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lightgemini

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Everything posted by lightgemini

  1. Thats it, I was confident you could change it but seems its hardcoded. Aliens have no problem with that so a Sectopod mod is perfectly posible.
  2. Oh well Im not so sure mechs can be added the way I said. As a "tank class" sure it will but not so sure as an armour. Trying to find the way still.
  3. Predator does have way more protection over Wolf, and some more than sentinel. But Alien weapons are still too powerful. Predator absorbs 100% of a plasma pistol, but anything else surpasses it. I dont know if "armour damage" is in the game, that would explain why predator could not help much beyond the first hit.
  4. I have been planning to make exoesqueletons & mechs based on the comic books Appleseed for some time. Its part of an idea of what a new xcom would need to be that I developed long before xenonauts, but many of the ideas can be applied here as a mod. The idea is to make this wonders be 1 of the options for research for late game, were aliens come in army like numbers with huge firepower and you need a solution to regain battlefield domination. Researching cool mechs would be just one of the options. Other options could be researching better tanks/vehicles or going all for extreme infantery with exoesqueletons. Adding long range sight (very long if posible) and new extra large maps for this big toys to move around would be just perfect. Note: So far on what I have digged in the XML, this special sci-fi units can be implemented in the game and be functional. Seems plausible to have a 3 tiles wide mech that smashes its way trough houses and equips big weapons, and is not a tank but rather an armour you assign in the soldiers load out screen so you get far more flexibility than making it a vehicle. Also it allows to render some cool animations like actual walking. It seems a reality and I will go all for it eventually.
  5. Guys I love you and your work, final game with so many quality maps is going to be the best thing in "xcom likes" since the the originals.
  6. Morale system is in. Looks it has extremely low values maybe to dont bother you while testing balance. "Moraleconfig_gc" has all the config for it, tweaking numbers there may make morale effects very noticeable.
  7. No point in this, but actually adding a plasma carbine to the aliens seems good.
  8. I may suggest that sight adjusment be made so your tropos have at least 1 unit less of sight than most aliens, since their AI is not fully there and are not pros yet at manouvering and reacting, so at least 1 sight unit of advantage gives them some room to pose a challenge. Its still too easy to fall into a "scou t& overwatch" tactic that wins the day everytime. Also another thing I noticed during play with long range fights was that aliens suffer heavily at long range because of their weaponry unless terrain helps them, specially at early game to mid game. Reason is even with uber damage weapons they heavily lack more variety. You can wipe the floor with them early to mid game even with ballistics cause you get all weapons for any need you may have and used together in coordination gives them Little chance other than get some lucky 1-2 hits kills. Truly coordination of machine guns, rockets and snipers prove too deadly for them if used properly and terrain dont screw you hard. Aliens need more forms of firepower to waste your troops if you dare face them face to face. Im thinking 1.000 roman legionaires advancing towards a 100 men marine company with light armor support. With WE being the romans and the aliens the marines. Yep, you better have 1.000 more romans already sneaking to the flanks or the show will not last long. It may be a bit exagerated but thats the idea of what should happen to you if you try to outgun the aliens in a "fair" firefight. Superior tactics should be the key not superior pew pew, at least until you get plasma and MAG weapons, then it should be more fair ground. Long range only makes the above mentioned be more obvious.
  9. If I remember correctly Chris stated 2 things: -Game should last around a year -Multiple radars may be changed to increase range not detection chances. The first is not there, but guess it will be adressed when the balance work finishes battle and goes to geoscape. The second feels much better, although building "radar bases" in the OG was fun for me.
  10. If im not wrong its the hitpoints of your soldier, and dont think it has anything to do with morale. Bravery does.
  11. you can change sight distances very easily to your liking. If you want to give it a go you need to edit the following: -Armours_gc - This have the armour values for xenonauts and the sight distance for each armour. -AIprops- Everything to do with aliens stats is here. Change sight distance for each race and all variants of that race will apply the same sight distance.
  12. Its declared that one of the goals of the new AI being developed is to be very moddable/configurable using XML files. I can only wait for it to be finished/almost finished to see how far can we tinker with it, including if there is a "engagement" range that can be changed. Until then theres not much to do except wonder how cool can be long range battles with fine tuned AI for it.
  13. Neither me lol, didnt care to watch closely the weapon in combat.
  14. the sniper folder is empty, it uses the rifle animations. If you direct the game to the sniper folder in the soldier_spectre then theres nothing there to use. Here you have a soldier_spectre for all armours using the rifle. Change the name of the folders to "weapon." and the name of your weapon and it will work using the rifle animations. https://www.dropbox.com/s/vt5iq2k4mdr6dig/Soldier%20Spec.zip
  15. If you refer to soldiers using the unarmed animation in combat, thats because you didnt set up the animations. The game automatically looks for an animations folder with the name of the weapon the soldier carries, ie. "weapon.rifle" folder contains animations/images for a soldier using a rifle. Create a folder with "weapon.xxxxx" using the name of the weapon (in the weapons XML) in every armour folder. Then you need to decide wich stock weapon will represent your weapon and add the "soldier_spectre.xml" file of that folder to yours, so the game will look at your folder and use the chosen animations. You could render your own animations but that could be very work intensive. The "soldier_spectre.xml" file is compressed and not usable, but seems there is a tool that can uncompress it or just say what file you want to use and I can upload it for you to get it. If none of this looks clear to you (Im not the best explaining things specially not in my language) you can check this mod: https://www.dropbox.com/s/1clhc8oh7sij4jo/Special%20Weapons%2018.51.zip You dont need to install it, but it has everything you need to fully add a new weapon so you can take a look and see what you are missing.
  16. Dont forget the ever present squadsight. It takes only 1 alien to spot your soldiers and all the rest can target you if able. This confuses people a lot about sight ranges and being extremely "suppressed" in an unfair manner. No one seems to have any problem at all when its them who are doing it to the aliens
  17. Too many changes to coment them all , but on first sight some things may backfire or break gameplay/balance : -Hunter armour. You know plasma pistols CANT harm the hunter , and buffing it further makes it even more uber. -Making actions cost 1 TU. So a soldier can run for 50 tiles. Aliens are going to flee so fast that hunting for last one can be almost hilarous. A 50 tiles per turn reaper charging at you using alien squad sight, you wont have a chance at all against it. -Droping alien pistols 20 points on accuracy. Its almost a pew pew gun already and nerfing it more wont do nothing but make things more boring. -Corsairs are not supposed to bring down corvettes/landing ships alone. Mig still fills that role. -Hunter having far more sight range than all other units. It was like this before and it didnt work. Made it to easy to abuse the "spot & snipe" tactic too overused in the orginal Xcom. This together with aliens being as short sighted as humans unbalances it towards the player too much. -Why machine guns are less range than rifles? this totally destroys what this weapon is all about and makes it useles as the sniper rifle now does what the MG is supposed to do and it does it far better. Many other changes are actually good or well though. I specially like the 75% melee chance as it makes it a more tense moment as you pray your soldier will not die.
  18. You know it would actually be pretty awesome. Caesan eyes sunglasses too.
  19. Now you are being either too fast or too blind. No intention on offending you thoug. Theres a center 5 sec option in UFO contact. You can review your tropos AND then click on crash/UFO to send them.
  20. If misión didnt end is because there were alien/s alive. Sincé they move around and retreat it could have gone somewere you cleared before. If you are refereing to research available before gettign back to base, yes its a bit weird. I though it was being worked, as alien autopsys now wait for you to get back and before were instant. CLick on UFO contact and popup lets you assign an intercept misión on it. CLick the Intercept button in the UI and you can set the target. Its not different from original XCOm really. And UI is going to be changed in the next versión and work better. No idea with your`problem with sound, mine Works good. Animations and bullet speeds can be adjusted easily, so you can have a mod that changes it to be more of your liking. I do use faster bullets since I find vanilla too slow.
  21. you can add the weapons you want, thats no problema at all. I made a mod that adds a 30mm cannon and a wakizashi sword to be used by soldiers for example. SInce units and weapons stats are in the process of balance any weapon you add will need to be changed multiple times to keep in balance with the game so right now is a bit of wasted work.
  22. Chinook isnt supposed to have any kind of real radar so it flies "blind". Since it was out of base radar range, as pointed above, you were flying completely in the dark. Any agressive UFO around could intercept you and you will never know till you get the crash screen, so thats why is a good idea to send fighter patrols in the way of your Chinook to scout the way ahead and draw UFOs away. If the UFO that wasted your chopper was actually spawned, then I thinks is perfectly fine too. UFOs are supposed to come down from orbit so this UFO just have an incredible good luck. In all the games I started and played I have never had an UFO spawn that way so if this is truly the case then you can be sure you will not see this again in a loooooooooooong time. To know what really happened, load your save and order the Chinook to go somewere else away from the course it was following, like say order it to go to the north alien base on russia. If you still get the chopper wasted, then an UFO out of your radars is intercepting you.
  23. Seems to me you didnt have a fight in a base defense mission. Now thats DENSITY. And its fully playable. The difficulty in spotting aliens in walls etc. is something can be polished, there was a feature in were you cliked the alien contact icon and camera centered on the alien and painted it red for some seconds so you could spot him instantly. It seems to be broken in this update though.
  24. Didnt the memorial thingy was a kickstarter feature that didnt make the cut in the polls? Im all for it though, I would love to have a record of the fallen on the battle for Earth.
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