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ShadowAdmiral

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About ShadowAdmiral

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  1. ShadowAdmiral

    Xenonauts-2 Base System Discussion Thread

    Top down could be animated to. I vote for top down.
  2. I encountered it in the actual version. Not at all workshops but at 3/5 of my bases. Backup Game Save 1.sav
  3. Hello team and modders, I encountered negative build times in 3 of my 5 bases in game. This prevents me from manufacturing at thosebases. I don't know if it is a Xenonaut-, CE- or XMC-issue. Any idea how I could fix it? Negative buildtimes are on vanila items, as well as the mod contents. It is strange that not all bases but 2/5 have this issue. Also I could manufacture there at first. Sadly my backup (last functioning save game) file allready has this corrupiton, so I can't do further tests. If maybe again a XMC-tech causes the problem. Any idea how I could fix it? Bye ShadowAdmiral Backup Game Save 1.sav
  4. Hi @aajs thanks for the amazing mod. I hope you deepen it. Is it possible to bring back the Purchase menue from original X-Com? I'm missing the central buy opiton. (you have a central sell opiton over the storeage). I posted some bugs on the parts of the mod where they belong. One is gamebreaking :-(. Does it help if you would have the save files?
  5. 1) The jeep is okay, as it is. 2) I have also a request (not sure if it is possible) kould you give the Scimitar a tier 1 gun or a MG like your Tier 1 tank has? Alternative a secondary MG-kind weapon for "soft attacks". 3) the APC is superb. Right now I prefer it over the Scimitar, because of it's main weapon. 4) We have the Hyperion, but a nice anti grav scout would be nice. 5) No, we have enough weapons that splash the enemy I would like to see more non splashing weapons for tanks. I don't find the buy option for initial Jeep too. I only can build the Jeep MK2 in the manufacturing bay. Can you make a little tutorial on YT how to buy a jeep?
  6. Bug Report: Purchase of MIG25, Balloon and Hind didn't show up at my game. This is not gamebreaking. I can acknowledge @Larry Burstyn bug report. I have several None-Build-Options under aircraft weapons. I can build the NBO which substract the costs and material. After it is finished I got a success message but no item at all. So it seems somewhat broken. Which aircraft weapons did you plan on producing in early game @aajs? Thanks for this mod, it brings back some of the missing X-Com feeling. I like the balloon idea and the choice of weapons, a point that I missed in the vanilla game at all.
  7. Bugreport: I encountered a gamebreacking bug: When I reserch the bio-surgery I can no longer build medical bays and the build option for the bio-surgery is missing. But that isn't the gamebreaking part. After the research the savegame becomes corrupted. I tested it with a backup. If I accomplish the research the file doesn't load anymore. If I put the research on hold I can load a later day save. If I procceed and accomplish the research again, I can't load again. So it is really the bio surgery tech that breaks my game in some way. Right now I will ban the tech but it would be nice if you could look into it. Also I encountered a minor bug in the Buildings-Part of the mod. Existing comand centers upgrade to advanced comand centers but if you build a base after you did the research it won't upgrade to an advanced comand center and there is no way to change it manualy (for example by building it manually). Bio surgent test - Sience Completed.sav Bio surgent test.sav Bio surgent test - Sience canceled.sav
  8. ShadowAdmiral

    Xenonauts-2 Base System Discussion Thread

    You know that X-Com Apocalypse succeded in doing so? Also is it realy that difficult to "translate" a picture in a preset 3d-model? Means link the picture to the 3d model of that picture. You know kerbal Space Program. It is a unity program too. There modders made a mod that reads your 3d models and make 2d production shematics out of that. Also KSP shows that you can stick 3d models together with Unity. "nothing more would be" sticking rooms together to match a layout.
  9. ShadowAdmiral

    Xenonauts-2: Air Combat

    Hello Chris, I advise stick to Air-Combat of X1 and advance it with new options. As others said it is the most inovative fighter minigame I know. A better Item layout of fighters would be nice. Bye Pierre
  10. ShadowAdmiral

    Xenonauts-2 Base System Discussion Thread

    I can only agree with that!
  11. ShadowAdmiral

    More RPG Elements

    Sounds nice and practicable. Then you could use a skill set for the head sientiest too.
  12. ShadowAdmiral

    More RPG Elements

    I thought about this argument. You have many more sientists than soldiers, so you are right it will be much more data and an extra GUI. To minimise this data you could use engineer teams and sientist teams instead. so you allocate only one or two teams to a sience or engineer project.
  13. ShadowAdmiral

    More RPG Elements

    Hello Team, Chris mentioned in one of his posts that RP elements will be in the game again. This time even closer to an RPG because of soldiers now have stats & skills (before they had just stats). I'd propose the Idea to give not only soldiers stats & skills, it would be nice to have the RP elements for scientists and engineers. Also, you have to save them in base attack missions. Both classes could specialise in the same way as you thought of the soldier (rifle skill vs. rocket skill vs. ...). Thinkable specialisations for scientists could be: Surgent: having a surgent in Base increases healing time of wounded units also he gets a bonus at autopsy speed. Physicist: he is specialised in this field, adding a bonus to his science hour value (making the research faster) if it is a physic project. Chemist: same bonus effect, if it is a chemical or metallic project. Construction specialist: same bonus effect, if it is a model or structure project. Thinkable specialisations for engineers could be: Mechanic: decrease repair time of interceptors, dropships & vehicles. Builder: decrease the build time of any structure in your base. Also decreases damage penalties during base def missions (now it would made sense that aliens try to damage your stuff :-) ) Armourer: he is specialised in making armours, adding a bonus to his work hour values if he works on any armour. Weaponsmith: same bonus effect, but if he works on any kind of weapon. With such specialisation you add much more depth to the game. I know that this will make the game bigger again, but this could be giving many more choices to the player and much more depth. Furthermore, you could need to bring them in some special missions. Beside the "three" classes already in game I propose a third one: Operative. He can be used within the base as well as field agent. In base the operative adds bonus to: detection of UFOS prices at sales and buys to recovery of any fatigue As field agent following he can do spy operations: gives you an update about relations of the target block / country and others as well as to aliens if there are any. recon operations: gives you an update about alien infrastructure in a region id there is any. diplomatic missions: slowly advances your relationship with a block / country. Recruiting missions: searches for veterans or advanced personnel instead of recruiting rookies in the labs, bays or barracks. With that you would make my dream come true: a game with much RP elements in a strategy game. Best Regards ShadowAdmiral
  14. ShadowAdmiral

    Xenonauts-2 Base System Discussion Thread

    I thought about the theme yesterday. How about looking at X-Com-Apocalypse? There were two things that enriced the gameplay much: Sientiests and Engineers. You had to safe your staff, So you had to build strategly because if you don't than your staff die in a blink. Therfore Starting region shouldn't be only the main room also the baracks, while sientists start at labs and engineers start in the construction bay. Beside Ufo-Def it would be a good Idea to add Base-Def. This stationary systems defend aktivly in the base map. How about introducing a hall way part. Each main room must conect to one, while secondary rooms could be build to the main room. Secondary rooms give bonus to the Main-Room. Don't make it flat "and easy". That I think wasn't the idea of original X-Com at all. It was to chalange the player, while giving them as much fredom as they liked.
  15. ShadowAdmiral

    Xenonauts-2 Base System Discussion Thread

    Hello again, I like and dislike the side view system at the same time, but the most problematic is the just one base and outposts system. I think your basebuilding system of X1 was one of the strong points. You should stick to that. In which style is secondary. But to be honest I'd like the top view more. Make it bigger, add the mentioned bonus system where rooms add boni to each other. Transfer systems is not an obstacle it is another plus. You have to think if you build things in one base and send it to your others or if you build it on each base. So please think about it, is it good to get to close to an existing game or is it not wiser to stay with a good original system. Advancing that system, and you have good impulses, is enough to please your hardcore Micorpose's X-Com players. You don't have to invent the wheel a new, not if you already have a functional wheel that you could enhance. Also I'd like to see all bases on the geoscope. Best Regards ShadowAdmiral.
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