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Rodmar18

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Everything posted by Rodmar18

  1. It was discussed before: to have smoke grenades detonate near the transport's exit(s) (or all around), as if the transport had grenade launchers and prepared the landing zone, or if the team threw free grenades just when the doors open. Currently, each grenade costs a rookie's turn. If this would be implemented, then why not choosing the type of ground preparation? Figure gas grenades or even a limited bombardment to clear a few paces of landscape all around the transport (the same way the crash sites are quite cleared), but this would be more unbalancing and against the Xenonauts' policy (if the map generator doesn't know this and both foes and allies are next to the LZ).
  2. I don't like to lose team members but I find Xenonauts-1's medipack both too potent, and too simple. Granted, the HP model is what we want it to be (combat readiness and consciousness, and not real life force), but having half the wound restored with no penalty save a drop in morale (and added stun damage if a file is modded) is really like "spraying a magical healing stuff". Basic medipack would simply stabilize a wounded, stopping bleeding and preventing shock reaction. The wounded would be even so neutralized because he would suffer heavy penalties. The magic of alenium nanoparticles shouldn't come too early, and only then could the on-field healing process start, only as long as a medic is tending the wounded (rather than a power charge of life force, it would act as a slow regenerating factor). Upgraded medipack could also have more specialized uses: morale booster (exhilarating drug) to help a little against psychic attacks and demoralization/wound effects; pain-killer to allow a penalized wounded to forget pain and act with less penalties; stimulant to revive stunned soldiers and gain TUs. All these effects (stabilization/first aid, pain killer, stimulant, morale booster) would cost more or less charges (as currently), but they could have reverse effect and a limited duration (save for first aid), after which a reverse effect is applied: e.g. stimulant would cause stun damage, pain killer would cost HPs, morale booster would cost TUs
  3. I'm not sure to understand, but I, for myself, do mind much about game lore's consistency, and the background/settings. Because we play a sci-fi game, things can be just because the game master tells they are. If what we call lore and background are good enough, I could even play with wooden sticks and pebbles. Well, I used to. This doesn't imply exaggeratedly developed tomes of written knowledge (xenopedia) or a sophisticated meta-game. The more implicit, transparent, and integrated, the better. And you are right when you say that we have to feel like the game was thought by the dev from the very beginning. I start being frustrated and ousted from the game when more and more small details tell me that what is obvious and implicit to me was not to the dev (and/or beta testers), either by lack of time, means, or thought. What I call "obvious" is certainly what you call "making sense", even if our taste may differ. Non-Xeno soldiers should benefit from Xenonauts' research a way or another. In Xenonauts-1, they gain laser (tier-2) weapons at a given game advancement. They could also gain tier-2 (Jackal) body armour and have a bit more of HPs (In Xenonauts-1, a zombie's fist kills a soldier), so that they become assets on certain maps. Perhaps, this could be limited to allied nations but not necessarily (things can be complex, like the laser techno spying in Xenonauts-1 for all nations, plus a bonus for trusted allies). Increasing soldiers' HPs wouldn't be that harmful, I think, because they would die in one or two turns from bleeding if the Xenonauts don't heal them, anyways. At least, they could retaliate once. This would go well along with the fact of not being too much punished when aborting a mission. Fighting a full squad of war beats on the second month in the game? Have a lucky shot and kill an Alien, rob its weapon and run for the transport craft! Besides research, it would be possible to adapt most of these alien weapons somehow, reshaping frames, adding prosthetic handles, even hijacking some circuits to cut down the number of shots, etc. But they would require some engineering time (you are scraping alien systems, not reusing them right on the battle field), would have less precision ("racial" malus), and perhaps a chance to misfire. Such a practice could occur between each Terran weapon tier. As an addition, we would be dependent on the Alien for the ammo and have to retrieve them on dead Aliens. But a nation could expel those Xeno spies and feel like offended that a long-time, trusted ally and economic partner comes to such selfish and cynical practice, and calls fealty bounds a reciprocal alliance. Xenonauts-2 will take place in a "fantasy" Cold War, but let's remember Able Archer 1983 , a time when paranoia could have had dire consequences. What if the Aliens wait for such a climax in international relations to arouse one side and comfort it in its paranoia? But once Xeno is founded (or reactivated), that means that the founders agree for a minimal cooperation a-la SALT treaties (limited number of recruits, amount of funding and equipment each month), no matter the state of Cold War. Until the Aliens pledge more.
  4. On the other hand, we don't recruit a full regiment of special forces. A handful of them would always be available if their nation is still founding the Xeno organization. So far, something that is implied in the game is that recruited veterans (that is, veterans allowed to join in by their hierarchy, the same that happens nowadays with UNO personnel) will be loyal towards the Organization. If Xenonauts-2 develops the diplomatic and (counter-)intelligence aspect, perhaps this could change a little. Or do we have them pass a psychological test to verify that their are not double agents? Likewise, if the Xenonauts are forced to recruit veterans to respond to the initial rush, perhaps they would prefer to recruit more flexible and loyal rookies, a few month before their real employment (hence an initial formation)? This would be quite cosmetic, though. @odizzido: A craft full of rookies... plus 2 NCOs, except for anti-terror missions and the like.
  5. Xeno1789, you should follow the instructions in the X:CE sub-forum to install X:CE first, and then those in the X-Division sub-forum to install X-Division (You'll find additional information about the mods in the Mod Pack). As Charon says, (FR) "mods" contain only translations that override the textual content of English mods, themselves overriding/ supplementing content of lower priority mods and X:CE base, themselves overriding/supplementing vanilla content. You shouldn't have any (FR) mod without its original version (e.g. 'Fire in the Hole (FR)' without 'Fire in the Hole'). Stay tuned because next version of X:CE should come out with a brand revisited set of all those (FR) translation files. In due time, I would be very interested by your feedback but just post in the right thread.
  6. Hello, I know that "Projetiles Overhaul" mod make use of it, and if you dislike this mod as a whole (for whatever reason), you could pick up the laser part an have your own mod.
  7. It wouldn't if this mounted weapon is played like a static, #0 soldier, with same limitations as a vehicle in Xenonauts-1: only direct fire of, say, 8 shots, no reaction fire, and even a limited arc of fire. In most missions, the level of unbalancing would be akin to that associated with automatic deployment of smoke grenades all around the landing craft (basically saving a full turn for most rookies). This would be useful for the few first turns, would need a dedicated "soldier" button on the UI, but any kill would deprive the soldiers from experience, and missions when the Aliens rush at the transport could be cheated (terror missions). Perhaps, the weapon could have HPs and be targetable?
  8. Some map features have kept going patched until the very last version of Community Edition. For instance, if I remember well, some wooden barns still had non passable-through, open windows in the previous version.
  9. Never mind. I forgot that they had teleporters onboard UFOs.
  10. Beaming a team on Earth sounds too much like the dematerialization/rematerialization process in Star Trek in my opinion. Any civilization capable of such a technological marvel would surely deploy tremendous weapons during air or ground combat (e.g. like materializing explosives, or even only dust, inside a target), or other very exotic, "god-like" powers like the liquid robot in Terminator movie... Rather, the alien team could be deployed through gating (or phasing in) a shuttle right above the ground. The shuttle would allow to protect the crew from the hazards of dimensional travel, and looks more "crude" and thus less omnipotent than rearranging a biological entity right at the atomic level. It would allow the infiltrators to survive a few days by returning to its life support systems. As far as ground combat's assets are regarded, this would just add an UFO-like small cell, that would be concealed by the crew after each insertion (or somehow destroyed beyond salvage interest), but eventually one would be found and analyzed by the Xenonauts. The analysis of alien alloys (and possibly life support system) would be one of the first researches, besides that of individual weaponry and autopsies, and before any UFO breaching.
  11. These kind of studies don't apply here. Beta testers are volunteer and give their time in exchange for some esteem or self-esteem, and that's all. They are just more involved than basic Kickstarters. All that we want is a name on a wall, a title on an official forum, more game features, more polished game features, a privileged relation with designers, or the feeling of acting for the greater good. It's only my opinion, but why do you think I spend hours on translating games on my paste time? Only to have fun, to feel like useful, and to prevent the youngsters from being exposed to a poorly translated environment. Should I pay more bucks, it would be only for that: giving more bucks to Goldhawk and waiting for something better (or play earlier). Just as the last one of the Kickstarters!
  12. I'd pick up on this. The story becomes quite weak in Xenonauts-1 when we are given bits on societal information for some species, and at the same time we know that they are not themselves (to not spoil too much). Tell me how a Harridan soldier would sense his own cast given what we know about them? Likewise, Spectres are said to be a privileged troop that like adorn their uniform... ages ago, perhaps! Stories in Xenonauts-2 have to be more solid and self-consistent. In the above examples, either those information should have been reserved for the most autonomous and self-aware "individuals" (officers, leaders, ... elites ?), or their state of "zombie" should have been lessened, save for their weakest and more expandable units. I'm not eager to meet more aliens. The handful of species that we know are enough for me but they need to be polished. Well, I'm not opposed either. By the way, is there a XCOM game where we know why we call them "Harridans", etc? Seriously, how can this be missed? Give an explanation, based on observations, interrogations, or a codename, or whatever. They could even be named by codenames at first (Grey, Flier, Raptor, etc) until they give us their true name later in the game, or we misunderstand them and rename them, or we find a new, more appropriate codename. That would mean an adaptable/appendable xenopaedia, however, and this feature wouldn't harm anyways.
  13. The stats that are displayed in the bottom right corner for all the tier 1 aircraft weapons ("Vulcan" autocannon, AIM-9 Sidewinder, Avalanche Torpedo) now correspond their plasma counterpart (range and damage). In contrast, laser/alenium weapons (tier 2) display correct stats. Sadly, I've only realized this oddity while already at tier 3 (not tier 2). As I'm not even close to reach tier 4 technology in my current play through, I'm posting right now, without waiting for what could be a possible confirmation that tier 1 aircraft weapons always display the current tier's stats. As seen on the screenshot, Vulcan is said to deal 15 damage at 4,000 m, instead of 5 damage at 3,000 m (laser autocannon deals 10 damages), that is the same as the plasma blaster. Trust me, it's just the same oddity for both missiles. There are two solutions : a gremlin changed the files and the tier 1 weapons are really that good (I don't remember this, however), or this is a bug. Currently observed with all Plasma technologies, and none of MAG technologies researched..
  14. By the way, isn't the light scout on the loading screen turned the wrong way?
  15. Is this fuzzy logic? Fixed and not fixed? Or a lack of sturdiness and me breaking the engine with bad mods management causing a memory fault? Or an engine that has a hard time simulating real time when multiple events occur during a turn (as seen when an explosion occurs: second(s) of freezing, teleportation of projectile (if only displayed), playing of sound at a different time)? Whatever, it's good enough for me if this is a known concern. Thank you for the notification.
  16. Something we never do in Xenonauts-1: starting a mission at two distant locations on the map. This could be the final stage of a covert exfiltration mission (VIP, sabotage, etc.), or the rescue mission of a crashed craft. The retrieval team would be in less numbers than as usual because of the room spared on board for the retrieved comrades and/or VIPs. As for the ball-ache routine retrieval missions (after a transport or an interceptor crashed), they could play on very small maps, be fast and straightforward, like a mini-game: the wreckage and entrenched surviving and wounded comrades, an insecure area, and the landing/extraction zone (without the transport model?). You made it quite directly up to there, and you can see your fellow comrades from afar, but you suspect an ambush and have to pass between two clustered areas on both sides between you and them (rocks, trees, buildings). No way to turn around: a small corridor. If you are too slow, the survivors die: they are attacked a few turns after the beginning (presumably, you have to either trigger or draw fire to relieve them).
  17. A soldier is reflex-shot at during his movement phase, just as he's about to step on a teleporter in a UFO. The game freezes with the soldier being on the teleporter, and before the teleporter triggers (no animation nor sound). I had to quit my session the hard way. Sorry, no screenshot, no log, only my words. So, instead of a bug report, I guess that this could turn to be a question: what happens when, being right next to a teleporter, you trigger a reaction fire that hits you when you decide to move one step on the teleporter?
  18. I partly relieved my conscience by briefly explaining what is "Alenium Repulsion" and what is a "turbojet/ramjet/scramjet" fed by a Singularity Core, and correcting one of the "Terror, Fury, and Dreadnought" mod's article in which the Fury had both an Alenium propulsion and a Singularity Core reactor... Let us know that an alenium repulsion engine is a turbojet in which the internal combustion chamber is replaced by an electrothermal heater, or if not powerful enough, by a direct alenium cracking chamber, whose aim is to heat the intake air. The onboard alenium electrical reactor (akin to a nuclear reactor/thermal converter/turbine/alternator conversion chain) feeds an electrical motor that move the engine's intake compressor. As with modern day electrical motors, there is no proper turbine (despite the name "electrical turbine"), only a frontal compressor, whose aim is to compress the intake air (whereas a turbine is used to rotate a shaft, converting a fluid's energy, to move a fan and/or a compressor). Let us know that, as for the Fury's triple staged propulsion, they are much the same, all fed by the onboard electrical power source. The only difference is that ramjets and scramjets don't have use of compressor anymore. They use their relative speed and internal conformation to compress the intake air (like their internal combustion cousins). Now, the onboard power source is a singularity core/thermal converter/turbine/alternator conversion chain, that feeds the electrothermal heaters used to heat the intake air. Of course, I made this changes only to the French version (and I added another suggestion to the English xenopedia). Using atmospheric engines, the Fury is not capable of orbital flight (except if we add directional ion thrusters, but they are not meant to impulse combat accelerations). By the way, on this screenshot, what are the two oblong reactors (up and down) : power sources or propulsion engines or both? https://www.goldhawkinteractive.com/forums/index.php?/topic/19385-xce-0341-empty-wrecked-ufo/&do=findComment&comment=168091 After a while, when I'm certain to not witness empty UFOs anymore (or as soon as I start using a decryption device) I'll edit this thread's title as [SOLVED].
  19. You are right, it's not the time, and I'm not even sure it could be a one man's time. Translating a game is fun, translating a whole book is less attractive to me. By the end of the week, then.
  20. Ha, thank you for asking. I'm on the last part, xenopaedia; in the worst case, only one article a day. Each time I change a little naming, I pass the change on strings.xml and mod files, and regularly check the result in game. I'm sure to finish the job in the next two weeks (including the included pack mods). If I am the limiting factor, tell me and I can make an effort: no more than 20 articles are left, most of them already revised one way or the other. Allow me to complain here. It's disturbing to translate as best as you want when you don't understand the technical explanations, even in this sci-fi setting, or feel little inconsistencies here and here. That disturbs me and breaks the pace of the translation (or rather, the correction of a former translated version), as I try each time to twist and reformulate the English text (I don't of course). For instance, I don't understand how a plasma bolt can penetrate armour and flesh (the same way as a molten HEAT penetrator, I figure), and generate a huge thermal/incendiary splash at the same time, or without generating a consequent EMP damage... Or how to describe an explosive plasma ball without invoking timed gravitons, or whatever. Or how/why you would build a ramjet using alenium which thermal energy release doesn't require any combustion process (and why not a rocket engine?). Or how we missed 90% of the released energy in an Alien Power Source and can now harness it after researching the Alien Reactor. Or how electronic bounds may release gamma rays instead of less energetic X rays. Each time, a few selected words in English could probably alleviate my conscience. Well, I'd probably shut up and return to the translation. As you ask, I end up with 50+ suggestions to enhance or correct xenopaedia articles (they are only that: suggestions), 4 changes for Lore+ xenopaedia (typos), and 15 new bug correction or UI enhancement proposals for X:CE (including a "######"-named alien missile that shows during air combat at max zoom, or another hard coded strings in English). Tell me, Charon, wouldn't you have got some stuff to translate in French? I'm sure I'd have some questions for you in return.
  21. This would be useful for garrisons in auxiliary bases. At least, you wouldn't have to train veterans on the battlefield, only to disperse them to guard your installations (save for one or two high ranking officers for morale boost). As referred to Xenonauts-1, I'd say that trained rookies should be able to wear Jackal armors, fire laser weapons, and bring a few grenades without being prevented to move or aim. I recently saved a production base with 5 rookies and 2 vehicles, thanks for the undamaged Caesan crew not lining up more elites than warriors (and thanks to not defending against Androns or Sebillians). In the Command Center, 1 rookie out of 4 was left after two Wraiths, an elite Caesan and a leader managed to enter in there (in several turns, thankfully). The fifth soldier with laser MG, the plasma rocket Hunter and the plasma MG Scimitar did an awful carnage from their corner, using hit and hide and battering the two entry doors: no Caesan may resist such firepower.
  22. I think I found the culprit. The empty UFO bug was still lurking around, now with Cruisers. As said above, it could be a problem with the ufo content table. It's not the Projectile Overhaul mod (it lacks only some MODMERGE command that I added to get rid of lines in the text log). It's the Crew Diversity mod: it changes the way UFOs are assigned to perform various mission types according to the ticker, in a clever way. Now, Landing Ship and Cruisers are assigned to Scouting missions as well, as seen in AM_Scout.xml (Landing Ship from 400 ticks on; Cruiser from 600 ticks on). <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">m:airplane.alien.landingship/650</Data></Cell> <Cell><Data ss:Type="Number">650</Data></Cell> <Cell><Data ss:Type="Number">20</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s66"><Data ss:Type="String">m:airplane.alien.cruiser/650</Data></Cell> <Cell><Data ss:Type="Number">650</Data></Cell> <Cell><Data ss:Type="Number">15</Data></Cell> </Row> Except that the mod's author forgot to fill in the min/max columns for scouting missions in the six ufo content files: airplane.alien.cruiser.caesan.xml ... <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">Caesan_NonCombatant_Defensive</Data></Cell> <Cell ss:Index="4"><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell ss:Index="8"><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> ... <Cell ss:Index="16"><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> </Row> The '...' is inserted where to add the two missing lines (columns 14 and 15) with notepad (or just put figures in the cells while using Excel). I copied the Supply Run columns to these Scouting columns (as it seems the case for the Corvette ufo content files), and I figure that I have now to wait for the next scouting mission to be generated (re-entering the last bugged crashed UFO mission doesn't work).
  23. In Xenonauts-1, there is a possibility to mod a parameter so that saved civilians earn you some money, at least.
  24. A special unit, or a hardpoint, unmovable prop, like a static tank, a heavy MG with servants, a small bunker. Being armoured and/or protected by sand bags, concrete, etc., it would last more turns than a single soldier, and would divert the Aliens. Or you could build a defence point around such an asset if you are lucky enough to deploy near one of them. On the other hand, some parts of bigger UFOs could be also considered as hardpoints too, like a nose canon, a blockhouse, or something, that would batter an area and force the team to approach from another direction (or use very powerful explosives). Only special assault landers could have this feature, though. Then, we talk again about human armed transports...
  25. Didn't original X-COM soldiers train for psionics? If training was to be implemented, I'd see it as a limited mean to improve rookies. Only useful when stats are low. A single training session per soldier. Cost in time and money. Chose one stat or a set of stat to improve (or randomize this?). If all stats were to be improved through a training session, then it would be equivalent to pay more to recruit more able rookies. Hence, only a few stats should be trained. This system could help in specializing rookies, or else, in equalizing their stats by improving their poor one(s). In the precedent posts, I read reasons for training sessions, besides improving stats: improving psychic resistance (instead of manufacturing a psi-resistant armour), learning to use a weapon type better (one time precision/UT bonus), perhaps learning to use new armour or weapon techs. But at such a point, it could be regarded as a money sink and a way to regulate the campaign advancement. For the best or the worst?
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