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EurekaSeven last won the day on July 9

EurekaSeven had the most liked content!

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About EurekaSeven

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  1. EurekaSeven

    Great Circle Radar

    Sorry Alienckiller, it might be my own problem for reading posts or i haven't played any X-com games, but I still can't get exactly WHAT problem lies within the Circle-system, I read that the problems exist throughtout the series but just don't get what EXACTLY is the problem and limitation that kept the devs away. Nor do I understand that how Air Combat minigames related to such geoscape system, to me these 2 systems are completely separated and unrelated things and i don't think Air Combat system would be affected no matter the geoscape is.
  2. From the beta video i watched recently, the Orbital Bombarment lore stated that the Earth launched 100 ICBMs towards UOO-1 but all got incinerated immediately. This lore might change afterwards but i guess the devs currently won't think about utilizing ICBMs into xenonauts arsenals and just stating that ICBMs are useless. Though i do hope that nuclear weapons would play a greater role lore-wise, relating them further with the Cold War settings.
  3. From the beta video i watched recently, only “Berlin, Germany” appears on the map. There's no East or West Berlin, nor “Bonn, West Germany/Leizpig, East Germany”, this may rather be a oversight or the Berlin Wall still collapses in this settings. Also, we should notice that apart from a single “Soviet Russia” region, their were no Cold War faction on Geoscape in the first place, European countries are Europe, Asian-Pacific countries are Asian-Pacific, Middle Eastern countries are Middle East. Personally I did hope the Continous Cold War settings could be demonstrated in game, but Geoscape-wise it would make the regions extremely complicated if based on Cold War factions, considering Europe taken apart as NATO, Pact and Yugoslavia, Middle East as Isarel, Gulf cooperations, Iran and Iraq, Asian-Pacific as China, ROC, Japan&ROK, India, Pakistan, Vietnam, Thai, Indonesia, Australia..... the map would be an awful mess.
  4. I guess we should also taken the consideration of advertising the game. For now it only have a realtively small community and not well known, maybe they should take part in several game events this year to earn more audiences. Chris mentioned about having a publisher, so i hope this would be their job.
  5. EurekaSeven

    selection sound

    I've asked about a similar idea for separate sound FX of missile launches for different factions so modders can intergrate different chatters (Fox 2 for human missiles or Missle Warning for UFO missiles .etc) for different occations, adding the chatter sound into the original launch sounds. Unfortunately the current sound system still cannot support such idea. It's just an authentic issue and I won't be disappointed if we can't play with such things in X2, but it would be cool if we're able to do so. There can also be some authentic sounds for notifications, I was planning to find the war room backgound sounds from Wargame series and also the high-pitch telephone sound that was used in multiplayer while you're sending destinations to other players, unfortunately they are nowhere to be found. A XCOM style soldier chatters in their own languages is understandably impossible to do, but it would be nice if there are background radio transmissions for ground missions as well, maybe even intergrate some alien-style static chatters like what they did in Enemy Within.
  6. EurekaSeven

    Advanced Aircraft and dropship

    If the dropships have some defensive weapons that could allow it to brought time to escape from UFO engagements (instead of getting shot down immediately), then it might be a good idea, otherwise no, I don't see real life nor fictioanl counterpart of this idea unless you want a corvette level starship to fit the role. Even the transport converted anti-air gunships in Yukikaze are purely gunships and lack transportation capabilities.
  7. I'm fine with it as long as we could get the components in differnt ways (such as crafting you mentioned) rather than crash site only, it would be horrible if you need to do tons of ground missions to get one random drop, not to mention that the generation of ground missions is random and depends on other factors (like air combat), and more horrible if one random drop can only craft one equipment so the player need to find more.
  8. EurekaSeven

    Xenonauts-2: The Geoscape

    So would you consider continuing the Strategic Operations concept in the future? I found it a interesting concept and can make player take good use of spare soldiers/pilots/staffs instead of assgining them to blow up aliens or just working in basements, some missions relating to Geoscape Agents can also made numerous opportunities to insert new lores into the story.
  9. EurekaSeven

    Xenonauts 2: Research Tree

    Good to have more lores! I'm always excited to read about the settings of Xenonauts and i even find it interesting for adding personal comments into lore articles like X:CE did, which made me feel that we are having an "alive" staff with a decent sense of humor, I hope the new lore stories can dig deeper into the Cold War authentic elements as well, like the counter-espionage for stolen technology story in X:CE was a really interesting side plot. I'm also curious about the new story of this case. What would be triggering the alternative endings then? Would players still get this ending if they chose to research the specific project even if they dont know what it is, or if they completely ignore what the lores are saying, they won't unlock anything related to the alternative endings?
  10. EurekaSeven

    Xenonauts 2: Soldiers & Vehicles

    I love any other features in this thread except this one i'm not so sure, as i mentioned in other thread I still miss the old 3x3 tile "armoured vehicle", and think it would be cool and challenging if aliens have same kinda tanks for a open invasion and we have to use better assets to deal with them. Not that I'm complaining the decision or asking to bring it back, but I'm just not sure that while using actually small UGV robots as so-called "vehicle", and for me the only advantages are they are tough, have heavy weapons and expendable, what is the point for players to employ these robots if human soldiers can actually have upgraded armour, can equip rocket launchers or LMGs that are just slightly weaker than robot mounted weaponries, and are actually expendable as well. This might be my own issue about robotic assets in such genre because I also found myself having the same attitude towards things like SPARK/MECs in XCOM2, but after all the UGVs are choiceable, so I'll just stay with a all-human squad and see what the UGVs would have in the final build. Also for the Fatigue system, I hope the system can remember several build of squads (like saving squad 1 and squad 2), so that while the squad 1 needs rotation you can easily choose a entire squad 2 to exchange them, instead of dragging individual soldiers to dropships from a list of names.
  11. EurekaSeven

    So, who wants more cool aliens?

    Yes, same reason why i love the X1 Caesans design as well as the air combat system, it did gave me the feeling of connecting the xenonauts events to a real world scenario as linking them with historical incidents of human military detect or encounter the UAPs, playing a scenario that may really happen if the conspiracies are not that wrong.
  12. EurekaSeven

    So, who wants more cool aliens?

    Yeah I'm not in the Experimental branch so i have to wait for EA for now Although I'm refering to large manned (or in higher tier unmanned) vehicle in my post, from the previous comments in several posts I had the impression that the "Vehicle" you're refering to (is it called THOR or something?) is more of a small or medium size combat robot (as well as the alien drones in X1) instead of the big armoured dudes in X1, correct me if i'm wrong though. i'M not asking about "must have" in X2 (to be honest i never thought this would get attention by you and rest of the devs), I'm just saying that I really like the armoured vehicle in X1 and it could be good if Alien have same kind of equipment, but i wont be disappointed if they dont either.
  13. Damn, did not expect Chris to reply on this topic, many thanks! Never thought about that stun weapons can combine EMP effects while writing this post, it is surely a nice choice for me, I'm really looking forward to the final build!
  14. I'm really glad to see that we would receive more active updates in the future and new features would be next week. It's a hard time for devs to work especially while Chris need to take care of his family, but happy to see that everything is on the track now and I'm glad the devs are engaging new UFO design with X1 authentics, really looking forward to how the new designs would be! Gamewise i'm hoping that with the re-intro of night missions, the players would have improved default equipment suitable for night missions, I‘m not asking for some shiny new GPNVG-18s for default soldiers but i'll be hyped if we can have some ordinary NVGs in the inventory in the first place without researching for advanced exosuits, just making it more immersive into the new setting that the xenonauts are the 2020s-tier elite forces.
  15. Chris had mentioned several times about the infiltration missions that you need to play in favour of a less-lethal way, and I'm curious that if so, would the less-lethal arsenal from X1 would be expanded. In the original game we only have batons, flashbangs and incapacitating agent (stun grenade), it works pretty well if you want to capture some aliens, but I wonder would they be enough for doing infiltration mission (especially when the human soldiers start to equip gas masks), and would the devs considering adding new weapons (e.g. Tranquilizer darts, riot guns, CS gas and tasers). It would be difficult to balance such weaponry as well, such as if you have taser that can knock out human soldiers instantly or a tranquilizer sniper rilfe that have a relatively long range, they would be too powerful in game as these weapons can work for early stage aliens as well.