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Solver

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Everything posted by Solver

  1. I realized the floor thing later, it's definitely confusing how visually the floor is above the ground but is ground-level mechanically. What's going on with walking through walls though, as in my second post here? Also the inner light-coloured walls can be walked through, like in the first screenshot that inner wall separating a smaller room, you can just walk through the wall from the bigger room.
  2. Solver

    Need Help with Research Glitch

    Weird indeed, the save file does have the right prerequisties. How about you edit assets/scripts/gamescreen.lua in the game's folder and add this to the end? UnlockResearch("Researches.OperationEndgame");
  3. Solver

    V6.3 Balance Thread

    Now that the LMG is worth using, it's easy to see the magazine is too big. With 50 bullets per mag and 5 per burst, there's no need to reload. In X1, machine guns were good for 3 bursts before reloading. A bit more could be okay, but not 10 bursts as now.
  4. Solver

    Need Help with Research Glitch

    What version of the game? Can you post a save file?
  5. Solver

    V6.3 Balance Thread

    After a few ground missions with these changes, first impressions: Suppression is much better now, and the LMG doesn't feel like a waste. Still undecided if perhaps suppressed aliens have the ability to fire a bit too much. Sebillians are much better now, no longer overpowered early on. The Brutes are still very scary if you encounter 2 at a time but they're probably fair. Are you still intending to mix things up with damage types or other features so that each tier isn't always strictly better than the previous one?
  6. Or that building's walls become possible to walk through when shot at a bit?
  7. Solver

    Dropship layout

    Just to clarify my position, I don't want changes that make a hot LZ impossible, like limiting alien spawns or suppressing them. From my perspective, it's fun to have occasional missions where the LZ is not safe and you come under assault right away. I'd even say it's part of the all-important "you're never safe" feeling that an Xcom-like game should have. It's just that the dropship itself should be reasonably defensible, not totally exposed and hampering movement. Come to think of it, when the suppression code is fixed so it also works with misses, an alien shooting into the dropship at the start will probably be able to suppress 2-4 soldiers as well.
  8. Solver

    Dropship layout

    In X1, aliens started with 50% TU, on their initial turn. Not sure if this is the case in X2 now, but I still don't think it addresses the greater issue of the layout, which becomes relevant on those "dropship defense" missions where you're initially swarmed, and spend the first several turns getting some breathing space.
  9. From my perspective having some kind of dropship assignment is just confusing, and goes against how games tend to work in general. X1 already had enough difficulties (with CE and without) to make soldier loadouts understandable, i.e., convey that the saved loadouts are just that and not character classes.
  10. I have this on 5.1, 6.1 and 6.2, when running the game on Linux. I know of course Linux isn't currently officially supported, but the game runs amazingly well with no other issues. The body models of Xenonauts and aliens are invisible. The heads and weapons are fine. I've experimented somewhat with the graphics settings but this seems to be the case with any resolution and any quality setting, with both Proton 3.16 and 4.2. Forcing D3D9 rendering does cause the models to show up, but breaks many other things graphically, which is not surprising. Could be a X2 bug, or a Proton/Vulkan one of course. EDIT: Okay, looks to be a driver issue. The NVIDIA 390 driver is broken but with 430, the problem is gone.
  11. My experience could not be further away from this. Of the two starter races, I consistently find Sebillians much, much more of a threat because of their regeneration. I have to concentrate firepower to ensure a kill, and don't really benefit from taking potshots. When storming the UFO, I also have to be much more aggressive to prevent them from regenerating too many times. This is compared to the early Psyons, who don't pose any threat. Part of this could be due to the weapons balance though. In X1, I preferred heavy suppression tactics against Sebillians, whereas in X2 right now suppression is low, and the LMG is also terrible at dealing damage. So maybe fixing those issues would nerf Sebillians somewhat.
  12. One additional can of worms here is, you need to balance the level-up time for rookies with the amount of difficulty and missions. If levelling a rookie up to badass status is too easy, it doesn't feel rewarding. If it takes too many missions, you repeat the problem X1 had where people would grind many more missions that intended, in order to compensate for losses and have a squad of badasses by the Carrier/Battleship phase. I think the solution lies in the realm of Geoscape mission spawns, that is, missions should not only increase in difficulty as the game progresses, but later phases should also spawn some easier missions, where you can send less-experienced soldiers.
  13. From some missions on the current build: I agree with Max that the ballistic rifle doesn't seem that versatile, and is underwhelming in general. Burst fire is costly and doesn't do much in terms of suppression anyway, aimed shots are costly enough to almost make the rifle as unwieldy as the sniper/LMG. I'd favour a slight accuracy increase for all modes, and a lower TU cost for bursts to make them a valid option when the amount of bullets matters more than the accuracy. The rifle should, overall, be versatile above all. Usable at all ranges, and allowing for fire-and-maneuver tactics. With regards to fixed TU costs for firing in general, I'll say the same thing I did when X1 tried it - the primary effect is that it further elevates TUs above all other stats in importance. High-TU soldiers essentially get more firepower, not just versatility, while low-TU soldiers become nearly useless. Grenade throw costs are too low. I can support the idea of lowering them compared to X1, but currently they make it easy to advance while throwing grenades left and right. A thought regarding weapon versatility and movement in general - would it be worth it to try a system where the TU movement cost depends on the weapon held?
  14. Solver

    Reverting CE Suppression Changes?

    So I think HMGs always worked in roughly the same way except for 0.30 where they did minimal suppression. The goal was definitely to keep the same visible outcome all along, although the firing mechanics changed. You could affect the calculation in assets/config.xml: <Suppression regenerationPercent="25" iconOffset="-80" iconName="tiles/SuppressionIcon.png" showEasy="1" showNormal="1" showVeteran="1" showSuperhuman="1"/> In there, add an argument called flyByRadiusFactor, e.g.: flyByRadiusFactor="0.5" The default value the game uses is 0.5. Lowering the value (maybe 0.25 is a good first guess for you) should decrease the suppression dealt to units that are in the firing line but don't suffer near hits, as in the usual situation for friendlies to be in.
  15. @Charon Thanks for all the work - it's not just the modding work, top notch in itself, but there's also so much more, like providing excellent support to all who needed it!
  16. This version is outdated, see announcement for 0.35 instead. Version 0.34.3 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.3. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.3 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.3 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.2: This version has some stability improvements and updates to the bundled mods. System The game is now large address aware. This allows better stability / performance with very big mods. Sound effects are now stored uncompressed in memory. This only uses a bit more memory but should significantly improve sound-related stability problems, such as freezes due to ambient sounds and similar issues. Bug fixes Corrected loading of psionic defence values in saved games. Fixed the delete button in the modding tools with relation to the Steam Workshop. Prevented a freeze during ground combat if a map with a bugged door is encountered (door that opens into a wall). Fixed loading of some saved games that get corrupted by having incorrectly "cloned" planes. When retaking Xenonaut bases is enabled, fixed problem of that not applying to undefended bases. Fixed some UFO loot in the Furies mod. Modding In config.xml, a variable has been added (MeleeVehiclePriorityModifier) to tweak the priority with which melee aliens attack vehicles. The default value does not change gameplay. Modded Xenopedia screens can now display more information about combat armour suits. Included Mods Xenonauts Fix Pack by Policenaut has been updated with multiple fixes, with credit to Charon. Tropical and Swamp tileset - updated from version 1.6 to 1.61. This version is significantly more stable.
  17. Congratulations on the beta launch!
  18. Solver

    New forums online!

    www.xenonauts.com should now look like it did before.
  19. Solver

    New forums online!

    Yeah - everything there is safe, but the theme has reset itself to its default appearance, including placeholder text, hence the weird appearance (although the content is still there). Investigating.
  20. Solver

    New forums online!

    Can you elaborate? It's just a very unfinished site, or are you getting something else?
  21. Solver

    New forums online!

    Never mind, there was another bug in the server configuration. The Twiki should be gone.
  22. Solver

    New forums online!

    Ah, looks like the non-www version displays something strange. Go to www.goldhawkinteractive.com. I'll look into the non-www now.
  23. Solver

    New forums online!

    Thanks, it is indeed looking good! I hope the new server will be a nice benefit to better support X2.
  24. Yeah that's a bug, they're supposed to take 2-3 hits to kill a vehicle, as per the vanilla intention.
  25. 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.
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