Jump to content

Dren608

Members
  • Posts

    101
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Dren608

  1. Can you change the Description in the Research then so it says +$40,000 per region? Right now you have no idea that it is being added as the player, especially a "new" player will feel like it isn't getting added. I know I don't feel it is added in anyway. The Fact that the research is affected by a regions panic level should be more clearly noted as in telling you each region's funding goes up by $40,000 rather than a general $240,000. I expected a line item for research in the funding report. Instead it is "baked in" to the region's total and I have no idea why the number is what it is, was there some thing going on I didn't know about? There seems to be a RNG to the numbers as well.

    I had Highest panic a 15 in LA and 3 regions in single digits and the funding did not seem to be significantly higher, so maybe they need panic higher to send me more money?

    It's a little too cryptic for a game player, there is no indication on how to secure funding and how it's broken down, except for a general statement of keep panic low, I did that and total funding doesn't seem to mirror to that (i.e. go up).

    Add in that the Research is actually spread across the regions with out any indication that is the case and players will end up thinking something is missing in your funding.

  2. I just did the Testing and it looks like it is not added in at all, I think reloading saved games also resets the Seed for events etc. so there are minor differences, All the panic is below start levels the highest is at 15 in LA and single digits for Europe and NA.

    With or without the final numbers in report are about 60K apart, I would have expected a larger split to reflect that funding amount from the research.

    I will try a controlled run to see if difference is actually there

     

     

     

     

  3. When you are getting back into the Ship to leave if the 10th or more data disk enters the ship it takes off leaving anyone not in the ship behind.

    Make sure that everyone is on the ship first including the Mars before having the one guy with the last data disk(s) gets into the ship.

    This probably should be tweaked by the Devs to not lift off until the end turn button is hit

  4. My problem was not that the funding changed, You add up all the funding amounts then subtract the expenses and you have the number in the report. fine, but I did two projects that the "reward" was +240,000 in funding monthly. That does not seem to be added to my funding. If it is added to each region amount then it should say that. Right now it looks like you are not getting it to the average/new player. Thus I would suggest that the amounts should be their own line item that is either constant or if the Devs have time a decreasing amount based on reduced royalties etc. as the information becomes readily available to more countries. Right now it does not seem to be in my total funding at all.

  5. OK I just did the math and the Research extra $ do not seem to be added in at all to total funds, The Screen shot shows total amount in upper left - I had 234,000 left in the funds before end of month. I completed the first two projects which said +$240,000 each per month. They are not being added in. I added up yhe funding and subtracted the expenses and it comes out to the amount shown in the report, so those research projects are not adding any funds to my total.

    Attached Output log and Saved game - saved game is from immediately after the Report showed.

     

    Screenshotfundingendofmonth2.thumb.png.320181361b8a75700cd02f3a90d890c2.png

    user_day_61_right_after_funding_report-2.json output.log

  6. OK I just did the math and the Research extra $ do not seem to be added in at all to total funds, The Screen shot shows total amount in upper left - I had 234,000 left in the funds before end of month. I completed the first two projects which said +$240,000 each per month. They are not being added in. I added up yhe funding and subtracted the expenses and it comes out to the amount shown in the report, so those research projects are not adding any funds to my total.

    Screenshot funding end of month2.png

  7. So I'm a bit unclear on where the $240,000 bonus is for research completion, There doesn't seem to be a line item for it,

    Is it baked into the Funding increases from funding regions?

    Also I don't see the increase from funding for difficulty (soldier is 110%) so is that baked into the funding regions increases as well?

    For newer players, and OCD folks like me, would it be possible to add those as income line items instead?

    So you would have all the regions funding, then a line something like "Research Royalties" and the amount your research has added to your funding

    If possible I would like to have a line item for the % addition for funding for easier settings to reinforce ou are getting an advantage but that's just me. The Line item for research seems like it would be important as right now it doesn't seem to be added to your total funds at funding report (or it total funds showing on GeoScape.

    Idea: A future difficulty adjustment could be the Research has diminishing returns so each month a specific research is out there it goes down by 10% leveling off at 50% max reduction. Thus encouraging you to research the plot at a cit slower pace to maximize monetary income over the long haul?

    Screenshot funding end of month1.png

  8. 13 hours ago, DaviddesJ said:

    No, that's not how range bonus works. +1.5% per square means that if it has range 30 then you get +1.5% for every square *less* than 30 the actual range is. It doesn't get *more* accurate if the target is *farther* away!

    OK, sorry it isn't clear in the description to me, maybe I just can't read it right, That still would give you a +15% chance at Half Range 10 squares (range on the Rifles is 20) and for the most part that is usually where I am when shooting because that's where I first see the bad guy :) Making a 65% accuracy up to an 80% is kind of a big deal.

  9. Accelerated Rifles get +1.5% per square so if you fire at max range of 30 that's +30 to hit making a 60 Accuracy soldier have a 90% hit chance, Regular Soldiers become pseudo Snipers at range,

    You have to change tactics based on what the Weapons do. There is a lot of that in this Game, You can't keep doing the same thing when  the Weapons change, It requires you to alter how you do missions based on what you have. That is something only extended play shows you.

     

    • Confused 1
  10. On 7/10/2023 at 3:09 AM, Chris said:

    Sure. It was something we changed relatively recently so I'm not surprised you weren't aware you could do it; for most of the dev cycle you couldn't.

    The reason why I'd prefer not to implement this is that there's two camps of players - the ones who have set roles in their team (I want 2 Assault soldiers, even if my newest assault guy doesn't have amazing stats for the role) and people who set the roles within the team based on the capabilities of their soldiers. If you're in the first camp, which I am, then the dropship arrangement only has to be set once and I'd find it annoying for it to pop up every time I launched the dropship.

    I guess we could add another button on the Soldier Equip topbar that says "Go to Soldier Arrangement" or something, but that's not a simple change because these special versions of the screen shown before the mission have quite a bit of unique code. But I can note it down as something to look at in Early Access if lots of people think it would be a worthwhile suggestion.

     

    Ok there is the third camp which is going to come up in Early access and I did this in testing for Early access video series I hope to make. I lost a couple of soldiers say #3 and #6 (wounded or KIA)

    I get the launch mission I see I am missing a couple of guys go to replace them I may not know who was at what position originally in the Drop ship, I just want my full head count. I add them in but now not sure what role they were replacing so did I put the assault gut in the right slot?, Only way to tell is to back out of launch screen and go to Ship Screen?. I will test that Rearranging while in flight this weekend, Trying to get all the "tricks" in my notes to show in videos, maybe someone already has such a video out?

    • Like 1
  11. Just went through first 60-70 days trying to get a second base up and  running. I added workshop and lab plus Engineers and Scientists, it allowed the engineers to build independently of the first base, but the scientists only added to the first bases rate. IS that intended?

    Also there doesn't seem to be a way to transfer material (alien alloys, Alllenum, extra out dated hardware (armor etc.) from base to base). Makes building a secondary base little more than hangers, Radar and a few soldiers to guard it just in case, but those soldiers would need to start at first base get equipped up and then transfer. Is there going to be a transfer system for materials etc. from base to base? I can relocate Aircraft, and soldiers, just not anything else.

    The single research at a time mechanic seems to force you to just have the initial base build extra labs and such. Would have been nice to have the main base clicking along a full rate (125%) but having additional Research going on would give you a reason to build out extra bases. Right now I might not even go beyond Hangers and Radars because you can't transfer material to help any other engineer teams build things at additional bases.

    Some sort of explanation to EA players might be helpful to keep them from getting frustrated with things not working as one would think.

    Am I missing something?

  12. Is that 25 missions on the story line? or 25 missions including UFO shoot downs etc. Seems A little short compared with the Epic feel of the game. Can the player slow the progress by delaying plot Researches? Are we needing to complete the game in a game year? That looks to be the pace. IF so at current funding cost structures you won't be able to get more than one or maybe two Functional extra bases. There just aren't a lot of extra funding opportunities in here

    At least so far that I've found. Will be playing a bit to get a "script up" for recordings to YouTube to try and get more people to try Early access.

    • Like 1
  13. 8 hours ago, Chris said:

    We've sent out a load of Kickstarter updates related to this, but basically - we sent out keys for backers years ago. If you've not got yours then please try to follow this guide: https://www.kickstarter.com/projects/69341191/xenonauts-2-strategic-planetary-defence-simulator/posts/3661176

    Yes, everyone is free to stream the game now as the embargo has now passed.

    Huh.The Embargo is passed? It's only the 12th of July, Access is on the 18th or did I miss something?

    I'll go see if I can find that "Key" I don't remember seeing one

  14. So we that are kick starter backers, will we have early access code(s) to get it or will we need to purchase?

    Also will we the kick starter backers be able to stream the Early access version? Do we need specific permission from Gold Hawk?

    I would like to stream/record and publish on YouTube for this game but don't  want to interfere with any "official" streamers or other content providers.

    Will the kick starter supporters like me (at a higher backing level) be able to have our "personal" character load into the Early Access version? I can't even remember how to do that :)

    Looking forward to seeing what we get.

  15. On 1/21/2021 at 4:12 AM, Alienkiller said:

    Sorry Dren608. That was not my Intention to be rude. PaulMode 7 and I are nerved from the Guys in Steam about the Orbital Bombardement. Every Explenation what belongs on that get blocked from the Wimps there. That´s why I get very :mad: about that.

    And I have a big RL Problem (Keyword: Doors) which is not funny and could be very very expensive if no wounder happens.

     

     

    It would have sufficed to just say it is part of basic design and not add the "your problem" part.

    As far as the design decision, I understand wanting to force some sort of progression, it just bothers me that we are using the same old same old - other games have the obvious timer like the UOO-1.

    I was hoping that the original story line - about Xenonauts trying to hold the Cold war tensions down while stopping a subversive invasion from the aliens, hat escalates as we are successful. I was sorry to see that go. It IS what made me back the Game via Kickstart, A new more unique way of invoking the "timer" mechanic.

    X-2 has wonderful graphics and if we can get past the current round of issues, should do OK. Early Access release will tell us how well it will be received (with the UOO-1). I do think we need to balance it a bit as research and build rates are far out stripped by the Panic gains. In games I've tried so far I can survive the Panic gains for about 5-6 months using the in game economics. I see many Screen shots of January of first year with 20+ million, and 6 bases built. No one can do that with the actual Game economic mechanics. I am lucky if I get 2 bases up. In 17 that is a little easier as they don't take the 1,000,00 for the first base placement, so building a second base can happen earlier but no way you can have 6 with radars built in the first month. I am trying to looks at this from an Early release P.O.V. what will make people want to try it and then "Buy it". I am using that as my measuring stick. Right now I am afraid we would loose more than we gain  I don't want that, I want this game to succeed. IF there were anything I could do to help make that so I would. Since I am not privy to the Code, and Methods, all I can do is offer possible suggestions. They mostly go ignored so maybe they aren't very good, but at least I am trying to look at this as someone trying it for the first time, and not from the Beta Tester (reporting all the "glitches"). The glitches are code issues and as a 40+ year programmer I know they can be dealt with. The overall feel of the game presenting to the public, that worries me some.

    As for the Steam comments - this will be released on Steam - that makes their comments relevant, if all we have are negative comments it bodes ill for early access release. It is something Goldhawk needs to think about and address in some form for Early Access release.

    Enough of me on my soapbox. I'll go back to Beta testing, within the current economic systems.

    • Thanks 1
  16. On 11/19/2020 at 10:21 AM, Alienkiller said:

    UFONATIC, it´s a Main Part of the Game like the Templer Ships in the X-Com-Series and UFO ET-Series.

    If you don´t like it, it´s your Problem now. It´s now a fix Part of the Game.

     

    That's just rude - It's your problem now? How about if it triggers backers and early access folks to trash talk the game because of it?

    If the game doesn't sell well we lose Goldhawk so be a bit more civil in your replies please.

    • Thanks 1
  17. I don't know if anyone reads other Lists on this game, I just reviewed a few threads on Steam and there seems to be a general backlash to the idea of  the orbital station/"doom timer" concept.

    Is there a real reason to have that be the driving factor??

    As one poster put it They view this as a clandestine war vs the aliens. So we would expect it to be building up to something.

    If you are blowing up cities from orbit no government is going to back "clandestine" efforts. It's a shooting war and based on the Lore you have in Game we can't win it with our best technology. So they would be spending all their resources on finding solutions, not funding some Clandestine organization.

    The story just doesn't mesh together, massive global destruction from an untouchable weapon in Orbit and we are sniping at the odd alien ship flying around? Why would the aliens even bother, Wait until you have the world in a state of total anarchy and then come down and grab whatever you want, as there will be no organized resistance.

    I much preferred the original premise of Aliens interfering in the Cold war and we are the "men in black" trying to keep the world from self destructing as we deal with the Aliens. That had great story possibilities. With the orbital bombardment/panic mechanic we have now it is just a "race" that short of playing perfectly and down a prescribed path we just loose. That is not a game that allows repeatability and not much enjoyment of discovery, as as soon as the "path" is discovered no one will do anything else, if you don't discover it right away you won't bother playing anymore as it just won't be fun.

    I'm a backer, high enough so that I'm supposed to have a "character" in the soldier pool. With the current path the overview story is taking I'm not sure I would bother playing it. Being tied to a specific story line with a strict time limit is not the kind of game that sounds fun. Story line - yes - but let the player have the time and flexibility to solve it in numerous ways. Right now it feels like there will be one way to "win" and the rest is just wasted time. Maybe as a timer you just ramp up the alien activity in response to your success - The Original X-Com did this so that at some point you had to "finish the game" as you were being overwhelmed by the number of alien UFO's/Missons/Terror sites etc. Thus if you fumble around early the aliens aren't automatically escalating, as long as they "score more" than you they are "winning".

    Since the story seems to be not one of conquest (if it were we would have already lost based on the lore in game already) you need to find out what they are after and then force them to not get it. For that you need to allow the players to explore the game and that means giving them adequate time.

    Sorry for the "Rant" but it seems tied into the Balance of Panic/Economics. It seems that there are a lot of Games in this Genre that have this timer mechanic. Why does Goldhawk have to follow the crowd? From what I'm reading elsewhere there is a sizable audience that won't bother knowing that mechanic is in the game.

    Hope someone Reads this and explains why we abandoned the whole "Cold War" story line, and/or why this Timer mechanic has to be a part of the game in such a prominent way.

    • Like 1
×
×
  • Create New...