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Solver

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Solver last won the day on November 27 2019

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About Solver

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    Technology Enchanter

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    Sweden
  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. They gain a certain amount of points per event though, taking/giving reaction fire once may be insufficient.
  6. I'm happy to report that the source code lines for reflexes progress have never been touched in X:CE, therefore it's the same behavior as vanilla.
  7. But that's just how quickly they gain their reflexes stats, you cannot change the circumstances under which you gain reflexes. Then again, it's already as the OP wanted - troops do indeed improve their reactions also from taking reaction fire.
  8. Sorry to disappoint, the reaction fire mechanic isn't something you can tweak.
  9. I understand it's annoying to work with long strings in the UI, but this excludes too many soldiers with common, realistic names from certain countries. Which will probably be an issue once you start adding the Kickstarter ones. And would be an issue for mods that add more soldiers from other geographical regions.
  10. Since the discussion has turned to secondary weapons balance again, it bears repeating that melee weapons are broken balance-wise, primarily due to their low accuracy. I've encountered situations where I send a soldier up to an alien with a stun baton, miss 3 times, which then leaves the soldier dead. The combat knife is even worse of course.
  11. Smoke might need some thought, yes. While I am not a fan of artificial limits on items you carry, such as limiting smoke to 1 per soldier, smoke grenades are too powerful currently. They pretty much act like a wall, offering perfect cover for your exposed soldiers, protecting a flank, etc. I see a few possibilities for improving smoke balance. 1. Make it reduce accuracy significantly instead of just setting it to 0. Units in smoke should still be theoretically possible to hit, although rarely. In X1, accuracy would be reduced for each smoke tile in the firing path. Importantly, this change means units in smoke can get suppressed. 2. Let the smoke build up over one turn. Currently, the smoke grenade pops and you get the thick cloud, which then partially dissipates the next turn. Smoke buildup should perhaps be the same - the grenade pops and only covers some tiles in smoke. Say, the grenade tile itself, and then a 50% chance for each tile within 2. Then on the next turn let the smoke screen reach its full size. 3. Changes to alien AI. Let the aliens exploit your smoke by running into it and hiding. Make them throw grenades into smoke. I suspect that slowing down the buildup of smoke in particular would improve the game. It would make smoke much harder to use as an "oh shit" button to give perfect protection to a soldier caught in a bad position, while encouraging planned use of smoke such as crossing a dangerous open area after throwing a couple of smokes and waiting for them to build a thick cloud.
  12. On the subject of secondary weapons. My general view of them has been that they (should) have two roles. One is a cheap, TU-wise, backup weapon. Especially the pistol. The other role is for close-quarters combat, such as in the UFO, for soldiers whose main weapon isn't a good fit for that. For the pistol to work as such a backup weapon, the changes by Max seem very much the right path to take. But for the other case, I think the game needs to penalize certain weapons at close distances. The sniper rifle shouldn't be useful in UFOs or a building's corridors. A sniper soldier that has to fight in close quarters should rely on the secondary.
  13. Solver

    Modular Armour System

    From what I understand, Tactical and Wolf have the same modules planned, which then makes Wolf armour a plain upgrade over the starting tactical armour.
  14. Solver

    UFO Roofs Indestructable?

    In the original X-Com, with certain UFOs it was very cool to blow some holes in the roof and simultaneously assault from there and from the ground. If there are no technical hurdles, roofs should also be made destructible now.
  15. Solver

    Modular Armour System

    I like the system overall. While armour in X1 didn't seem to be a big problem to me, the modular system as proposed is a clear improvement. One minor point from a UI and modding perspective. Already in V9, the old armour dropdown is back. I think it's significantly worse UX, and also the icons for modules would potentially be difficult if (when) modders add many modules. How to display the icons then? Proposal: make armour its own equipment tab (again), where each of the three armour types is an item, and the modules are displayed next to each in a grid, similar to how ammo is displayed next to weapons.
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