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lightgemini

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Everything posted by lightgemini

  1. Wounded soldier should lose the same amount that the healer used, wich is the time the 2 of them used to do the action ( one healing the other letting him do it).
  2. The reason is pretty much obvious and actually something that should have been done since the beginning. More or less all the actions you do in a turn are supposed to happen in a limited amount of time, maybe 2-5 minutes and in roughly the order you make, Then the aliens do theirs. So if a soldier uses all of his TUs to heal then thats all he did for those 2-5mins and the soldier being healed also should use his TUs being still and letting the healer do the job, not run around and shoot at things. A wounded soldier means 1 soldier not fighting back and 1 or 2 more not fighting back cause they are giving first aid. That makes far more sense tan having soldiers being magically healed and runing around like nothing ever happened to them in that turn. And of course, this can (and maybe should) be carried to any other actions were 2 or more soldiers interactuate with each other.
  3. Problem is that procedural battlefield on xcom game would be a pain in the ass to do, and im sure its actually off the scope for a Little indie game like this. Reasons are that the map needs to make sense with all the available props, buildings, terrain etc. and teaching a computer what makes sense and what doesnt is so complex that is not really worth the effort having already very high potential for randomnes in current maps. For an ARMA game it could be done as long as the most fine detailed parts like towns or bases are made by hand, but Xcom like games just is not worth it at all, unless you want to bring it to the next level and have open maps that have no border limits and battles play in a very large área RUSE style for example. Then it would fit better as long as you still make most of the finer detail by hand or premade submaps. Then you have BALANCE, with caps , as an unbalanced map walks a very fine line between "realism" and "outrageous". Handing you a balanced map for you to battle on it helps a lot in overall enjoyment of the game, and it cant be teached to a computer.
  4. I remember Syndicate being real time. Maybe the second was turn based or I played the second not the first oh lol
  5. Yep, TFTD massive firepower in alien colonys and you exploiting it. I remember on late game were half the garrison of the surface part of a colony had blaster launchers (cant remember TFTD name), with 3 or 4 psionic soldiers you could control the first alien you saw (normally that crappy amoeba thingy) then scout and chain-control aliens. Then you would use the blaster launcher armed ones to tactically wipe out part after part of the base. I managed to use up all blasters the alien had to literally flatten their surface base lol. Going for the elevator trhough all the ruins and nothing left alive was inspiring.
  6. I consider UFO afterlight (the third) one of the best new xcoms around. Pity is it suffered a lot of some shortcomings/design but everything else was good stuff.
  7. Xcom FPS shooter that wants tactics like the turn based xcom:EU plus trhowing Gears of War into the mix, while massacring what seems to be full hordes of aliens with the brains of a 2 day old maggot? F***ing disgrace of the word "Xcom" in here is what this is. They should actually fire the m****s behind the idea and do some proper FPS Xcom. Since the other team almost ruined the idea of Xcom with the other game they should make a game that is faithfull to the original and scrap all stupid " tactics" elements. Not get rid of combat tactics, just the turnbased-rpg-like tactics. Then develop from were original xcom left. Dont you all would enjoy a pure story driven fps that makes you live in your skin the thrill of assaulting a battleship full of chryssalids with your xcom squad, or the story of a campaign to eradicate a lost alien base in the moon that survived the OG war, all with first landings to battles on moon surface and finally going deep inside the base to finish it? Cant we get a "half life" in the Xcom universe? why FPS and then go turn based-squadtactical-like? Didnt they see theres already one? are they on drugs?
  8. And this [video=youtube;bHPYOcgde98]http://www.youtube.com/watch?v=bHPYOcgde98 Oh boy I can keep going for hours with this.
  9. Been using that track together with many others to give some "Epic " feel to online combats in mount&blade warband CRPG. It does work far beyond your imagination. Maybe you are new to Epic Music genre? Maybe you didnt hear some of this yet: [video=youtube;3aYiiGd3PZc]
  10. Theres no reason to asume theres a limit, but I also tried to make a gun for testing and add it to the list and had the same problem. Didnt want to get more headaches so I ran back to more comfortable files
  11. I normally like people to use any of the stuff I make, Im no "pro" modder and prefer my work to be of service rather tan keeping my precioooouuuuss to myself. You can use and edit to your needs and I only ask to be present on the credits section if theres one
  12. Xcom moments. -First teror misión on the first time play (already had beaten TFTD) get out of skyranger, pew pew all around, oh boy this is like normandy landings!, some casualties and most of shooters are dead and then THEY appear. Not 1, or 2, 3 of what seems to be wild dogs on steroids rushing towards the skyranger trough a park. Got 4 rifles auto firing on them and they DONT DIE, those 4 soldiers wasted almost 3 clips on them when the launcher guy managed to kill the last one. That moment made me think my experience in TFTD meant almost nothing there. - Night terror misión. Skyranger is on south side of map, with a line of small houses not far and empty grass and a park in the way. Scout gets gunned down when heading to the houses and all the team falls back, crossing that empty land towards trenched aliens in the houses feels like total fail. Luckily I always enjoy taking a lot of extra cannon ammo and missiles. I nuked the houses firing rockets and then cannon incendiary through the holes and in not so many turns all the line of houses are being engulfed in fire, with ocasional alien screams coming from inside. After the fires burn out (mostly) the team takes the houses and engages the reamining aliens across a road and misión ends. One of the best mass destruction battles previous to blaster launchers, winning a misión with half the map in burned ruins and tons of smoke gives a sweet feeling of acomplishement. -I builded a secondary base with mainly a radar and a small garrison of 10 noobs lead by a veteran from the first missions that didnt make the cut in Psionic defense to stay in the main assault team. And now you guess it, the base gets assaulted. And by muttons. Having builded the base to have a main large corridor the team just needed to camp at the end of it and wait, thing that was too hard to do for them as they got steamrolled by muttons. Having only personal armour and laser pew pews did not scare anyone. Somehow my veteran (epic veteran BTW) managed to kill all the muttons with a heavy plasma he just picked and ran towards the upper level of a warehouse, and trenched in the last room facing the door and waiting for the end. Time and time again I pressed the end turn button and I could hear them walking and opening doors, but none came to the room. It was getting really tedious and the feeling that they could enter the room at any second started to get on my nerves, so I finally opened the door and took a look at the other side. There were 4 ethereals in the middle of the room with their red hoodies staring at the soldier, it felt like the death coming to knock the door and scared me like an horror movie. He died BTW.
  13. Accuracy is very low. Full aimed shot at alien in the open inside range gets a puny 40% or something like that. Thats too low. Good accuracy skill should matter more when firing at aliens in cover, but aliens in the open are just too easy to hit that being a rookie is no excuse to have so low chances. Also seems the missed shots hitting the target anyway is fixed, wich now makes burst fire the most useless thing to use. Well, it Works fine to suppress wich makes Machineguns useless as its role is already covered by a simple rifle. Burst fire needs a heavy buff in accuracy, its not like firing an antitank rifle on the hip, it does not have so much recoil to justify the big nerf it has now. Note: And missed shots path is really weird, it either falls short or falls short. Its less random than ever before.
  14. Dont know, after so many years playing xcom its so fast and natural to click and point that I find the slow shot speed and animations to be the real tedious thing. Anyway the idea is good. It may shine when using 16 soldiers and half the team is simply moving to unimportant places behind the battle line that is were you are actually babysitting each move.
  15. Aircraft You should be able to make a new weapon then list it and modify the aircrafts entrys to add the weapon to the list of usable weps for that aircraft. Research Partially posible. You need to créate a new research entry with conditions to appear as resercheable, what ítems it unlocks (your new lasers) and you can also make it to repalce old lasers for you, as it happens with grenades and aircraft missiles. The checklist on what steps you need to take is rather long though. You need to edit a lot of files. For the lasers, you should make the new weapons on "weapons_gc.xml" (copy paste edit clipsize in this case) then add the lasers in "weapons.xml", then add them in "ítems.xml". At this point im not sure you can actually replace current lasers with the new ones since I didnt see any way to get the count of your current stocks. You either allow manufacture of new lasers or make then unlimited and simply replace. Or give a fixed amount of new lasers when researched, like getting 6 rifles when research is done. Either way you choose next is to add a new entry in "researches.xml" with the conditions for the research to be available, and what it does when finished.Then dont forget to add another entry on "manufactures.xml". What is left is to add entries in "strings.xml" and "xenopedia.xml" and make a xenopedia image to be shown when research is finished.
  16. Been checking X@com from time to time. Sincé I do play dwarf fortress and love it the idea of an ASCII xcom sounded very cool. If DF has done the imposible in the world of RPGs then X@com can be truly epic as long as your eyes dont melt.
  17. Apart of joking a bit, to be serious, the CAS system on "combat misión shock forcé" comes to mind. It is easy and realistic were you have a simple menu to call diferent types of CAS and the requested support , if available , comes several turns after the call. It is based on having total air superiority so something more should be added for Xenonauts, like a direct calculation of deployed friendly fighters in the área (in geospace) vs the amount of alien support plus a random factor wich gives a final percentage of chances that called CAS will actually make it or will have to abort. To avoid adding extra headaches no loss of planes for any side would apply. Then adding the actual CAS attack would be as simple as creating explosions / impacts on designated área (with random deviation) at begin or end of turn. If the targets moved in all the turns it took the CAS to arrive then badluck try again later. That would autobalance things pretty much while keeping it realistic and not a "You die" button.
  18. Aliens calling CAS from orbit too, wich needs to be countered by deploying your own fighters to keep air superiority, wich brings us to another completely new layer of battlefield air support maybe called "skyscape" wich is a full new mechanic/minigame that is 99% will not happen. If xenonauts was a 3d game you could make some "Supreme commander" kind of mechanic and have it all at the same time, with multiple chinooks deploying xenonaut squads with an easy and intuitive selection and orders UI that lets you simulate an assault of a company level (100 men) on a tiny town surrounded by farms that is occupied by 60 Sebilians that came from a nearby crashed destroyer while a wing of 12 scimitars try to keep at bay a wing of 19 fighters that are trying to open a corridor for a group of 6 bombers that want to tactical nuke your landing área, all together blazing and shooting in an epic battle with a detachment of local forces providing covering fire with 6 pattons and a barrage of artillery that provides the final touch in form of cool Fireworks for what is already the most beautiful Xcom remake you will ever see in your life. Cool?
  19. Lol He means heavily saving/reloading till you score that 1% chance critical shot that wins the day.
  20. I should have posted here instead of v19 announcement, but here it goes: The med pack is caused of a typo in weapons.xml were it gets assigned 1 "ammo" instead of 50. Theres a fix for this here https://www.dropbox.com/s/7xajsaxyiwniki6/weapons.xml Download and install in assets folder. You will get full medpacks again even when loading a battle save.
  21. Medipack bug confirmed and FIXED! https://www.dropbox.com/s/7xajsaxyiwniki6/weapons.xml Download and overwrite file in assets folder. There was a typo on both med packs that had them use 1 ammo instead of 50 and 100. Note: Machinegun weight was 12.5 now is 8, rocket launcher was 12.5 now is 6. No wonder you can get more ammo. Ammo on MG now weights 1 more. I think this way you can equip jackal armour on MG users withou severe penalties. Now you would choose more ammo no armour or less ammo+armour. Seems cool IMHO.
  22. While I dissagree on many current features like unlimited ammo and such, I agree its actually good for the game as it makes it more accesible for everyone. NOW, what matters is that you can heavily mod the game to get back manufactured ammo, sell for profit and the likes. Many of the "xcom purist" stuff can be brought back so no fears. You have Sathra´s Mod wich have manufactures back already, along with many nice tweaks.Its not for v19 yet of course, but sure will get updated (hopes hopes soon).
  23. Not a " I win" button, but if you start the game with the xenonauts_gc_editor exe you can press "U" in battle to open the debug panel. You can edit things there about the battle you are playing. Try to set all aliens 0 hp and see if they all die and you win
  24. Very nice fixes and changes. Glad to see some of the suggestions made it thank you for listening.
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