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Rodmar18

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Rodmar18 last won the day on August 17 2018

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About Rodmar18

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  1. I admit that I had already read this before. That's the third way. It's better than in Xenonauts-1 where regeneration was full scale (but not instant). "they regenerate to full HP at the start of their turn if not killed": this is what I call instant regen. In Xenonauts, lower ranks were regenerating more slowly than higher ranks. What would be best: instant (one-turn) regen + reduced max HP, or step regen + reduced max HP (Xenonauts-1 was step regen + unchanged max HP)? About the last standing Sebillian, we'd have considered that the team do a hidden last sweep before leaving (the same as when they retrieve corpses, items, and materials). The other Sebillians should have been finished manually or else overkilled, though.
  2. In the novel, the revived Sebilian was still one-eyed after 10 min, and not armed anymore (it just tears a throat up with bare claws before being shot once for all). We can infer that "revived" aliens would drop their weapons and act bare hands, like sub-reapers, or as you suggest, they could suffer important penalties. A third way to limit the nuisance would be to lower their max HP each time they revive.
  3. Indeed, one way to manage the situation would be to develop some injectable drug that disable or kill any unconscious alien in the same time as it takes to break open their skulls (only more silently), but that wouldn't settle the matter when the corpse is far away, or there are plenty around and you are urged by the situation.
  4. I loved how Sebilians could regenerate from a near-death state in the Crimson Dagger novel. Should we head-shot any unconscious Sebilian in Xenonauts-2 to be sure they won't awake 3 turns later? You could say that it's not fun nor of interest to have to shoot at laying down corpses, but I figure some cases were tactics could be quite impacted. For instance, you shot a Sebilian down from a fairly large distance in a densely wooded area. Should you send a scout to finish the business? You hardly won against three Sebilian with heavy and valuable gear, but went under fire and have to leave. Should you set a C4 charge before leaving, to quickly ensure your kills, destroying any spoil in the process? After some initial (traumatizing) experience, the soldiers could get a mean to detect if a corpse is still leaving or not.
  5. Hello, Were evolving units fully satisfactory in Xenonauts-1? Can they be made even better in Xenonauts-2? By evolving units, I mean actors that can be replaced by another ones on the fly: sprites/models, stats, properties. I believe that human/zombie/reaper was archetypal, but I'm thinking about some more possibilities: a heavy team installing a static HMG on a tripod and laying down, a vehicule reconfiguring its turret armament (if vehicules are to be added later in some mod), MARS/spider mine deploying/entrenching, effects on units (animations on props and actors like flameburst on early jump suits, switching on an active camouflage suit, tagging an alien with "paint" ).
  6. I should have taken an in-game screenshot but I have not currently the game at hand. You figured the case anyways: how orienting a soldier when a move is interrupted because of not having TUs enough. And I was not clear enough, as I unfortunately mixed two ideas. Let me try again. Xenonauts-1: The soldier steps forward a last time then freezes. He has got possibly 1 or more TUs left (plus 3 if reservation for crouching is active). Shall the ordered move be a straight trajectory, this is not a concern as he already faces next heading. However, if next scheduled move implies an immediate direction change, I found several times that it was convenient to manually reoriente the soldier towards this future direction (to enlarge my vision domain) instead of letting him as the game let him. Proposal 1: Whenever an actor is stopped just one step before turning, and there is TUs enough to turn (and not to both turn and move), at least partially (in case it's 1 TU per 45° turn), then prepare the turn and oriente the actor as much as possible towards next heading. Spare the player this micromanagement. This feature could be a setting option. Proposal 2: Whenever an actor is about to step forward a last time before turning and running out of TUs, then stop him. Let the player decide what to do. That would stop a soldier before a corner, one step before proposal 1 (in which case he stops at the corner and turns on the spot). I'm not sure about the usefulness of this second proposal and I list it only because it's what I happened to suggest in my previous post.
  7. No, you only train your guys with fast action weapons. When they get trained enough or when you recruit already fast guys, then reflex shots may occur with sniper rifles and LMGs, as you would expect. This should be close to reality enough. Reflex shots are not like overwatch stance in other games, even with 100% TUs. Just don't recruit too much slow troops, or they will serve as heavy weapon platforms and mules forever.
  8. Why should you access to UFO's stats you encounter for the first time? You know the enemy so much only after a proper study. However, there could be a two-levels Xenopedia entry: tactical report analysis (after one to four aerial encounters or ground missions), and post-research reports, when a proper reseach is funded about a wrecked or intact item/UFO/alien.
  9. Perhaps one aspect of ground combat's gameplay could benefit from a little discussion. In Xenonauts-1, when you order a move that can't be terminated on this turn (path indicator ending in red), your soldier ends his/her turn facing the last direction headed before movement's end. Even if this is not really your choice because the soldier was about to change direction (if more TUs left). Having ran out of TUs, the soldier can't of course be used for reaction fire, but he/she could have been useful to watch enemy movement in the direction of next move (simply because the enemy is coming from this direction. The player has to realize that the scheduled move won't end on this turn, then stop the soldier before last hex to get enough TUs to reoriente and crouch. There is a TU reserve to crouch, and not to reoriente. Some micromanagement could perhaps be avoided if, each time that a scheduled move is truncated just before a turn (as per the original path indicator), the movement engine anticipates, stops movement and let TUs enough to (manually) reoriente the character in the scheduled new direction (that is expected to be headed on the next turn). On the little sketch below, a soldier is ordered to turn around a corner (X). Possible movement is (o) and postponed movement (red path indicator) is (.). On the first two situations, if order is confirmed, the soldier either stops before turning (has a last move before turning), or just after turning, facing to the direction of interest. On the last situation, movement is stopped with the soldier facing a direction that can be of no interest and there's no TU left to reoriente. The player has to manually order situation 1 after having noticed situation 3. Believe me, I found this situation quite often during my play. . . . . . . o o . . . o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o
  10. Another hint (not really helpful with the initial rush on terror missions, though): - exploit the fact that you can hear when somebody get killed by a reaper and when a new reaper hatches. Let's say that there are 3 reapers at the beginning of the mission (if they didn't die in the crash). Count all the dead and look at stains of gore on the ground (another evidence to zombification (red blood) and mutation (corpse)).
  11. But let's just stop calling it "X2". It's a space simulator.
  12. I've always thought that the organization's name was X.E.N.O. or Xeno, and that its members were the Xenonauts, although I have to agree that they are not meant to travel with/through "xeno" (as the construct would suggest; see astro/cosmo/spacenauts, and argonauts). Perhaps this explanation was introduced by the Crimson Dagger novel?
  13. @Rifle Infantry Although I'm not a lore master, I can't help but think that several points of your first post conflict somewhat with Xenonauts-1 lore, or the one I had understood, at least. Lore/background in Xenonauts-2 could be different of course, and your ideas could represent some first misconceptions before the humans fully understand the alien organization, and given that the engineered alien brains deeply alter the original species' behaviour. I think that it's difficult to speak about various aliens' psychologies until the kind of domination that the superior species claims on the subdued species is not certain, and you know what level of freedom is granted to them, depending on the rank/class. Several paragraphs in Xenonauts-1 hinted that some cultural memory were still used by high-ranking individuals (e.g. customized uniforms). Then, as Sebilians were speculated to belong to a former hierarchic, warlike society with a kind of "honour/war" code. I expected that high-ranking individuals would have memories of this, to a certain extend. Harridans were not mindless thrall and were depicted as skilled pilots, and space-born technicians as well as sharp shooters, owing to the fact they might consider their weapons as another tool, and their deadly task as another technical job. They were only described as utterly autistic and focused. Cracking the master code on Androns was seen as a possibility to free the former Andron personality if possible. Do the clones return in Xenonauts-2? Back to Xenonauts-1, every alien belonging to a subdued species, in a given class, was a clone (e.g. any Caesan non-combattant was biologically the same as another Caesan non-combattant). Moreover, every such clone had only a shared class-personality and a short-term self-preservation instinct. A clone could face interrogation and destruction with calm because he believed in a kind of intra-class immortality (this perception being more elaborated the higher rank/class the clone was). As I understood things in Xenonauts-1, and as I'd see them in Xenonauts-2, Each superior species individual (a "master") benefits from total freedom, and controls a number of partially lobotomized/locked/engineered subdued species clones, depending on its power and influence in the "Empire". However, we are informed at the end of the game that the captive low-power master is knocked out (or confused) when its superior is killed. Perhaps, the hierarchy in the masters' society (the Empire) is build through/is doubled by psychic subordination and dependency (and mental link). Each clone is programmed to believe that he's immortal and that his current corporeal form is just as useful as the mission needs it. In other words, none of them fear torture nor foreseen destruction because they somehow know that a copy of themselves is waiting for being activated (this is what they believe in, not the reality). A high-ranking clone could explain that "he" is actually many and one at the same time. Though the lore bits in Xenonauts-1 dismissed any kind of hive mind (in a given class/rank), it was not clear how two same-class/rank individuals would refer to each other: Are we one? Are we different? Are we mentally linked? Am I ever aware of the other one? As high-ranking aliens seemed to have reminiscent cultural traits, the brain programming in the cloning process could be akin to a hard disk copy, with original data keep being transmitted from the original clone on. Each superior species individual (a master) controls exactly two overseers (leaders), one Caesan and one Sebilian. These species were allowed to be integrated in the Empire because they can work together in a complementary way. Those clones have a high degree of self-awareness and freedom of action, are highly skilled and trained, but still believe in their immortality. They are aware of each other, have a limited insight of the Empire's organization (including the belief that their own species was conquered by a master race, and allowed to serve), know the existence of other "masters" and their own overseers, and of the mass of "thralls". They just believe that they serve their master because it's the natural order and are perfectly loyal to him. They are mentally linked to him, they are his eyes and ears, and even his advisors (in their respective field of proficiency). Two same-species overseers (e.g. two Caesan leaders) can't be active at the same location at any given time, but perhaps, powerful masters could control several same-species overseers sent on different missions (and locations). The two overseers control the lower ranks, either directly, or most often by means of mentally linked controllers (officers). The mental link is the only psychic power allowed for Sebilian overseers and controllers. Controllers perceive the different species which they have to work with, so that they can use their assets efficiently (i.e. a Caesan officer may control a Sebilian soldier). They don't know anything about the Empire and the masters, and only knows about "the one that sees all" (their overseer). They are highly autonomous at a mission's level, and don't need to be constantly fed with new orders. All the lower ranks but the Elite have low self-awareness and the lowest of them barely understand the goal of their mission. They need to be fed by orders from a controller, except for basic fighting tactics (returning fire, scouting, ...). They can be asked to kill themselves. Any species can be produced at a special rank/class code-named "Elite". These individuals are the best engineered of their species. They are awesome combatants and seem to be only dedicated to kill. In that sense, one can ask if they are not even more powerful than the original species ever used to be. Hints suggest that they are as able as controllers, and the fact that they wear the best equipment, armour included, should mean that they are the most valued troops, worth to be spared, even for clones (or else to be reserved for heavy duty). Their value on the battlefield put them on top of the controllers. However, as interrogation doesn't give additional information (and is not included in the game), it's not sure whether they could partly share the high degree of awareness and freedom of overseers, and form indeed a cast of semi-autonomous clones (no need for controllers to be efficient), or else be like a more durable, beefed-up version of the same "mindless" warriors, produced only when the opposition becomes very harsh. Only after this clone question is answered to, the different personality of each species (both perceived and real) can be sketched, to lead to every class/species combination.
  14. Hello Solver, perhaps IKruglov wants to save disk space? I ask in case X:CE comes with many languages in the future.
  15. Rodmar18

    [Tool] Xenonauts geographic tool

    I had to guess the formulae myself to help with the Geographic Addition Mod, although I can't be certain yet that they are 100% accurate. I need time to test, and I've chose to do something else. Being just on my way to leave now, I can only assure you that original (not modded) Geoscape coordinates and geographical coordinates are linearly related, and that doesn't prevent some odd locations to appear, however. I expect that some additional offset has to be added. More when I come back. You can also click on the Geoscape at a wanted location to read its Geoscape coordinates, in the meantime.
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