Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


zolobolo last won the day on October 20

zolobolo had the most liked content!

Community Reputation

12 Good

About zolobolo

  • Rank
  1. zolobolo

    Xenonauts 2: Aircraft & Air Combat

    Thanks for the update: you have asserted correctly that I am not taking part on the beta so dont have an overview of how things are coming along From the videos I have seen on youtube, ground combat looks and feels better (like how the character portaits are now in the center, extend over the generic UI and you cna see the armor they are wearing Air combat is definitively the most tricky part as it is kind of its own thing Looking forward to pilots - I dont care for their names and perks (if they have any) just like the idea of including them as it should lend more immersion, visual fluff and should be cool to manage every now and then if its not too micro intensive. I would be carefully with giving them benefits around fuel consumption: the later is a great way of running into a mid-maxing contest as the players would be swapping out the pilot every time their plane is refueling and another bird is being used (not an issue for refueling but one for fuel consumption benefit). Pirks in general I dont favor: that is what hijacked later incarnations of the original in my opinion: the increased power of individual soldiers/pilots necessitates that aliens get much much more dangerou later - making rookies useless. Its an endless spiral where you end up running around with 4 guys and take out 126 aliens with a single agent lost Not particularly a war game anymore but a new breed
  2. zolobolo

    Xenonauts 2: Aircraft & Air Combat

    I am one of those who foud X1 air combat enjoyable and better then that of the original Also think that one of the three areas where X2 can improve on X1 is the air combat the other being the geoscape dynamics and thing to do there and visual updates of coure Implementing pilot profiles and EXP is a natural way this area can progress and I find the idea good: in order to have permadeath but reduce the incentive to permadeath I suggest that ejection be a chance as well. Thus the plane can be shot down but hte pilot has a good cchance of surviving (the more EXP the higher the chance but also should depend on the situation). This way we dont need to worry that much abouth plane survivability and the player is allowed to loose some of them withouth loosing too much steam while the occasioanl loss of a good pilot can be a rare but striking blow Hope the old models will be improved upon as well as the starting planes did not have the quality and detail to match the presentation level of the new tactical combat On presentation: in X1 it was functional but difficult to say how it can be improved upon withouth much effort (painting backgrounds and whatnot). Details of the icons, weapons and effects can likely be improved upon withouth messing with the core system much. One idea: having kill count and damage displayed on the plane the pilot is using in the hangar and maybe even on base/combat view Ordinance and weapons could also be displayed within the hangar in base view thir visual changing with the actual tech levle used for that plane to make base overview more interesting to look at (lots of empty pavement) and also to see which base has what planes with what equipment withouth having to go into the plane MGMT view itself Fully agree with not relying on twich control - the combat I think should be self playing basically with the player chosing overall approach and deciding who attacks which enemy and ordering retreat or evasive manuevers if needed. More mission variety could help such as escort missions or missssions against huge targets where individual subsystmes/turrets can be taken down but dont know if that is possible within the current framework: - Mission to save ejected pilot via ground combat mission or retrieve our own downed plane where the wreckage is on the map itself - Allied panes on hte map doing their own thing - Larger battles with more planes/ufos
  3. Sorry - not reading through the trhead chain just posting to the title: I hope it is Xenonauts with a new coat of paint and extended/improved mechanics I enjoyed Xenonauts 1 quite bit but it had some rough edges (inconsistent art) and a simplification I didnt like (ammo) so my etalon is still the original XCOM The games that were trying to capitalize on the original all concentrated on MGMT of a small squad instead of MGMT of an actual army on a strategic layer which I could never get behind. Though I enjoyed the Firaxis remakes, they are far too simnplified and streamlines for console for me to have replay value Maybe I am in a minority but I really didnt care abouth reanming and pampering solderis in the original and was usualyl sending 4 fireteams to missions with around 50% accepted casualty rate. This gave the game a much more interesting strategic feel as I was not managing soldiers but an army with resources and equipemnt and funds was more important then who gets shot - no save scumming needed for this which is also a plus When I read abouth Xenonauts 2 and the concepts going in the direction of the Firaxis remakes I lost interest of the project: for me the first game was interesting as it kept the strategic mechanics of the original and extended upon them especially in air combat. When I was thinking of Xenonauts 2 the improvements that could be made seemed obvious: 0. Better coat of paint 1. More mechanics involving countries and/or regions - diplomacy, resource production (oli, metals, rare metals, food, supplies) or even supporting locla forces so they can defend, fight back and assist during missions in their own region 2. More base MGMT options with various types of defenses, base types, building upgrade options and having to repair them after invasion causes damage during bombardment or in the tactical mission 3. Pilots gain EXP, pilot suit upgrades to increase reaction time, precision or simply enable them to survive when plane is shot from under them 4. More beefy research enabling building of drones, droids, weapon/ammo upgrades etc... 5. Damaged UFOs and destructable hull 6. More mission types: defend diplomats, scientists, kill enemy commander (there are some ideas that can be picked and refined from the remakes: see behemoth idea from Poenix Point) Now having stumbled upon the recent pictures posted on Steam I am very much interested in Xenonauts 2 again: both the new armor and airplane model look more consistent and the mars pattern tank concept sounds interesting Despite what some were saying when the Firaxis remakes came out, I dont think they streamlined the original: they created a new game that has totaly different approach to how it is played. Those games are abouth super-heroes killing of hordes of aliens and looking cool doing so. For me the original was a gritty attribtion war agaisnt a superior enemy force and a race against time to reach their level of tech to be able to stop them - I thin that this game was only realyl remade by Xenonauts 1 so far and as of late by Phoenix Project which I will try I as soon as it leaves Epic. But will also be very much interested in Xenonauts 2 if it is realyl "just" a new coat of paint and more in depth mechanics from the first game
  4. zolobolo

    Xenonauts: Community Edition 0.34

    Mod is very good, have only one questions: Are flamer and plasma torch planned to be incorporated into CE As it is almost canon that would make its usage widely acceptable as while there is already a mod for implementing it, it does not seem to get much interest though the assets are there seems to be a valid weapon type
  5. Looks amazing, must replace default sprites from now on Always had an uncomfortable feeling with the blue uniforms though I guess they get a kind of UN theme going for them but these look more realistic and cool, thank you for making them!
  6. zolobolo

    Modified Laser Weapons

    Yes I only meant visually. Since I saw this mod from endersblade I can't help to notice Eisfunke's mod is also nice, just like it if the art theme is consistent Anyhow with the additional weapons, armor and tiles mods the game improves quite a lot so THX again
  7. zolobolo

    Modified Laser Weapons

    Great images, this is a must have mod Does the sniper rifle require iron sight though? There has been a discussion regarding this on the ballistic weapons part and can't get the bug out since Are you also going to do plasma weapons?
  8. I did not dislike it in the OG per say - it added to realism, but it would be nice if it would get a proper place in the game if it be re-introduced - that again adds to complexity though I could imagine it as being a relevant parameter if it would be decreasing with each turn until it drops to 50% for example. Its relevance would be that of the OG + being a timer on hard difficulty preventing over defensive gameplay
  9. zolobolo

    Modified Laser Weapons

    Really nice pics, thanks for them! Rifle has a nice Alien kinda theme going on Lasers did really need improvement just like plasma (MAG I find are quite nice)
  10. zolobolo

    X:CE 0.30 Release Candidate 1

    Thanks guys, great list of changes One question: How do you get this running on a windows/steam install? Steam does not seem to update to this version and if downloaded and fed into the mod tool manually the game does not start
  11. Nice ideas. The indicator of bleeding damage/turn would be very useful Indication of leader and inactive soldiers might also be done by changing the status bar container color to gold/gray respectively
  12. zolobolo

    [Suggestion]: Better allies

    Sound like a fun option - it would give way to some immersive mods if the modders can specify what kind of local forces occur on specific map types. e.g.: Military base maps would accordingly have some more higher-ranking troops stationed (how many is already possible now per my understanding) What this could also enable is more immersive global effects mods - where the actions of the player or even random events could influence the local troops. e.g.: If you sell enough laser guns the local troops will run around with those guns instead of when a time runs out. Some countries could also request equipment and if you comply their local forces can rank up with those items. Naturally more local forces would break balance but if there are several types, they could rank up without breaking it from the get go.
  13. zolobolo

    [Suggestion] Small GUI changes

    Thanks Mikhail, weapon selection bar worked like a charm I have used a multiplier of 1.07 this seems to fit the vanilla ballistic roster the most naturally The personnel clipboard seems to be immune to the changes to personnelview.lua though or at least to the parameters mentioned in the link - have these been moved since then to somewhere else?
  14. zolobolo

    [Suggestion] Max overload for transport

    That seems more then acceptable - the possible benefit is lower than the effort of micromanagemenet involved. Needless to say the original concept of a capacity per dropship limiting amount of equipment and creating a pile of unused stuff in the door is the most flexible - but this would be damn close to a balanced situation I mostly used rocket stashes in alien bases since from the beginning I could then bombard the other side with a lot of covers to the ground but it is much more exciting fighting it out
  15. zolobolo

    [Suggestion] Max overload for transport

    Sounds awesome Anywhere around that Intervall seems fine - thus there is a fair amount of overload can be done if the player wants to (anything around 10-20% seems fair since above that it is probably hording )