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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. 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.
  2. 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.
  3. I like these ideas. Orbital bombardment would be raising the stakes, which is a good thing. X1 is a game about an alien invasion but the stakes somehow never feel high. It's also true that a loss takes forever. I've tested what happens in X1 if I stop doing anything (just fast-forward without launching any aircraft), and it takes 3-4 months to lose even in that case. If Orbital Bombardment does 60 relations damage per month, that means a high-relations region can survive an entire month of bombardment without any positive relations events, which sounds good to me for a first implementation. Technology proliferation sounds great. I expect that the gameplay effect of upgraded local forces would not be very significant, but this kind of feature is great for flavour. It might be a good tie-in to another request of mine, different local forces units on different maps. A military base map should feature friendly soldiers that are decent fighters, while armed farmers should be less Rambo. Not sure about the gameplay particulars of signal uplinks, but I'm glad to see an idea that expands the gameplay to some Geoscape locations, a bit like earlier X2 design ideas. There's currently nothing on the Geoscape except your bases, which I consider to be a flaw. Infiltrator assassination missions sound amazing. Variety in mission objectives is great to have, and having a mission where you're encouraged to minimize fatalities would be a great change of pace. I can imagine it would be very satisfying to capture the infiltrator with no casualties among the guards. Careful balancing is needed here (and for terror missions!) to make sure that the fate of the locals actually matters.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. They gain a certain amount of points per event though, taking/giving reaction fire once may be insufficient.
  9. 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.
  10. 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.
  11. Sorry to disappoint, the reaction fire mechanic isn't something you can tweak.
  12. 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.
  13. 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.
  14. 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.
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