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Solver

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Everything posted by Solver

  1. 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.
  2. Solver

    New forums online!

    Thanks, it is indeed looking good! I hope the new server will be a nice benefit to better support X2.
  3. Yeah that's a bug, they're supposed to take 2-3 hits to kill a vehicle, as per the vanilla intention.
  4. 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.
  5. I think I screwed up the xcebalance in 0.35 somewhat, there's an issue with Reapers, and now this setting is missing...
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. Have a great wedding and honeymoon!
  12. 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.
  13. 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.
  14. That wouldn't be effective or recommended - the French translation takes around a megabyte currently, other translations would be in the same range.
  15. Solver

    Xenonauts-2 Kickstarter Now Live!

    To be fair that's almost uniquely a German problem. You guys use your Maestro EC which is functionally equivalent to the debit cards the rest of Europe has, except that it's difficult to accommodate for online purchases. Frustrates me every time I have to use cash when in Germany.
  16. The delete button works fine now, no problem using it. But deleting the translations just because you don't use them is completely pointless.
  17. I like this a lot. Sound like it could be a good introductory work item for X2:CE.
  18. Solver

    Modular Weapon Idea

    X1 even had support for something along those lines. Weapons could be given different damage types (energy/kinetic/chemical/incendiary), with various enemies having different resistances to these. But the system remained mostly unused, with armor not used much, and the damage types unused except for stun.
  19. Solver

    Modular Weapon Idea

    I also prefer the specialization model - weapon models that are better suited towards particular enemies or situations, as opposed to just being better in general. My reasoning here is that specialization would increase the value of pre-mission intelligence. In X1, knowing the races present at a crash site didn't really affect too much, beyond packing some shock grenades for Androns. I'd like the potential payoff of good intelligence to be higher.
  20. Solver

    Xenonauts-2 Kickstarter Now Live!

    Fantastic funding - my only disappointment is that the orchestral soundtrack isn't highly voted. Having an orchestra record the music really makes a difference, and that's the one thing that modders cannot really implement.
  21. Chris, in terms of X2, you could think of this "squad cohesion" mechanics as the other side of the stress mechanic. You have stress that soldiers accumulate from fighting in general, and traumatic events in particular. Squad cohesion could essentially be a factor in the stress mechanic - soldiers are more likely to trust other soldiers that they've already fought together with. Send a soldier on a mission surrounded by familiar faces, and they are less stressed by the combat. Have 6 people fight together for the first time and everyone is more stressed.
  22. I think flags are a must next to the soldier name. It's a big improvement for immersion and making your soldiers more personable, while also needing very little artist or programmer time.
  23. Solver

    Xenonauts-2 Kickstarter Now Live!

    Giovanni, it's good to see you! And on my own behalf, I'm also wishing Goldhawk and Chris a lot of luck in getting this funded.
  24. I don't know how the GOG install of the game itself goes, but after that, to get X:CE, you only need to download X:CE and extract it. No more special steps of any kind. Which part is causing you difficulties?
  25. Solver

    [X:CE 0.35] Undending Alien Turn

    Thanks for the report. I've whacked a few psionic alien freezes in X:CE, it's unfortunate if some remain. I'll fix it if I can reproduce it.
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