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ShadowAdmiral

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Posts posted by ShadowAdmiral

  1. You can mod the game using notepad or notepad++ and editing the *. Join files. Sadly the files are written very sloppy. Goldhawk did a better job in xenonauts than now.

    Could you redo the files making it readable instead of all data in one line? I tried to play a bit with the panic values bot tight now there is no chance. 

  2. Hi. First of all thanks that you listen to the fan base. Xenonaits 2 seems to be a good project closer to classic x-Com than XCOM. 

    The panic is for me a big issue as well. This panic reduction missions should be available through the whole game, not just the beginning. 

    Also it would be nice if combat results influence panic as well. I miss the good old points screen from the end of the mission. Is it possible to bring both back? 

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  3. Good news to go back to x1-Base-Build (now I for example will buy the game, I wouldn't have without)...

     

    ...but dear Goldhawk Team...

     

    ...this shows worst management at its best!

     

    Next time you should do a poll at the beginning of your development not after you made your first enginge-builds.

    It saves your team a lot of works and your costumers a lot of nerves.

    May I ask about a statement how much time the GoldHawk-Team lost because of this (in my eyes) late change of styles?

  4. @CharonThanks for your superb mod. It brings much more deepness into the game. But the phases are a bit hard for me. This is no sobbing post, I solved the problem by 'softening' the phases by phasing in new ufos and phasing out old ufos instead of a clean cut. If you want I can provide the file for you to see the idea. If not it isn't bad, because I made it for private use. But please answer me a question to your used syntax. When you use a 50:50 ratio, you set a ticker number behind the ships name e.g.:
    image.png.10f289b319a62546c770d1a16e9d558e.png
    Is the /XXX needed by the game or is it just your syntax for better differ your doing? - I appreciate your answer.

    I also like the mod that much, that I offer you translation assistance. If you like I could translate your entries in German. Also I offer you assistance about UfoPedia texts.

    Thanks for your time
    ShadowAdmiral

  5. On 8/28/2018 at 6:22 PM, Charon said:
    On 8/28/2018 at 8:02 AM, ShadowAdmiral said:

    Is there a way to use med kits on unconscious soldiers? I don't need to wake them up with a stim (what was possible in both first x-com games). But right now I never managed to heal a wound of an unconscious soldier, leading to a peacful death, but still a death.

    Yes, you click on the medikit, and then on the soldier.

    Hi, thanks for the answer. Where has the unconscious soldier to be? On the ground or in the backpack of the soldier using that medi kit?

  6. 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

  7. 5 hours ago, Chris said:

    I mentioned this in another thread a few days ago, but you can't really specialise Engineers or Scientists because it makes the UI too clunky - we tried it and the game actually supports them both having different "skill" levels at their jobs, we're just not using the functionality.

    The problem is that if all the scientists aren't the same, it's a real pain to assign a scientist to a task because the player has to choose which specific scientist every single time they do it. If they're all the same, it can be as simple as a single click assigning a scientist to a Laboratory or some other task .... which is much, much easier for the player.

    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.

  8. 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

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