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Posts posted by Moonshine Fox
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I kinda like PSI as it does prevent the issue of juggernauting. Your soldiers become so powerful that nothing can stop them. Now, in the original X-COM games, you could get PSI which instead completely skyrocketed the juggernauting. You could defeat any mission without even leaving the ship. That was all kinds of broken.
Xenonauts took the route of only giving the aliens PSI and this was better. In addition, only I think about a handful of alien types got PSI at all (Ceasan Psion, Ceasan Officer, Ceasan Leader, Preator), which meant that it was a relatively rare occurance and a rare challenge.
Something I think could be added is to give PSI a range limit. Perhaps not for something like a Preator (it's Aura of Dread should accurately hit the entire map) but for any other PSI user. Just let this be slightly longer than sight range, or perhaps even shorter, forcing aliens to close distance before using PSI (mind you (sorry), you can still use PSI through walls).
All in all, I never thought PSI was *that* much of a problem in Xenonauts. It was an added challenge, and it was relatively rare.
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Pretty smooth play now. Cover and accuracy calcs seem to work much better, I had no cases of insane cover gained by things not even in the line of fire. I kept losing soldiers to the "Hidden Movement" screen. Lost four soldiers last game without ever even seeing the shot being taken, only hearing it. But I hear you're working on that.
Still missing zoom. Rotation is much smoother.
There's a bit of a delay for getting the turn to turn over. I click "End turn" and it freezes for 4-5 seconds before the enemy turn takes place. Not a huge issue, but it's enough time to make you wonder if you missed the button or something.
Win 7
Core i7-3820 @3.6 GHz
ASUS GeForce 970 STRiX
16 GB RAM.
Game running off of an SSD.
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Interesting. Suddenly I don't need to post my feedback as it's pretty much word for word what Skitso wrote. Aside from the performance. I don't have issues at all.
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4 hours ago, Chris said:
Chill out, guys - it's a bug
That said though, isn't this exactly how the old XCOM worked? You got a reaction interrupt and could basically do whatever you wanted, including moving? Not saying this is the way it should be (it shouldn't) just saying I remember it being this way in some of the earlier versions of XCOM.
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3 minutes ago, Chris said:
@Moonshine Fox - I'd prefer if you kept the video private for now, we're not really trying to actively promote these builds until we've had a bit more chance to fix them up. Also it'd be great if you could give us a summary of your thoughts via text as it's much faster to read than watch videos, especially when we're checking back over all the feedback in the thread. I know video is kinda your thing, sorry to rain on your parade
We're gonna be releasing a patch tomorrow most likely that fix some of these things, including a retexture of the small alien so he matches the larger one and is not literally the same colour as the ground (which was an unfortunate coincidence).
No problems! I'm here to help, after all! Will get that text together when I have the time.
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5 minutes ago, Solver said:
And camera rotation.
Q and E will rotate the camera.
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I made a video with my feedback. I can upload it unlisted to Youtube if you don't want any footage of this out, or I can publish it publically to give you some exposure. It's up to you.
As far as general performance, it ran buttery smooth for the most part. Took forever (45+ seconds) to load the map, but once it was loaded it was great.
Win 7
Core i7-3820 @3.6 GHz
ASUS GeForce 970 STRiX
16 GB RAM.
Game running off of an SSD.
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Will provide my feedback on this when I get home from work. Can't do much at work. Or well, I could, but it wouldn't feel right. xD
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The return of Dr Snidely. The strategic layer sounds WAAAY different to what we're used to in XCOM-clones. This...this will be very interesting.
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Wasn't there a multiplayer mod for the original XCom that included strategy game for the aliens as well? Can't remember what it was called though.
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Hmm, that does indeed sound like the same issue. I'll disable the enhanced crash sites until this is dealt with. Thank you!
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I love Xenonauts... and I think this idea is not the greatest if you guys want actually to make money. There have been many X-com games lately, some with quite a bot of exposure, so why retread these tracks so soon? Especially if you are going to go with 3d graphics it's crossing over towards the Firaxis games. You could avoid the inevitable comparison with both old and new X-com, you guys already did a remake of a game, so why make a re-re-make so soon?
For squadbased strategy I have the following suggestions.
If it has to be old IP the following inspirations come to mind:
1. Jagged Alliance
2. Silent Storm
But why not a new twist?
- A squadbased turnbased commando game (Silent Storm without scifi). Possible flavors:
-- World war 2 setting
-- Modern setting
-- Scifi
- Space marines (boarding vessles). My favorite idea
-- Space pirates
-- Space war setting (against the Xenonauts aliens?)
- Space seals
-- On the lines of the novels of Old Man's war (John Scalsi)
Most of these ideas can be set in the Xenonauts universe. And though the people here are cheering, I bet they would be cheering even harder for a fresh (plot) twist.
Remember though: Xenonauts is not XCOM, nor X-COM. It's its own franchise now, and with quite a pedigree after the first.
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I liked the first Xenonauts so much that I just MIGHT buy this sight unseen. But I've been burned before by big thoughts and crap execution. But I have big faith in you guys and you really proved yourself with Xenonauts. There were few things wrong with Xenonauts, in fact, I can't really think of anything that was plain wrong with it. Just a few things I wish you'd done differently but that still worked.
So here's to Xeno2! <3
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RESOLVED: Is an issue with enhanced crash sites mod.
I have this reoccuring problems, happening only with UFOs. Normally, roofs will cut away when you mouse over them, but most of the time this will not work with UFOs. It will instead default to a layer inbetween levels 1 and 2. It can be temporarily fixed by switching levels by clicking the level diagram. But most of the time, the roof will instantly snap back.
I'm using Community Edition 0.33 HF1 with Tileset mods and Lore+.
Here's a video snippet (from my latest Let's Play series) showcasing my issue:
[video=youtube_share;PyVHEYpMGiM]
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The women in the game right now look like men with women's heads.
Put a bunch of combat armor on people and that's what happens...
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My spontaneous reaction is "NO! Don't TOUCH my XCOM!" but I already have Xenonauts, so I'm actually carefully intrigued. Many very interesting ideas and mechanics that could be genuinely awesome if made well.
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Meh, since when did mods become "average gamer" stuff? It's always been a geek thing to mod the crap out of your game. If you can't diff two plaintext files together then you really don't have any business poking around the innards of a game.
I might come off as an elitistic pr*ck for saying that, but really now it's not that difficult if you really want to. If editing textfiles is beyond ones capability then perhaps one should forget about mods.
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Given what I've discovered in the last couple of hours, it seems that the lack of base attack missions is essentially a bug.
Nope. I've been attacked twice in my short game.
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No comments on that? Fascinating.
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So I was playing today and I noticed that the sidewinder really looks nothing like a sidewinder at all. It's too thick and stumpy compared to a real sidewinder. Just look at this link and tell me there's something "toylike" about the in game one at the moment.
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If you want info on OLD computers, look up "LazyGameReviews" or "LGR" (AKA Clint Basinger) on Youtube. He's a NUT for those things. He should be able to help you.
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I find it incredibly fascinating to read this thread and see how different people view the two systems. Me, I'm personally a fan of the UFO:Aftermath-style control system which is pseudo-turn based pausable real time. It always made the most sense to me, but not everyone is a fan of it.
That being said, I love both the old UFO Defense and XCOM2012 versions, but for different reasons. They're similar, but entirely different style of games. Both have advantages and disadvantages, in my mind.
That being said, I absolutely find the less information, fine-tune control style of X-COM/Xenoauts to be far more gripping and tense, and thus more exciting to play, than the more action/arcade style of XCOM2012. The new one does, however, have a much more fluid pace and quicker descision making. But on the other hand Xenonauts provide you with a much deeper and less rigid descision tree.
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The sticky post in this very forum will explain that to you. "Forum Medals".
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I have a suggestion for the explanatory tooltip for the geoscape. "Alien UFOs will periodically spawn on the map."
The word "spawn" is way too gamey and does kind of detract from the immersion. "Appear" would be a much better word.
Please give option to disable psionics
in Xenonauts-2 General Discussion
Posted
I would love for PSI to be something more creative than "mind control" and "run the frick away". Illusions could be cool. A successful mind control attack could create a "mind illusion" giving the impression of an alien that isn't real.
You could find out it wasn't real by it shooting you and the shot going through, for instance. But it would make you play like normal, but there would be some smoke and mirrors trying to figure out where the *real* aliens are.
Fear, yes, but the soldiers should make relatively intelligent choices during panic. No one who panics runs *towards* what scares the crap out of them.
PSI attacks should never directly harm you (such as that utterly awful berserk event), but instead provide an additional challenge. If not, it's just annoying and pointless.