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Skitso

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Everything posted by Skitso

  1. In alien base, maybe have all the remaining aliens rush to command center when it's secured?
  2. Havn't noticed anything like that but I've always felt the bleeding could be a bit more random and more severe. Losing i.e. 10hp per turn would feel a lot more threatening. EDIT: btw, is it moddable somewhere?
  3. Yeah, I've had this many times too. It's been in the game for ages but I have never remembered to report it, so kudos for doing it now!
  4. I was playing with the debugger again and there's one line in shot calculation that is a bit unclear to me. Here a sebillian shot a civilian few tiles away and missed: [6288] >>> Begin calc. projectile trajectory <<<[6288] Target tile = (19, 30)[6288] Unmodified accuracy calculation:[6288] range penalty (1.000000) = 1 - ( max(0, dist. to target (2.828427) - weapon range (30)) / weapon range (30) )[6288] shoot accuracy from props: 0.450000[6288] shoot accuracy (0.450000) = shoot accuracy (0.450000) - max(0, weapon recoil (0) / 100 - strength (0.600000) )[6288] weaponAccuracy (26.000000) = weaponAccuracy (35.000000) * accuracyModifier (0.750000)[6288] unmodified accuracy (11.700000) = shoot accuracy (0.450000) * range penalty (1.000000) * weapon accuracy (26.000000)[6288] Damage for unit:[6288] damage mul. (0.800000) = ( weapon range (30) / max(weapon range (30), dist. to target (2.828427)) ) * difficult mul. (0.800000) * ai race damage bonus (1.000000)[6288] normal damage (55) = weapon damage (65) * random bonus/penalty (1.070000) * damage mul. (0.800000)[6288] stun damage (0) = weapon stun damage (0) * random bonus/penalty (0.560000) * damage mul. (0.800000)[6288] emp damage (0) = weapon emp damage (0) * random bonus/penalty (1.040000) * damage mul. (0.800000)[6288] Terrain bullet score:[6288] terrain bullet score = 1.000000[6288] short range hit bonus (38.059) = (5 - dist. to target (2.828) + 1) * short range hit bonus per tile (12)[6288] chanceToHitTargetTile (49.759) = (unitAccuracy (11.700) + shortRangeHitBonus (38.059)) * terrainAccuracy (1.000)[6288] Random number (89) is > chanceToHitTargetTile (49.759) => miss shot What is [6288] shoot accuracy from props: 0.450000? What halves sebillian's accuracy? EDIT: ah, of course. It's the units accuracy stat. Stupid me.
  5. Oh, I meant removing the inner black circle, not the entire innards. Yeah, making it a bit more transparent could be nice.
  6. Sebillian ran to my units (4 tiles away) shot twice. Both missed. I unloaded LMG to it. All 10 bullets missed (13%). Next turn, sebillian (now suppressed) shot once, missed. I shot with LMG again: all 10 bullets missed again (13%). I raged and ended turn without doing anything else -> infinite loop. Had to AltCtlDel myself out of the game. Unrelated to the crash: Someone with math skills, what are the odds of all 20 bullets to miss with 13% hitting chance each? EDIT: V22e2, of course! I'm not from the future
  7. After loading a GC autosave, the field of view is not displayed at all. Moving or rotating any unit restores the view to normal.
  8. I found and fixed few small bugs in one of the maps. They are now fixed and the file is updated. Sorry guys.
  9. EDIT: This map pack is obsolete: Check here: http://www.goldhawkinteractive.com/forums/showthread.php/10166-Skitso-s-Ultimate-Megamix-Map-Pack?p=112462#post112462
  10. Yes you can. If you end up releasing levels including my submaps, please credit accordingly.
  11. Nice! I've thought of doing something similar. I've not tested these yet as I'm at work ATM, but just looking at the picture I think removing the inner circle and/or adding more transparency could make it look even nicer.
  12. Caesan Light scout desert. Caesan ran close to my units (~4 tiles), shot twice and missed but suppressed my units. I shot it once but missed. It shot once and missed -> CTD.
  13. Whoa, really nice! I hope GH takes these and makes jungle tileset official! Great work!
  14. Okay, last night I had another of my Xenonaut Noob friend to play the game with me. He has played a bit of Firaxis' Xcom but otherwise he's rather unexperienced with stragey games. We played on normal and I helped him to get the first base running and gave few tips here and there as he was quite clueless at the beginning. Here's some of his thoughts and my observations from his time with the game: He had trouble with the UI text size. I tried to explain the engine restrictions etc. to him. We ended up moving the 46" television to the couch table right in front of us. He built his first base to Northern America and had huge difficulties to shoot ufo's over land to create crash sites. It was literally so bad, we decided to restart the game and start from Middle east. He thought that the air combat camera was too far away on default as he always needed to zoom manually before taking actions and wondered if some kind of auto zoom could be implemented. He felt the game didn't progress that well at the beginning and forced him to play "pretty samey" missions too many times. I kinda agree with this: The light scout/scout -phase drags on too long and the ground missions feel dull as there are so few aliens roaming about the map. He didn't like the early crash site maps and felt they were boring and empty. (we did have a lot of open desert maps) But he liked the one industrial one we had later. He was dissapointed in Hunter. After the money and time invested, he felt it was lackluster. He commented that some buttons in the base (adding scientists, if I remember correctly) felt frustratigly unresponsive - registering clicks inconsistently, also the feedback on clicks was sometimes bad as the click sound didn't always play. He noted that in the menu where you select which interceptors to launch, the selected planes blue highlight is exactly the same as the header, making him confused. (I'm not entirely sure if this is a game issue or with my Oppressive UI Mod) He felt the manufacture menu was unintuitive as the two columns (categories and items) looked identical. He suggested a tree form or at least different size / color texts to differentiate them. (for example smaller and lighter font for items, larger and darker for categories) He never realised he could build another base until I told him. He wanted to edge scroll the geoscape and it to autozoom to points of interests. (i.e. alien base found -> camera zoom in to show it) He had difficulties with the grenade quick selection button the same way my other friend did. He also commented that when he selected a new grenade from quick selection menu, it should be throwable right away after selecting it so he wouldn't need to first right click (open menu), then left click (select grenade), then left click (activa throw) and left click once (confirm throw) We noticed few times an alien that didn't do anything in it's own turn, even when it was a few tiles away from a xenonaut. (passive alien inside an ufo) Otherwise he praised the AI and said it was one of the best AI's he has seen in any game. After ten or so totally unsuspenseful walk in the park scout missions, the first alien base had way too steep difficulty spike for my friend. (I felt the base was OK or maybe a bit too difficult, but the missions before were too easy with too few aliens so the contrast was quite substantial.)
  15. I had an extended play tonight with one of my Xenonaut newbie friends. We played all tje way to the first alien base. He (and I too) felt the crash sites had too few aliens and got a bit boring. The "tutorial phase" with light scouts and scout last too long and the difficulty spikes really hard when the first base mission comes. GC difficulty should ramp up a bit steeper. Add maybe 1 or 2 aliens to outside areas.
  16. I got the Reaper xenopedia unlocked after a cruiser crash site mission even there wasn't one in the mission.
  17. There are few that are almost without changes but others that are almost not recogniseable. I'm updating my map packs to fit so that you can overwrite everything in the game.
  18. Actually the version was 21 stable. The save file is also suspiciously small in size... hmm..
  19. After a failed alien base mission the game CTD when entering soldier equipment screen. After that, loading the most recent autosave was corrupted. Save attached. Edit: also the auto save from the beginning of the alien base was corrupted. Aut.sav Aut.sav
  20. It's odd to see my lovingly crafted maps cut and sliced to match the game's overall look and Chris' vision. Somehow made me sad to see all that stuff go, but I understad it of course. I'll probably still play with my own version though...
  21. I'm not quite sure if this is reported or not, but the aliens can't open a door other than by walking through it so if I place a Xenonaut behind a door, aliens can't do anything about it and just wait on the other side to be killed on the next turn. This makes the "open the door - shoot - close the door" tactic a bit too powerful when breaching an ufo.
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