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Solver last won the day on July 5

Solver had the most liked content!

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About Solver

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    Technology Enchanter


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  1. Yeah that's a bug, they're supposed to take 2-3 hits to kill a vehicle, as per the vanilla intention.
  2. You're the guy making a buggy mod, on top of a buggy version of the game and a reworked Xenophobia pack. For over a year now on two websites, you've encouraged people to use broken versions of the game. You're doing all of that on pirated copies of the game, you don't even know if your mod works on the official version, and since a month ago you've been asking people to send you money to help with this piece of crap. You're not quite doing any harm, but with the complete disrespect you've been showing toward's developers and other modders (and hell, even the TV shows inspiring your mod), I won't be spending any time helping your efforts.
  3. I think I screwed up the xcebalance in 0.35 somewhat, there's an issue with Reapers, and now this setting is missing...
  4. Solver

    [X:CE 0.35] Cruiser interior not visible

    Yeah, some of the roof button modes, like the one disabling all levels, are basically a workaround for some UFOs (landing ships and cruisers mainly) being broken on some missions. I don't think that's ever getting fixed.
  5. Solver

    Mod Hosting

    Pretty big uploads can be handled now - just let me know if there's a problem. And of course, looking forward to your Xenonauts 2 mods... wink wink
  6. Solver

    Mod Hosting

    Kabil - if you have the original files to simply re-upload for the Armour Resource Pack and Fire in the Hole, that would be absolutely excellent! Also, very good to see you. You're one of the absolutely top contributors to the Xenonauts community with your excellent work.
  7. It's a combination of both things. The AI knows where you are most likely because of sound. The AI likes to throw grenades at shield carriers, and it really likes throwing grenades at groups of soldiers - so a group around a shield is the ultimate grenade magnet. And then there's walls, along with some doors, messing with accuracy in general. You may have noticed that you can throw grenades at a closed UFO door and still hurt the aliens inside. A combination of these behaviours is probably what leads to the situation in the first post. Also, aliens definitely can miss with grenades. I agree they're a bit too accurate though compared to your own soldiers, but aliens can miss and can even end up hitting other aliens with a grenade.
  8. Solver

    New game vs modding?

    It is not that early, and most things are not that small. It's early in the sense that there's still at least half a year to go until the game is released, but it's not early in terms of budget and the timeplan. If you read about the game's development, it's clear that the team doesn't have the ability now to spend weeks on unnecessary experiments or supporting features that they do not plan to have in the game. Also, most things that you imagine are easy to support usually aren't easy in reality. I know for example you love larger 2x2 or 3x3 units. This is not a small effort - assuming that units are 1x1 allows a lot of simplification, supporting larger units is significant work in terms of pathfinding, targeting, map construction and so on. For things that actually are simple, you should trust Goldhawk that many of those will be implemented, and then there will be X2:CE which can add further mod support.
  9. Have a great wedding and honeymoon!
  10. Solver

    Question about the mod order

    Your screenshots are correct. You should read the mod list from the top to bottom, i.e. Priority 1 is highest and 29 in this case is lowest. For the fix pack, what's actually important is that it should be above the map packs, so that it can overwrite some parts of those maps.
  11. In the really long run anything is repetitive, but variation in interceptors and UFOs should help a lot. In X1, all your planes are at the same tech level always, the feature of changing plane equipment didn't matter, and each UFO always acted the same. Plus most of the game would be spent with Foxtrots and Alenium torpedoes. Now if in X2 each UFO can come in some 4 combat variants (basic, extra shield, extra speed, extra weapons), and your planes have more equipment variety, that's already a system that will take much longer than in X1 to become boring.
  12. Have you considered bringing alien morale events back? I think they worked just fine in the first X-Com, and they provide the opportunity to give some of the alien personalities a visible gameplay effect beyond just flavour text.
  13. Solver

    Xenonauts-2: Modding

    Some things are a pain in the ass to support. Developers may want to change the format of game files quite a lot, and that's easier if you don't have to support mods just yet. Post-release you have to support everything and that adds extra complications. In X:CE for instance, I have made efforts to maintain support for any earlier mods and all previous savegame formats. While a game is in development, it's easier if the devs don't have to take that effort.
  14. Solver

    Xenonauts-2: Modding

    I agree with Max - there are a lot of problems with significant mods being made during development. At the same time there's definitely value in a few smaller mods that can be made in the Early Access phase and serve as examples for later mods.
  15. I like this approach a lot. Air combat is my least favourite part of X1. I would constantly lose interceptors to bigger UFOs, and wasn't happy about needing to maintain more planes than people who are better at the air game. When I slowed down and tried harder with the airgame, I got better results, but that was also very boring. Taking on a Landing Ship requires always the same sequence of moves, it's just not much fun. The turn-based system sounds much more fun, my main concern again would be with it getting too old. If I find that the correct sequence for Corvettes is 1move-torpedo-2move-missile-cannon, doing that over and over again will just get tiresome. Hopefully some randomisation and UFO equipment can address this.