Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Solver last won the day on July 5

Solver had the most liked content!

Community Reputation

131 Excellent

1 Follower

About Solver


  • Location
  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. Have a great wedding and honeymoon!
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Solver

    Xenonauts 2 Development Overview

    Well you know that there's going to be X2:CE eventually. Given that X2 is far better from a technical perspective than X1, I expect that X2:CE will be able to accomplish even more interesting things for modders.
  13. Solver

    Xenonauts 2 Development Overview

    If anyone tried to release TFTD as a different game these days, they'd be met with pitchforks, and rightly so. TFTD is just the original game with different art. It retains the same gameplay exactly, with the same enemies by different names. Tentaculats are Chryssalids. Lobster Men are Mutons. Heavy Cruisers are Harvesters. These days decent mods change gameplay more than TFTD changed the original. In the 90s though it was acceptable and fairly common to re-release the same gameplay with different art or levels.
  14. Solver

    Xenonauts 2 Development Overview

    I think the Shadow War concept is brilliant and a great way to address some of the inconsistencies between the gameplay and the story. The original 90s game, the 2012 reboot, Xenonauts 1, they all suffer from a thematic inconsistency. Those are ostensibly games about an alien invasion, in the style of classic sci-fi. Advanced aliens are threatening the whole planet and humanity is fighting for survival. And you're controlling an organization that is humanity's last hope, but you're constantly short on cash, and your forces amount to a handful of airplanes and a dozen soldiers. Forces that have great success against the aliens even as individual countries are not able to defend themselves. A global alien invasion story is fine in a global game. If you were made supreme commander of Earth, controlling national budgets and millions of soldiers, that would be a consistent but very different game. An X-Com style game has a different scale, so a story that frames your alien fighters as a guerilla-like organization makes more sense. Xenonauts 1 was an excellent, faithful remake of the 90s game, equalling or improving on the original in almost every aspect. Now with the sequel, I think it's great to see Chris have a bit more creative freedom.
  15. Chris, I think there's another possible tweak to the TU/carry weight thing. In X1, TU drops after a certain weight, and you considered a similar thing with backpacks. There's an even simpler tweak - TU is always decreased based on weight carried, perhaps with a hard limit on how much can be carried as well. This of course means you have to boost the base TU of all soldiers, but then you have a simple system and a good tactical tradeoff. You can always bring more equipment at the cost of TU, or you can let your soldiers do more by carrying less.