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m3nt0r

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Posts posted by m3nt0r

  1. 2 hours ago, ScottyWired said:

    Xenonauts 1 was fantastic from a gameplay perspective, but everyone I've talked to has agreed it's biggest weakness was a lack of style and flair. The in-depth research texts, the world radar screen, and the music are awesome dark mood setters, but there's also areas that lack that personality. And not all of it needs to be grim, having some aspects that are cool or cheesy or lighthearted has been proven in boatloads of books and movies and games to be a great way to amplify the dark stuff by giving it some contrast.

    So here's just a random sampling of little touches that I think would elevate the game's mood-

    • More voicing. It's basically a staple of strategy games to have low-budget cheesy-but-straightfaced voice acting. If you write up a script and go "nah that line is embarrassingly lame", that line is probably perfect.
      • The "oof" and "ugh" of soldiers dying is kind of let-down. It doesn't have to be professionals, just get everyone in the office to do their most genuine "AAAGGGGGHHHHHHH" or "IT BURNS" or "GAAAAHHHH THE PAIN" 
      • Just a quick little "orders?" or "yes?" when you select a soldier.
      • Pilot radio chatter while executing orders. "Ready to sortie" "Moving to intercept" "Boat deleted" 
      • "Moving!" "Taking point!" "Firing!" "Eat this!" "Reloading!" "Smoke out!". EVERY action should be accompanied by a variety of lines. Special rare lines for very specific circumstances to surprise the player. Hitting a UFO door with a high explosive: "Knock knock!" Throwing grenades through the window: "Delivery!"  Stun baton an alien within their own ship: "Two hour parking limit!". Just some semi-witty silly stuff like that to give soldiers some humanity as compared to the cold aliens.
      • Same with aliens. More hissing, and louder. Lotsa green spray, and green blood decals on more surfaces than is necessary
      • Have civilians scream and freak out. Maybe sometimes assist the Xenonauts by pointing in the general direction of where they saw aliens?
    • And for more stuff on the sound front- have the dropship's engines revved up and have a visual effect kicking up dust around the ship. Makes it more dramatic when it feels like the ship has just touched down moments ago and is ready to leave at any second. And just more ambiance in general.
    • Have shotgun users do a big loud reload pump after every shot. The coolest part about shotguns is the whole "CHK-CHUCK" after firing. 
    • More physics force on ragdolls when killed by explosives.
    • More blood. Blood on walls, blood on clothes, blood on hands after performing first aid, green alien blood on soldiers shooting at point blank.
    • More mess. Bullet casings, rubble from bullet impacts, plasma burns, shattered glass, spilled coffee and scattered papers in office buildings, little junk like that. 
    • Throw weapons on a random nearby tile after dying. Give a very small chance of misfiring after being dropped, for that extra bit of chaos.
    • Have smoke last longer, but lean over and be pushed away from its initial spot by wind.

    I'd like to hear what other cute little touches the community thinks would elevate this game

    Lovely ideas,those little extras add a ton of fun!!! Especially the voicing, i was playing Warhammer 40K:Dawn of War again and again just to hear the wonderfully voiced quotes of my units ;)

    • Also there could be some variation on voicing depending on soldier's rank, for example selecting the most highly ranked soldier -> "Squad awaiting orders Commander"
    • When using a scoped weapon, cursor/crosshair magnifies the area below it a little(like in Commandos series of games).

     

     

    • Like 1
  2. Hello and congrats for your great game :),

    Game crashes to desktop on Specific Game Date/Time(11 March 2018 09:00) while at Geoscape(after completed Base Raid Mission), everything to this point played smoothly and with very good performance.

    System:

    i3 6006U @ 2Ghz

    Intel HD520

    12GB Ram

    Log:

    2019-07-13 20:39:56,047 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\XenonautsMain.cs:523)
    [INITIAL CRASH]
    Artitas.EntityMutationException: A crash occurred during entity mutation - Mutation [ID: 91, ComponentID: 452, Next: GeoscapeDateTime:3/11/2018 9:00:00 AM, Added: True] ---> Artitas.EntityMutationException: A crash occurred during delayed entity mutation - Mutation [ID: 6699, ComponentID: 449, Next: Xenonauts.Strategy.Components.MainBase.DurationComponent, Added: True] ---> System.NullReferenceException: A fatal error occurred during Update[] -  - Object reference not set to an instance of an object
      at Xenonauts.Strategy.Data.Missions.AlienBaseMission.PassiveDetectionCheck (Artitas.Entity mainBase, Artitas.Entity mission) [0x00018] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\Missions\AlienBaseMission.cs:131
      at Xenonauts.Strategy.Data.EntityEffects.ActionEffect.Apply (Artitas.Entity mainBase, Artitas.Entity target) [0x00009] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\EntityEffects\ActionEffect.cs:33
      at Xenonauts.Strategy.Data.ADelegateEffect+<Apply>c__AnonStorey0.<>m__0 (IEntityEffect eff) [0x0000d] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\IEntityEffect.cs:93
      at System.Collections.Generic.List`1[Xenonauts.Strategy.Data.IEntityEffect].ForEach (System.Action`1 action) [0x00018] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:361
      at Xenonauts.Strategy.Data.ADelegateEffect.Apply (Artitas.Entity mainBase, Artitas.Entity target) [0x00027] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\IEntityEffect.cs:93
      at Xenonauts.Strategy.Data.EntityEffects.TargetOneLinkEffect`1[Xenonauts.Strategy.Components.ActivityControllerLink].Apply (Artitas.Entity mainBase, Artitas.Entity target) [0x00053] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\EntityEffects\TargetEffect.cs:380
      at Xenonauts.Strategy.Data.EntityEffect.HandleEffects (IEnumerable`1 effects, System.Object[] args) [0x00098] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\IEntityEffect.cs:138
      at Xenonauts.Strategy.Components.StateMachineComponent`3[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers,Xenonauts.Strategy.Components.ActivityStateMachineComponent].<Setup>m__8 (States ste, Stateless.Transition trans, System.Object[] args) [0x00014] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Components\Effect\StateMachineComponent.cs:213
      at Stateless.StateMachine`2+StateRepresentation[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers].ExecuteEntryActions (Stateless.Transition transition, System.Object[] entryArgs) [0x0003b] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\AI\FSM\StateRepresentation.cs:112
      at Stateless.StateMachine`2+StateRepresentation[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers].Enter (Stateless.Transition transition, System.Object[] entryArgs) [0x00054] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\AI\FSM\StateRepresentation.cs:92
      at Stateless.StateMachine`2[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers].InternalFire (Triggers trigger, System.Object[] args) [0x000b2] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\AI\FSM\StateMachine.cs:213
      at Xenonauts.Strategy.Components.StateMachineComponent`3[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers,Xenonauts.Strategy.Components.ActivityStateMachineComponent].Trigger (Artitas.Entity source, Triggers trigger, System.Object[] args) [0x00042] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Components\Effect\StateMachineComponent.cs:168
      at Xenonauts.Strategy.Data.EntityEffects.TriggerStateMachineEffect`3[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers,Xenonauts.Strategy.Components.ActivityStateMachineComponent].Apply (Artitas.Entity mainBase, Artitas.Entity target) [0x00036] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\EntityEffects\Region\TriggerStateMachineEffect.cs:38
      at Xenonauts.Strategy.Data.EntityEffects.CheckCompleteConditionalEffect`1+<Apply>c__AnonStorey0[Xenonauts.Strategy.Components.MainBase.DurationComponent].<>m__0 (IEntityEffect effect) [0x0000d] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\EntityEffects\Conditionals\CheckCompleteConditionalEffect.cs:40
      at System.Collections.Generic.List`1[Xenonauts.Strategy.Data.IEntityEffect].ForEach (System.Action`1 action) [0x00018] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:361
      at Xenonauts.Strategy.Data.EntityEffects.CheckCompleteConditionalEffect`1[Xenonauts.Strategy.Components.MainBase.DurationComponent].Apply (Artitas.Entity mainBase, Artitas.Entity target, Xenonauts.Strategy.Components.MainBase.DurationComponent arg0) [0x0004a] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\EntityEffects\Conditionals\CheckCompleteConditionalEffect.cs:40
      at Xenonauts.Strategy.Data.EntityEffect`1[Xenonauts.Strategy.Components.MainBase.DurationComponent].Apply (Artitas.Entity mainBase, Artitas.Entity target, System.Object arg0) [0x00020] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\IEntityEffect.cs:158
      at Xenonauts.Strategy.Data.EntityEffect.HandleEffects (IEnumerable`1 effects, System.Object[] args) [0x00089] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Data\IEntityEffect.cs:136
      at Xenonauts.Strategy.Components.StateMachineComponent`3[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers,Xenonauts.Strategy.Components.ActivityStateMachineComponent].<Setup>m__8 (States ste, Stateless.Transition trans, System.Object[] args) [0x00014] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Components\Effect\StateMachineComponent.cs:213
      at Stateless.StateMachine`2+StateRepresentation[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers].ExecuteEntryActions (Stateless.Transition transition, System.Object[] entryArgs) [0x0003b] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\AI\FSM\StateRepresentation.cs:112
      at Stateless.StateMachine`2+StateRepresentation[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers].Enter (Stateless.Transition transition, System.Object[] entryArgs) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\AI\FSM\StateRepresentation.cs:87
      at Stateless.StateMachine`2[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers].InternalFire (Triggers trigger, System.Object[] args) [0x000b2] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\AI\FSM\StateMachine.cs:213
      at Xenonauts.Strategy.Components.StateMachineComponent`3[Xenonauts.Strategy.Components.ActivityStateMachineComponent+States,Xenonauts.Strategy.Components.ActivityStateMachineComponent+Triggers,Xenonauts.Strategy.Components.ActivityStateMachineComponent].Trigger (Artitas.Entity source, Triggers trigger, System.Object[] args) [0x00042] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Components\Effect\StateMachineComponent.cs:168
      at Strategy.Systems.ActivitySystem.TickActivityStateMachineOnICompletableUpdate (Artitas.Family family, Artitas.Entity activity, Int32 componentId, IComponent prev, IComponent next) [0x00034] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Systems\ActivitySystem.cs:93
      at Artitas.Family.UpdateEntity (Int32 entityID, Int32 componentID, IComponent previous, IComponent next) [0x00085] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Family.cs:514
      at Artitas.Managers.FamilyManager.UpdateComposition (Int32 entityID, Int32 componentID, IComponent prevComp, IComponent newComp, Boolean added) [0x00044] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Managers\FamilyManager.cs:290
      at Artitas.World.MutateComponentOnEntity (Int32 entityID, Int32 componentID, IComponent previousC, IComponent nextC, Boolean added) [0x000d6] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:356
      --- End of inner exception stack trace ---
      at Artitas.World.HandleDelayedMutations () [0x000fe] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:305
      at Artitas.World.MutateComponentOnEntity (Int32 entityID, Int32 componentID, IComponent previousC, IComponent nextC, Boolean added) [0x00108] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:363
      --- End of inner exception stack trace ---
      at Artitas.World.MutateComponentOnEntity (Int32 entityID, Int32 componentID, IComponent previousC, IComponent nextC, Boolean added) [0x00168] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:376
      at Artitas.GlobalEntity.AddGeoscapeDateTime (DateTime value) [0x00062] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Generated\Entity\GlobalEntity\GeoscapeDateTimeGlobalEntityDSL.cs:73
      at Xenonauts.Strategy.Systems.TimeTransitionSystem.UpdateTimeOnBase (Artitas.Events.DeltaTimeEvent event) [0x00119] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\Strategy\Systems\Geoscape\TimeTransitionSystem.cs:227
      at (wrapper delegate-invoke) System.Action`2<Xenonauts.Strategy.Systems.TimeTransitionSystem, Artitas.Events.DeltaTimeEvent>:invoke_void__this___TimeTransitionSystem_DeltaTimeEvent (Xenonauts.Strategy.Systems.TimeTransitionSystem,Artitas.Events.DeltaTimeEvent)
      at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Artitas.Events.DeltaTimeEvent,Xenonauts.Strategy.Systems.TimeTransitionSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:151
      at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00050] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:49
      at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00003] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:26
      at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x00202] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:888
      at Artitas.DefaultProcessStrategy.Process () [0x00023] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:826
      at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:695
      at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:49
      at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:150
      at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.2\Assets\Code\Screens\XenonautsMain.cs:443

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