Jump to content

Sheepy

Members
  • Posts

    342
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Sheepy

  1. Just curious. Have you found and reported many bugs in released games? First forum bug reports is perhaps a way to build up your profilio. One of my recent discovery for example: https://steamcommunity.com/app/637090/discussions/0/1697176044370891096/
  2. Pretty sure X2 would be using a turn-based strategy layer where UFO appears at start of turn and you decide which squad to send to intercept which, turning speed and range into a hard interception chance rather than real-time cat and mouse.
  3. Most of the changes sound good to me. And I noticed dropship instead of teleporter. Has it been decided whether the globe will be in real time or turn based, free roaming or board game like? I wonder, with an end-game staff of 10-15, that means some comparatively small squads after rotation and coverts, in addition to a high pressure of keeping soldier alive or find replacement of veteran soldiers. Will these affect the tactical experience like higher accuracy and/or wider view cone?
  4. Public test build have been paused until the strategic layer is ready for testing, because it is harder and harder to make a tactical only build (without causing bugs).
  5. Valkyria Chronicle get around that partially by making all "hit" rounds hit the center. That means your accuracy % stat is the guaranteed hit chance (assuming you aim correctly), and "miss" will be distributed evenly in the aiming cone - the bigger the enemy the more miss turn into a hit. It should also be noted that VC's accuracy is make up of two parts: soldier's accuracy stat, and weapon's cone degree. Accuracy is relatively low (~10% at level 1 to ~40% at level max), but powerful (=wide) weapons still has high effective hit% if you are really close (up to 100% if you can fill the cone). As a result, soldier class (weapon) selection and tactic (how to get close) is generally regarded as more important than stat grind.
  6. I am more interested in the cover and accuracy system. Sounds like they are going bullet trace and without giving exact cover % or hit %.
  7. The same reason that the rank of XCOM (2) rewarded/offered soldiers is associated with game time: to preserve the power balance of the game. Story-wise, you can imagine recruit rank as experience against aliens; in the beginning everyone has zero experience fighting aliens, so all recruits start at zero rank when the game starts.
  8. Not really. It's just that forum activity has slowed down after last few updates. Training I think has been proposed before, multiple times. Random soldier characteristic has also been lightly discussed. As for strategic layer, it is a part that we don't know where it is going or whether factions are in plan. It's in the scope of Phoenix Point and XCOM 2's Chosen DLC, not to mention UFO series, so faction does seem to be the trend, but whether it fits X2 I think it's hard to know at the moment. I think you can expect that, for the moment, X2 is just reusing X1 system which has been proven and can skip the design and adjustment phase.
  9. Sorry, Xenonauts is not scriptable, so we can only modify data and graphic. If the game hides some info, we can't make a mod to show them.
  10. I don't know whether there is a multiplier to set, but you can modify the "Unit Days" column in manufactures.xml. Update: there is a multiplier! See Axiomatic's answer below.
  11. 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...)
  12. 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.
  13. 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.
  14. 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.
  15. A problem with recoilless rifle is that they are universally single-shot, not to mention that they seem to fire much bigger shells.
  16. (Unless you hold both torpedoes and release only at point blank range, preferably from one of its side not from front or back.)
  17. Yes. Sorry I didn't thought of including the log. I see it logged the fatal error: output.log.7z
  18. 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%...
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. By auto bug reports, do you mean the first option which says "Error Reporting: Enable/Disable"?
  24. @Pave If you are on Win 10, you can press Win+G to open the game bar, which let you take a screenshot (Win+Alt+PrintScreen) or record the game. I prefer using OBS to records my games, though, which gives me much more control. I get the victory screen, with aliens at 11/12 which reflect that I stunned one of them, so it's working for me. Things I like: Big, random map. Random damage. UI improvements. UFO layouts. Tutorial given my Chief of Staff. Free rotation. How about zoom and pitch? The soldiers are so small. I can't see the fine details you have in the gif thread, like those eyeballs. Things that bothers me: LoF at wall corners still unintuitive. For example soldiers next to an open door cannot shot the alien right behind the door. Same for rock walls. Soldiers can be hard to see on greener maps. Since we have officially labelled it a remote command interface, can we show AP bar close to each soldier? And may be class/weapon icon and HP bar. How do I know where my soldiers are facing? Ever since cover radar is gone, it feels harder to tell which grid is passable. I miss the radar. The leaves of tree spreading into surrounding grid make it more difficult to see the terrain. Can we hide the leaves and show only the trunk? Wish I have some way to see what is on the floor. Bugs: Game "died" as I am assaulting the UFO. It appears to stop to respond, but the game is actually still running. If I Alt+Tab out and back in, I see the game's title bar in top left corner, and I can hear clicking and shoting sound when I clicks. But I don't see the game screen. Whenever a soldier self-heal, he turns to the North. Or whatever the starting direction is. Soldiers sometimes cannot move to neighbouring grid, something I have reported since the first build. Unfortunately I accidentally overwrote the screenshots when I tried to compress them, but I have reported one of them with the report bug feature. The purple blood becomes white at certain angle. Again sorry I lost the screenshots. I once shot an alien from the back and suppress it and badly hurt it, and it won't even turn back to look who shot it in its turn. Do they get a free standup from suppression by the way? The UFO aliens also won't open the door and won't come out, so it's easy to abuse their behaviour by opening the door, burst burst, close door, end turn, repeat.
×
×
  • Create New...