead. I have heard of Fig and it sounds like good for me since I backed nothing but games, but I am not as interested in game or crowdfunding as I once was.
  13. While I consider this a special X-COM spice, I agree that an option to disable morale and psi should align it better with modern expectations that you don't suddently lost control of your units, at least not without a reasonable / reliable way to bring them back. I think XCOM 2 (and XCOM) handled it very well not by removing morale and psi but make them more forgiving. Panic soldiers will find cover and shot some aliens, instead of harming the team or wasting action on doing nothing, and is the status relatively easy to cure. Your soldiers may get controlled, but the range is limited and not only is there an obvious psi link that point you to the controller, but the controller is relatively weak and there are multiple ways to break the link. Option to enable/disable morale and psi will make it more difficult to design/develope the game. Using X1 as example, medel would lost their usefulness, a whole attribute become meaningless, enemy squads need to be adjusted, and some research reports may need to be edited. Personally, I'd be happy if we can make them less annoying. Or simply remove them. I won't miss them.
  14. By auto bug reports, do you mean the first option which says "Error Reporting: Enable/Disable"?