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Moxar

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Everything posted by Moxar

  1. I don't thnik so. by clicking "change default loadout", you set the role's loadout to what carries the trooper. by clicking "equip default loadout", you change what carries the trooper and get what is defined in his role's loadout. So, first, equip a soldier, and choose a role. Then, change default loadout to preset stuff according to his role then take another goon, give him the role you've set before, and equip default loadout to give him the right gear.
  2. Sure! I just have to find the screensave folder.
  3. According to xml files (and assuming I understand them well), smallscouts count 4 aliens: 2 noncombt and 2 guards. Of course, some of them might die during the crashes.
  4. And here comes the third, it's a middleeast one. W: 60, H: 60 Tileset: middleeast Ufo: smallscout possible ufo spwan: 2 possible Chinook spawn: 2 possible Shrike spawn: 2 possible Valkyrie spawn: 2
  5. I would have tried too, but I'd move a little more before, or I'd have targeted 2 tiles NEAR the alien, not the alien himself.
  6. actualy, based on pure physiology data, strength is the physical ability that get fastest increased by the body, faaaaar ahead of agility, stamina, etc... It's also the one which discreases the fastest when out of effort. I believe realism is not an issue. I don't care that my supposed tot SWAT soldiers (who actualy are rookies!) get stheir stats increased by 10%, 50% or 100% during the whole game. What I expect though, is everystat to be usefull in a way we are not tempted to choose systematicly (ie: whatever the role we need) a stat over every other. for now, UT accuracy resilience and bravery are interested. I believe UT increases too fast, but some proposal have been made on another topic, like diminishing returns, which could be applied on every stat. Reflex is a stat usefull only for some specific roles, but it makes it interesting too. Strength, however, is usefull for everyone because it allows you to take more gear, but is a nonsense since after the tenth mission, every xenonaut has a big enough strength to take whatever he wants, needs, would needs, and does not need but wants to offer! Moreover, the way it increases now is broken, as soldiers always reach the 80% threshold, so the rule can get simplified by "whenever he moves", which is not in relation with strength. Assuming Chris redesign the inventory system by drasticly reducing the carry capacity of our soldier (as he did with the budget and the base size), strength as it is now will have a true impact on game. Do I wear a Wolf Battlesuit ? If so, I can't have a laser weapon without penalty, I need to stick ballistics, and I wont have a lot of amos. I'm a rocket launcher ? So I'm a second-third line, not very exposed. Nice, I can get rid of the jackal, keep a basic armor and take two more rockets. etc. I've been thinking (yes I did!), and with such an approach, it could be interesting to let strength progression as it is now. You're a rookie ? Eh, it's gonna be tough to wear both laser and wolf. Ok, you gonna be a second line, with jackal armor. I believe a flat increase of gear's weight (mostly clips and grenades) along with clip size reduction can be enough to make the inventory management more interesting.
  7. And there is a second one. W: 60, H: 60 Tileset: desert Ufo: smallscout possible ufo spwan: 2 possible Chinook spawn: 2 possible Shrike spawn: 2 possible Valkyrie spawn: 2
  8. Hi everybody! We had some discussion about this earlier, but no one seems realy interested due to the alpha stage of the game. Now is beta, now is the time for map creation! As we all know, one of the most boring aspect of Xenonauts is the lack of variation between missions due to a lack of variation of maps. Of course, we can't blame Chris (well, actually we can, always blame the project leader, dat's his job!) for spending more time to communicate and dev the game than making new maps for now. This is why I will (try) to propose at least a new map every week to the community. Feel free to share your feelings about the maps! To test them, please report to this article ***Updated 7 june 2013*** Every map and submap proposed here are included in the upcomming version of Community Map Pack. Global link pack v18.5 (14) pack v18.4 (25) pack v18.3.2 (25) Changelog 7 June v18.5.zip no longer contains maps and submaps already native to Xenonauts. The pack droped to 14 maps (from 25). If you use v18.5.x or Steam's release, use this pack instead of the others/olders. From now, every map I make will be include in the Community Map Pack. I will keep providing direct download links to my "personnal" stuff. Changelog 6 june v18.5 is now available. No additional features, but custom maps and submaps have been renamed. However, native submaps from a tileset used in another have not been renamed. The new map and submap names now follow the rules of the Map Pack Community Changelog 18 may One new middleeast map for medium slot. It's a map from a previous batch that I forgot to upload. Changelog 11 may 2 more maps for middleeast: lightscout and scout/corvette. middleeast use now crates props a new prop has bees designed for middleeast tileset: ruins (15x15). It exists in four variations, and can be placed on any ground. 2 new props have bees designed for middleeast tileset: marketplace (10x10 and 20x20). It can be placed on any ground. Changelog 10 may 3 more maps available for industrial tileset. They are available for download with both map packs. Changelog 8 may Suppression of some submaps now native of v18.4. If you play v18.3, please use the v18.3.2 pack. Changelog 4 may 2 arctic maps have been added: a small and a medium. Arctical tileset has now chainfences. 2 terror maps (town and soviettown tilesets) have been added for medium terror site (battleship, carrier, cruiser). Soviettown tileset now has industrial concrete, since there is not yet a proper soviet concrete. lightscout maps have been tweaked a little regarding Chris's comments. There is no more alien spawn spot inside Ufos, and the Chinook no longer face an edge. Changelog 3 may 4 medium maps (landingship and cruiser) and a small have been added to the pack for farm, industrial, middleeast and desert tilesets. All should follow Goldhawk's standarts, but I'm waiting Chris's "validation" (as we so often wait for Desura's!). Changelog 2 may Corvette maps now share their design with scouts. The files have been renamed. You should probably restaure the Goldhawk's backup before installing/updating this map pack. Changelog 1 may Addition of a farm map for corvette. Addition of a industrial map for corvette. Addition of a desert map for corvette. Changelog 30 april, later Correction of bugs in two submaps responsible for CTD. Changelog 30 april mox_industrial_lightscout2 and mox_farm_lightscout2 have been removed as they did not follow the Goldhawk's standarts. All maps have now a unique spawn spot for Xenonauts and a unique spawnspot for aliens All maps are now bound to only one ufo type. All maps should now be more faithfull with Goldhawk's standarts. Changelog 29 april, later... New industrial map, lots of rail Changelog 29 april, late New farm map, more like a forest mal actually All Ufo maps are now available for scouts and smallscouts. Changelog 28 april, a little later New soviettown map Changelog 28 april, early on the morning... all lightcout maps are now 60x60 new submaps added to help leveldesign individual map links have been removed. Everything is now within the .zip file
  9. Hi, Soldier can (still) move through Shrike's wall, and see through it. Not every layer seems affected however. I noticed it by testing a new map.
  10. Global soldier progression related to their actions was one of my favorite feature is the OG, one that is terribly missing in X-COM EU (Though the class system is interesting). I believe that it'd be a shame to remove it.
  11. Assuming they are top trained soldier (special forces, etc...) all of their stats are already top leveled. I mean, a SWAT's sniper IS at his top of potential accuracy. And there is no realistic reason for a soldier to, sudently, gain 30% HP because he went on 20 missions. And don't tell me that accuracy is increased because they better know the alien's weak spots. Accuracy allows us to hit, no to increase damage. Every one of my soldier actualy did hit the garbage behind the sebilian sitting in the middle of a corridor. Seriously, who trained them ?! If you want to be realistic, because the soldiers are already top trained, every stat should be frozen (or near)... Which is not fun. It is much funier when every stat can be increased, like in a RPG or.. mh... the original game ? I personaly don't like the "free time" proposal. The idea is that the more a soldier risks his life on the battlefield (kicking alien's butt), the better he gets. If you can improve your stats by "not missioning", there is no reward in having a star team.
  12. I think wolf armor should'nt need alien plasma technology. lore-wise, it doesn't make sense. One you have unlocked jackal, you know that your armors need some energy resistance. The scientific progress is limited by the ability to use alloys, which is unlocked when you discover aleniums. The alien plasma tech should be a pre-requisite for laser weaps (along with plasma weaps) and perhaps higher tier armors, but not wolf.
  13. The question is: Do you want carrying capacity to be able to grow with time/training/whatever ? 1°) If no, then set a global value shared by every soldier. 2°) If yes, then we need to find a better way for strength to get increased. 1°) If you choose the first option, you will have to change the weight of later tiers weapons and armours, otherwise soldiers willl have "too much" weigth capacity in early game, and too few in late game. This means that every carabine whatever the tier will wieght the same, every heavy armors too, every light, and so on... I personaly do not like the idea because it will reinforce the feeling that a higher tier is completly better than a lower tier. Now, a higher tier is better if you can afford it ($) and if your soldier is strong enough (ie: experienced enough) to wield it. 2°) Should you choose the second option, you have to set the min wieght available (str: 50), the max spawn weight available (str: 60) and the global max weight available (str: 100). Then, put a magic formula and the wieght - strengh relation is set. This, however, do not solve the strength progression issue.
  14. Aither way troopers drink too much before going to fight, or it's a bug. Chris, please, remove alcool from bases!
  15. Hi, Could medikits inform us about how many HP a soldier needs to be healed ? Now, I have to do some boring maths (Max HP - Current HP) / 2) mod (5) * 5... Maybe the value of missing-but-healable HP could be displayed in the inventory screen ?
  16. mine even turned around to shoot at a wall. It seems that point blank shot is still buggy.
  17. I deeply agree, but both LMG and rocketlauncher have a big range, which means it is easy to increase accuracy with those weapons. Moreover, a soldier with a shotgun is rarely at optimal range (8 tiles) so he will very very rarely gain acc. Why keep the range condition then ? If you have 5% chance to hit, that's good. You should both gain accruracy for trying to hit from twice the optimal range or for trying to hit at optimal but behind heavy cover and smoke cloud. Maybe 5% is to low, maybe 20% would be better. Edit: thanks for the title correction, it made my eyes bleed.
  18. If you put a hard cap on strength based on the initial soldier's stat, put it on every stat, otherwise str will be the primary stat for picking gear, as it is the only one which is such caped.
  19. Why not "merge" both ideas ? Personaly, I do not like the idea of a random hidden stat that cannot increase. "Oh yeah, Andrea Hopkins got a serious UT and Reflexes time, I gat a new assault. W... what ? She can't carry a decent armor without penalty ? lifetime ? boring!" Should you set a value between 25 and 30 Kg, editable via assets (I presume), and rebalance every weapon, I suggest you link it directly to strength and keeps allowing us to improve it. let us say, carry weigth = 10 + (str / 5). A rookie (str 50) would be able to bear 20Kg when an experienced soldier (str 100) would bear 30Kg. Assuming a well thought balance between gear and wiegth, we would have choices to make between more amo or more grenades, without removing strength. Assuming you follow this way, the question of "how get strength increase" keeps going. ... Or you can just set a global value in the assets.
  20. same here Sathra. I had both 95% a +/- 50% at point blank. Either way, the alien died... painfully!
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