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MrAlex

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Posts posted by MrAlex

  1. 23 hours ago, Chris said:

    What screen resolution are you using, and are you playing in a window? Can you reproduce it again if you restart X2 and load it from a save?

    I played on the PC with a non-widescreen display with full screen mode on resolution 1280x1024 when I noticed the bug. Today I will try to reproduce the problem on a completely different PC with a widescreen resolution.

  2. 22 hours ago, Chris said:

    Those are plot-related projects and those plot projects increase your funding significantly when completed, although the game doesn't tell you that yet. Doesn't the Mentarch capture give you the Quantum Decoder though?

    Some are increasing funding, but most are still useless. I will follow this in more detail when testing and updating my research tree.

    Yes, I got a quantum decoder. If I understand correctly any living alien opens this research?

  3. 22 hours ago, Chris said:

    I think the "missing" alien is probably because an alien was killed with an explosion, which now destroys their corpse and equipment?

    No it is not.

    On 5/30/2021 at 11:19 PM, MrAlex said:

    Why are only killed aliens taken into account when calculating the reward? When I killed 6 aliens, I received 30 items. After loading the last save and capturing one alien alive, I got only 25. 

    The above means that I saved the game after killing 5 aliens (save attached to the message).
    If I kill the sixth I get 30 items, if I stun him I get 25 items.
    This means that the aliens captured alive do not give any items at all.

  4. On 5/26/2021 at 12:56 AM, Chris said:

    Weapon Components: you no longer recover alien weapons from combat (because they self-destruct), but instead you recover components that can be spent on upgrades or constructing advanced weapons - if you've played XCOM it's a similar system to their "weapon fragments". As alien weapons can't be used by humans anyway, I think this works well to give the player a reward after each battle (as you always get some components, even if you don't get alloys or alenium) and makes some of the engineering choices in the early game a bit more interesting.

    Why are only killed aliens taken into account when calculating the reward? When I killed 6 aliens, I received 30 items. After loading the last save and capturing one alien alive, I got only 25. 

    Living alien costs 5,000 more than a dead one, but 5 items cost 50,000. Thus, the difficulty of capturing a living alien is not justified by the reward.
    Captured Aliens must also give weapon components to the player, maybe even more than the dead, because weapons do not self-destruct and can be disassembled into more components.

    Another problem I've noticed is that local forces are always considered dead in combat, even if they survive.
    The screenshot shows that one local force and one civilian survived, but the results show that only a civilian survived.

     

    Before End.jpg

    Battle Res.jpg

    user_m_4-24.json

  5. On 5/26/2021 at 12:56 AM, Chris said:

    Autopsies / Interrogations: these are no longer autocomplete projects, and now provide damage bonuses against that race (as in X1) as well as the funding bonuses listed above. They no longer accelerate the speed of Training, as that will instead be done by constructing more advanced Training buildings in future.

    This is great. But you need to change the research menu. Because to study an alien corpse they need to have this corpse.

    This update has divided stores between bases, but the study is still common to all bases. So scientists can study a corpse which is not even on the base.

    It is necessary to change the menu of research similarly to engineering. In order for research on different bases to be done separately (like engineering), and research required the availability of material in stock.

  6. I think the cost of maintaining fighters and dropship is too high ($ 500,000). I think $ 100,000 will be enough. It will be much more interesting and realistic to add an additional fee for the repair of fighters (if it posible).
    For example $ 100 for the repair of 1 armor (50 armor = $ 5,000), $ 500 for the repair of 1 HP (200 HP = $ 100,000)

  7. On 5/26/2021 at 12:56 AM, Chris said:
    • Research Funding Bonuses: certain research projects now boost your regional funding on completion, specifically any plot research and any autopsy / interrogations.
    • Autopsies / Interrogations: these are no longer autocomplete projects, and now provide damage bonuses against that race (as in X1) as well as the funding bonuses listed above. They no longer accelerate the speed of Training, as that will instead be done by constructing more advanced Training buildings in future.

    It will be great if you add some reports of increased funding and damage after completing the research.
    For example: 1) Sponsors appreciated your progress in the study of aliens and they decided to increase funding.

    2) After a detailed study of the alien, we better understand his vulnerabilities. This will allow our Soldiers inflict more damage to them.

    3) After a detailed study of the UFO Hull, we better understand its vulnerabilities. This will allow our Fighters to inflict more damage on them (increase damage to UFO ships).

    I also really liked the idea of buying a basic fighter and helicopter instead of manufacturing. It would be great if they could also be sold instead of disband.

  8. 5 hours ago, Chris said:

    the full tech tree is available right from the start.

    And this is a problem. The research tree needs significant correction. Too many branches of projects lead nowhere (a waste of scientists' time). This significantly delays the development of new players. Research needs to be adjusted.
    Here is an example:
    In the first mission with the cleaners, I put a lot of effort into taking their brains alive (mentarch). After his research, large research project was opened (Alien Origins), which took 21 days of scientists time. And I was very disappointed when its completion gave me absolutely nothing.

    I'm lucky to be familiar with similar problems in the reserch so i just rewound the game until the study is complete to see the result. Otherwise, it would be a significant problem.

    Maybe you could publish a research tree so that we don't spend too much time on projects that are not yet fully implemented?

    Something like THAT

  9. I really liked the new description of the weapon. It would be great to change the white background to dark in all other cases. At the same time, correct meaningless and incorrect information.

    1560392941_C4Charge.thumb.jpg.ab5238e3e16e21a35cee4c5758086db4.jpg

    the radius of the explosion is not more than 4x. If the range of activation of the detonator is meant, then it is necessary to add information about the range of the explosion in addition.

     

     

    Smoke Grenade.jpg

    Smoke Ammo.jpg

    Roket Ammo.jpg

  10. 9 minutes ago, Kamehamehayes said:

    Chris said that it would be unlocked through a short research chain, not directly from studying the cleaner's corpse. So it is probably a combination of cleaner autopsy, cleaner interrogation, and maybe cleaner officer interrogation or maybe some piece of communications technology. The post the you quoted said that you start the game with Cleaner autopsy available. 

    Have you already played this version of the game? It seems that no. I'm talking about the real facts, how it works now. Based on real experience, I offer an alternative.

  11. I'm sure the player's first ground missions are best done to clear the area after a crash site. Sudden ground tasks are best added in the middle of the game. When a player has good radar coverage and he successfully intercepts UFOs, then the game should be complicated by the appearance of sudden ground missions. At the beginning of the game, the player should be given the opportunity to deal with base management, instead of constantly responding to sudden missions.

    Now the first game mission begins with cleaners base attack and the second mission of terror and only then the interception of the first UFO. I think that's wrong. It is better to return to the classic order of missions. You need to start with the interception and gradually complicate the game with new types of missions.

  12. On 5/26/2021 at 12:56 AM, Chris said:

    The game now starts after a tutorial mission that is not yet implemented which introduces the player to the Xenonauts and the Cleaners (which is why you start with Cleaner Autopsy unlocked). The idea is that a player plays this once to learn the controls and the basic story, and then all future games they can just go straight into the action. Obviously this will all make more sense once the tutorial mission is added!

    Good idea with a training fight.

    But it is wrong to bring unlock for the cleaner's base mission through a study of the cleaner's corpse. This does not make sense. The location of the base should be revealed to the player through the study of a live cleaner (or other alien)


  13. There is another funny thing, the game takes a combination of some characters as HTML codes: <B> <U> <I> and others. When such a combination occurs in the base name, it automatically disappears, changing the rest of the name after it.

    Here is an example, a screenshot with the name of the base: <U>North<S>Amer

    Base Name 5.jpg

  14. When building a new database, I noticed that many characters are not displayed on the map, although they are normally displayed in the base menu. After passing a few tests, I found out a list of such symbols.
    Here is the list: ~ @ ^ _ { } | А Б В Г (and all other Cyrillic letters).

    There seems to be a problem with the font. Is it possible to change the font for base names to one that supports Cyrillic letters? Or make their input impossible for player base names.

    Base Name 1.jpg

    Base Name 2.jpg

    Base Name 3.jpg

    Base Name 4.jpg

  15. On 4/8/2021 at 1:37 PM, nickeck said:

    My view is that these are combat trained personnel, and the "stress" impact is making me rush missions in order to reduce the stress levels, whereas in reality it should be about creating covering fire and not rushing into an area and hoping that you dont get shot

    I completely agree. I have already written something like this, but for some reason it is not taken into account.

  16. On 3/31/2021 at 11:42 AM, Alienkiller said:

    The Battles are interessting like they are. It´s like in the new XCOM-Row a gambling. Either you hit or you hit not.

    At the moment, the aliens are poorly balanced. Small and vulnerable psions often do not survive even a single hit. When the Sebilians are a very tenacious race (from 3 to 5+ hits), which also regenerates its HP. If it doesn't die in the current round, it is likely that it will survive the first shot in the next. And if the player's soldiers also miss, it becomes even more difficult to kill Sebilian.
    Their survivability should be offset by low accuracy, but this is not the case. In the last game against the Sebilians, one of them killed my soldier by hitting from a very long distance twice in a row (it used a rifle with a single shot 2 times). I thought it was just lucky, but the same thing happened in 4 cases with 5 attempts (when I loaded my saved game).

    It seems that the Sebilians are not inferior to the Psions in terms of accuracy, while their survivability is many times higher. In my opinion, they are the strongest race in ground battles at the moment.

  17. 16 hours ago, Chris said:

    Item Accuracy Effects:

    Speaking of changes in the accuracy system, it would be great to add an evasion parameter. Thus, small and fragile aliens (such as psions without heavy armor) as well as soldiers of the player who do not have heavy armor will be less likely to take damage from a great distance. Thus, they will be more effective for long-distance combat.
    And large and tenacious aliens (such as androns and sebilians) as well as soldiers with heavy armor and the player's vehicles will have poor evasion and will more often receive damage from long distances, so they will be more effective for combat at close range.

    I think it will improve the balance of tactical battles and make them even more interesting and similar to real ones.

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