Jump to content

Ol' Stinky

Members
  • Posts

    985
  • Joined

  • Last visited

Posts posted by Ol' Stinky

  1. Thanks for the comments all. I am not particularly bothered by the amount of aliens in the mission, it's just that it seems I can expect exactly 2 outside (every time so far). I don't mind about how many are inside the light scout, but I know that once I've killed 2, I can relax and hustle my guys to the UFO door- which takes some of the tense-ness away

    I'm sure that light scouts/ small UFOs can only have so many aliens anyway, so I do understand the problem

    Nah, like Max said, you can change the range to whatever you want (for the aliens outside, anyway). For example, here's a mod that changes light scouts from 2-3 outdoor aliens to 2-6. To install, extract it into your Xenonauts folder; on Steam, this should be something like "C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\".

  2. Isn't it a 100% chance to block from the front 45 degrees at the moment? If shield guys are getting shots bypassed, then the shots are coming from an angle where they're not certain to absorb hits.

    Maybe it's time for shields to not fit in backpacks. You can still get more shields than you're intended if you're really dedicated, but a) it's a pain in the bum to set up and b) it's a pain in the bum to make use of.

    In my view, shields are there in place of the OG X-Com rookies you'd lose by scouting, so that you don't have to use a vehicle (with its +2 vision) to scout safely. I don't want to lose the 100% block from the front, though, as it was really lame to lose a scout because you failed the dice roll.

  3. There should be absolutely no issues with using map packs from different authors. The only time that'd happen is if two mapmakers use the same name for submaps, which is very unlikely.

    The community map pack and Stinky pack 2 work with v21 but don't follow the official guidelines. For example, the light scout maps will be bigger than the official maps (60x60 versus 50x50).

    Skitso's maps work with v21 and are good. Download them.

    You might pick up on map making styles, but there's no way to display the current map name ingame, sadly. Grumble grumble mutter mutter.

    The maps themselves should end up in ...\Xenonauts\assets\maps\[tileset name]. So farm maps will be in ...\Xenonauts\assets\maps\farm\. With mine you point the .zip to your Xenonauts folder, wherever that might be (NOT the one in mydocs where saves are kept, but the one in, say, your Steam folder). With others, like Skitso's, you might extract into Xenonauts\assets\. It'll say in their OP.

  4. It looks like Stable's closing in on us, so I want to drop a note off here: these maps will run on v21, but some are above the intended map sizes. I recommend playing with default and Skitzo's map packs (linked by Max two posts above me) before using the community map pack; if the idea of some bigger maps in there doesn't bother you, go ahead and download. For example, my light scout maps included in the community pack are 60x60 while v21 official light scout maps will be 50x50.

  5. It was one of the reason why I was fine with end of turn explosion for ES as well, but making them be manufactured is fine as well.

    End of turn explosion made the massive amount of suppression pretty pointless, except as a way to accidently suppress your own guys. I used flashbangs and stun gas instead back when ES was end-of-turn.

    I'd rather have ES stun damage lowered than end-of-turn put back in. Less stun damage means that ES doesn't eclipse both stun gas and frag-type grenades. ES also got a buff in the removal of spash damage dropoff, which might be affecting its numbers.

    I don't know how I'd feel about them becoming manufactured items. My first thought is that if we make some grenades have a finite supply, why not others? It's not immediately obvious that frag grenades will destroy equipment, and that mechanic's in there to stop people hurling grenades at everything behind cover, all the time. We don't use the workshop at the very start of the game anyway, so one of the tutorials can be to used the workshop to produce frag grenades. Fluff wise, say that these particular grenades are an experimental type and so are in limited supply.

    Edit: I think the old bug I mentioned didn't affect stun gas, actually, so I edited that out.

  6. If they're not going to read the research reports, I'm not sure there's much hope for them. They probably wouldn't read the tips telling them to read the research reports either.

    You'll get some people like that, sure. Others will skip it because it's fluff after the first few reports, or they'll figure everything is obvious. Reapers who turn victims into zombies and Wraiths who teleport are examples of what I mean by "obvious". On the other hand Sebs seeing through smoke, Harridans with high reflexes, and probably others are harder to pick up on.

  7. I like how when I suggested the MG get an accuracy nerf 3 weeks back to balance the 10 round bursts, the loss of heavy weapon penalty, and possibly an increased mag size everyone shouted me down. But now when I've dropped it it is suddenly going forward almost exactly how I proposed it.

    This^ plus other posts in a thread that I can't find.

    Right so my ideas are dumb and won't work, right up until they are implemented, at which point they are genius balancing decisions that someone else came up with.

    I don't care about credit, I just find it odd that when I make the proposal it is totally wrong just because I happen to be the one making it.

    No-one thinks your proposals are wrong because you're making them. Please don't take the discussions here personally, because there will be times that people disagree with you.

    Is there any plan to flesh out the current weapon selection atleast visually or will the current weapon selection be there for launch? The game would be infinitely more replayable if you'd have warsaw/NATO weapons/vehicles with some other options sprinkled in there. They dont even have to be unique either, you could have 5 different precision rifles with different characteristics but all equaling the same gun.

    I'd love to see SMG's make an appearance as that line between pistols/shotguns and some variety in the rifle class with something like the CTME/FAL for more long range work and some AKU/M4's as your lighter variants of your standard AR's. I realize that mods will likely fill this role but if there is enough demand theres no reason to incorporate atleast a few ingame so you dont have people installing mods on day 1.

    There is so much room for tactical min/maxing in the gameplay so a rifle thats lighter but less accurate or an automatic pistol would change up gameplay so much. You can even add a future bounce to everything but saying their rechambered for a unified cartridge.

    Encase you needed some ideas this is a great website to get actual stats of the guns, http://world.guns.ru/index-e.html

    There's going to be a Soviet weapon mod (I wonder what other mods will ship with the game? There's an "advanced start" folder in the mod directory) but it's hard enough to balance the weapons we've already got, throwing a whole load of variants in will make it that much harder.

  8. Another question: can I place the human landing craft and ufo both at the same place to have more variation in levels? Like both in same place on the east side of the map and both on the right side of the map?

    Did you ever try this? I've assumed it could cause a crash. A way to tie spawns together ("if UFO spawns in NE then dropship spawns in SW, if UFO spawns in NW then dropship spawns in SE") would be fantastic, but the suggestion is probably causing a vein to buldge in a dev's forehead.

  9. Is it possible to make items on the ground (specially dropped ammo) a little more visible? I usually take extra rockets and ammo on terror missions and leave them somewhere as a depot, but it's nearly impossible to tell where I left them if I forget the exact tile.

    A key that highlights items on the ground, and draws them above anything else around would be nice. I'm thinking along the lines of the bright red alien effect when you click on an "enemy spotted" icon.

  10. I like the longer burst just fine now that we get thirty rounds. As far as accuracy, if you're smart enough to put the MG in the hands of the right soldier it does seem slight OP, but in hands of a weaker soldier it's definitely inaccurate enough. My suggestion is raise the recoil a little more instead of nerfing the final accuracy.

    Yeah, although I've always liked the effect of 10 bullet bursts. (I still think 6 pellet shotguns look better than 3 pellet shotguns as well. Just sayin'.) Ramp up the recoil some more and if that fails, make the penalty more severe. It seems fitting that STR is key to using an LMG.

  11. While mucking about with night time settings, I really liked the way vision dims at the edge of LoS (assuming no light source). Not only does it look atmospheric as all hell, but it neatly demonstrates a unit's line of sight. Is there any way this visual effect could be incorporated into daytime combat, too?

  12. - Increase the number of armed civilians on all mission types, specially adding police forces (pistols) to urban areas and conventional soldiers (rifles/AK47) to other areas - at least a couple dozen "local forces" added to de battles.

    You can change how many local forces appear easily enough, as it's a map setting. You'd need to distinguish your maps from the official ones for obvious reasons, but the process is as easy as copy and pasting .xml files and then changing the number of friendlies. Although frankly, with higher numbers of units running around, it sounds as though you'd be better off making mod-specific maps - which you can do with the map maker that comes with the game.

    The only problem you might run into is editing the local forces' loadout. Right now they spawn with different loadouts depending on the map's tileset. Industrial UFO recoveries will have cops with pistols and shotguns, while Middle Eastern maps will have soldiers with AKs, and farm maps will have Farmer Jim and his trusty shotgun. If you don't like the sound of those loadouts, I think you might be out of luck, at least right now: if there's a way to replace Farmer Jim with a soldier, I don't know it.

  13. Not me either!

    Plus can you imagine the complaints they would get after all their hard work when mind control was still not in there and the same effects could be generated just by shooting the enemy full of holes? :P

    Yes, yes I can. (:

    How's any multiplayer possible with a real time engine without network? How about this, it was fun:

    Also, its not really simple real time since player is allowed to alter the speed. Players will want different speeds, one will go into GC while the other has to wait with his geoscape paused. I can't think of a mechanic to pull this off.

    That music took me back instantly. I loved Settlers 2, it's neat that someone pulled off that multiplayer hack.

    The hotseat multiplayer that was hacked into OG X-Com didn't have a geoscape for the aliens iirc. Player 2 only got to fight in ground combat. I'd be more than happy with that.

×
×
  • Create New...