Jump to content

Solver

Members
  • Content count

    2,405
  • Joined

  • Last visited

  • Days Won

    40

Solver last won the day on March 24

Solver had the most liked content!

Community Reputation

164 Excellent

1 Follower

About Solver

  • Rank
    Technology Enchanter

Converted

  • Location
    Sweden
  1. I pushed a small update on Steam (launcher version 0.35.1) that fixes the unfortunate bug with Reapers one-shotting vehicles.
  2. Solver

    Xenonauts-2 April Update

    Congratulations on your daughter, Chris! I imagine you're barely getting any sleep now and of course working from home is quite the challenge with a newborn. Also good to know that development is proceeding apace. Looking forward to V13 with what looks to be a fairly feature complete Geoscape.
  3. Solver

    A few questions

    Shooting at aliens should contribute for accuracy increases regardless of whether it's reaction fire or normal fire. Correct, X:CE allows suppression to contribute to bravery increases. Without that change, bravery would very rarely increase - the only other way is to experience morale events, and those are rare. In the course of a normal game even getting +1 bravery for a soldier wouldn't be guaranteed. This goes hand in hand with another X:CE change, a bug fix for the psionic combat. Soldiers with higher bravery are supposed to be better at resisting psionic attacks but, due to a vanilla bug, the effect was marginal. X:CE fixes the calculation to work as intended, so higher bravery soldiers should now actually be braver in the face of psionic assaults, and combat vets should become braver with time. Yes, you can probably abuse it into bravery gains for everyone on every mission. I never bothered fixing that kind of issue in X:CE. You can trivially guarantee maximum TU and STR increases on every mission, and significantly boost your chance of ACC increases. That is not how the game was intended to be played, but if you want to do that, go ahead. I don't even want to pretend to know the whole system. You're correct in general, both the Xenonaut soldier and the alien get their initiative score, calculated from the factors you list. Soldiers will, I believe, use the best attack that they have TU for, but I'm not sure. They calculate a probability of hitting allies and don't take the shot if it's above some threshold, so it depends on particulars like the weapon accuracy and more.
  4. You can only replace existing sound files, there's no way to control any logic or do anything more sophisticated there.
  5. Sounds like something went wrong in the installation. If you have the game on Steam, just use the community branch there - don't install the manual download from the forums. With a manual installation, things could go wrong, the Steam install just works. Delete the script cache under %HOMEPATH%\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal , then reinstall X:CE from Steam (use the Verify Files option) and see if it fixes things.
  6. Option 3 is the most intuitive to me. When a soldier isn't in a dropship, it makes sense that the assigned loadout is the desired template and not something that actually depletes your stores now. It's the most user-friendly solution, preventing "losing" items and preventing the need to repeatedly reassign equipment. The big issue here is to make sure that's not confusing, but I imagine a graphical cue could address that. if a soldier is unassigned, draw their equipment with some transparency mask applied. It should convey the idea that the equipment isn't really "there" yet.
  7. Solver

    Xenonauts-2 March Update

    The most important part! Congratulations Chris, and get some sleep while you still can!
  8. Maybe hold off on that and just drop the price? Combat shields have been limited items for a long time. At least going back to v7. Never crossed my mind that it might be a bug, and I actually consider it among the best minor changes in X2. Shields were very good in X1, and still are, giving them a cost feels fair.
  9. I think the biggest issue is going to be objects in the grenade's path and blocking chance. It's hard to handle. The idea of checking for a path on the level above is good, but it's only an approximation. If you only use that, you'll end up with impossible paths, so at most such a check can be used for part of the implementation. Consider throwing a grenade over a wide, one level tall barn while standing next to it. The soldier is at X, the rectangle is a barn. +----------------------------+ | | | | | | Target X+----------------------------+ That means there's a path through the level above: +----------------------------------------------------+ | | | ^--------------------------------+ | | | | | +----------------------------------------------------+ | |-----------------------------+ | | | || | | | | || | v | | ++ | Target | | X+----------------------------+ | +----------------------------------------------------+ But the path is impossible for a grenade throw - a grenade can't make two turns at a straight or nearly-straight angle. The soldier would need to stand some distance away from the barn in order to have the possibility of making that throw. Instead, I think the blocking chance of items on the ground level should be (nearly) unchanged near the thrower and the target, and be (nearly) zero in the middle of the path. This is a way of accounting for the grenade's parabolic trajectory, where it would in reality be at its highest point when halfway to the target. Alternatively, you could try and calculate proper parabolic trajectories, but that's easier said than done.
  10. Solver

    Xenonauts-2 December Update

    Merry Christmas and happy holiday season to everyone at Goldhawk - your effort in working on Xenonauts 2 is greatly appreciated. Looking forward to seeing how it develops in the next few months
  11. The issue there is mainly with the UI. It wouldn't be too difficult to increase the amount of soldiers that can technically be on a mission, but there wouldn't be any UI to support that. So as things are, 16 soldiers is a hard limit.
  12. Solver

    List of Variables and Formulas?

    Ah right, that recoil is a penalty that should get applied to heavy weapons like LMGs. If the soldier isn't wearing a strength-enhancing armour suit, then the soldier's effective accuracy stat will be further modified by Max(0, (recoil / 100) - strength). Since recoil / 100 < strength for all vanilla weapons anyway, that's yet another bugged formula and wouldn't actually modify anything. New X:CE variables are documented, as for the old stuff, it's of course known, or can be looked up in any case, but it's not documented. There are probably a few hundred variables just in gameconfig/weapons/weapons_gc/aiprops files, and documenting them all accurately would be a lot of work.
  13. Solver

    List of Variables and Formulas?

    Do you mean something else perhaps? There's no hpLimit (or hp_limit or anything similar) in that file. What do you mean by recoil? Accuracy? Scatter? There's no variable that the game calls recoil. Not even close, unfortunately. What you see on this subforum is all there is, as far as I'm aware. Frankly it's not always easy to figure out how something is calculated, many things in the game can have a ton of different modifiers. The best bet, if you want anything specific, is to just ask here.
×