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Solver

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Everything posted by Solver

  1. Solver

    Modular Armour System

    From what I understand, Tactical and Wolf have the same modules planned, which then makes Wolf armour a plain upgrade over the starting tactical armour.
  2. Solver

    UFO Roofs Indestructable?

    In the original X-Com, with certain UFOs it was very cool to blow some holes in the roof and simultaneously assault from there and from the ground. If there are no technical hurdles, roofs should also be made destructible now.
  3. Solver

    Modular Armour System

    I like the system overall. While armour in X1 didn't seem to be a big problem to me, the modular system as proposed is a clear improvement. One minor point from a UI and modding perspective. Already in V9, the old armour dropdown is back. I think it's significantly worse UX, and also the icons for modules would potentially be difficult if (when) modders add many modules. How to display the icons then? Proposal: make armour its own equipment tab (again), where each of the three armour types is an item, and the modules are displayed next to each in a grid, similar to how ammo is displayed next to weapons.
  4. Yeah but you can build two hangars + radar, or three hangars right away in X2 as well. It makes your base look less pretty perhaps, but that's what you get when rushing construction. Otherwise you end up having scenarios where you can cancel the production of a building that connects your lift to another under-construction building. You have to either disallow that or handle it... what does the extra complexity get you really?
  5. I'd not allow it, but decrease the Access Lift construction time a bit. I think it's reasonable to have a "start-up time" for bases, and it also makes more sense that you need to finish something before expanding farthre out.
  6. Hmm, they definitely feel smaller in X1/X2 then in X-Com (which I do not mean as a bad thing). Perhaps it's because of the AI, which in the 90s was quite prone to moving towards the edges and corners, whereas the aliens in Xenonauts rarely end up stuck there. I'd like to comment more on maps with buildings, because that really ties into issues with secondary weapons, but I've seen too few terror missions in X2, I'll comment after a couple more.
  7. Thanks Chris, it's very useful to see the thinking behind some decisions. With that, I can make some more specific comments. Very interesting, because I never got the impression that the intention was to give you energy weapons. My feeling was that converted weapons exist as a cheaply manufactured suboptimal solution, as in, you'd rather have lasers, but can use converted weapons to save money and workshop hours, at the expense of having less suitable weapons. Hence the high TU costs. So it might work to make that the niche - cheap, limited by alien ammo, rather powerful, a bit unwieldy. If there's time, a solid pass on the economy would be on my wishlist. I often played X1 with a small personal mod that basically decreased Alloys and Alenium from missions, and increased the amounts required for production. It would be great to have a real resource economy. And a great opportunity to make landed UFOs more attractive by increasing Alloy rewards from them. I would say in general, a good starting point is to assume X1 provided twice as many alloys as it should have. Okay, I think that's a solid goal. I don't think it works well though. The early X-Com battles also took place on bigger maps, versus more aliens. The maps in Xenonauts are smaller, more concentrated, with more functional cover, and alien crews are smaller. With 10 soldiers, I don't find it to be more of a bloodbath, on the contrary, I am taking fewer losses because it's easier to fire a lot of bullets at each alien, or use other tactical options. This being another key difference versus the original X-Com, that game didn't have much weapon variety. Due to the weapon variety in Xenonauts, the two extra soldiers remove some tough planning choices (do I take a grenade launcher or another rifle? now I can have both!), which leads to less bloodbath. Instead, I would say you can recapture the same idea by making losses likely across more early battles. You shouldn't be in highly upgraded gear on your third mission. This ties somewhat into the previous point with alloys, but also it's about tech requirements in general. Give players more missions with just the basic equipment, ensure slower introduction of lasers and other gear, and you'll recreate that desperate X-Com feeling differently.
  8. Have spent minimal time with V9 so far, but I'm inclined to support the points Max makes. Sebillian Brutes were too strong a few versions ago, but are a bit too weak now. I think it's just their reluctance to fire. Brutes are still quite tough, but between general AI algorithms and suppression, they rarely shoot. Addressing that (higher bravery? higher accuracy to make them likelier to shoot?) would likely be sufficient. Lots of good discussion around converted weapons in the V8 thread, so I won't repeat that, but the key takeaway remains that their TU costs are punishingly high, putting both cmags and cplasmas into an awkward tier where their niche is not clear. Geoscape has obviously not been balanced at all, it's mostly a mess, but I would in particular point to the early research projects. You can start researching better armour right away and, with a bit of luck, have a couple of suits ready before you shoot down the first UFO. I think it should be like X1, where you have to use the basic equipment for at least a couple of missions. Also I still dislike the 10 soldiers change, it's the most unnecessary change the game has had.
  9. Hey, congrats on your rapidly developing technical skills
  10. This also happens to be why I'm highly skeptical of any X1-style approach. The Xcom genre is turn-based combat, with a smaller grand strategy part. Top-down arcade shooters are incompatible with the genre due to rewarding a very different set of skills and providing an experience that feels very different.
  11. Unusually, I have to agree with Charon on the subject. If there is any airgame except autoresolve, it should be playable with actual player interaction. Even if I would prefer a turn-based system, the current X2 system that's being removed isn't really like gameplay, it's more like watching a cutscene.
  12. Now that X1-style air combat is coming back, I'm going to give it a try with an open mind, but I'm in the minority (I guess?) that thinks the X1 minigame was bad, I'd even call it the weakest part of the game. The tactical part of the minigame was negligible. Several types of engagements only had one way to play them at all. For squadron engagements, the only ones with any tactics involved, there were also few different things you could do. Bait with a fast plane, use one plane to get behind the UFO - options, yes, but very few. The replay value was low because you'd figure the tactics out after only a few engagements. Instead, your success would be determined by mechanical, twitch-based skill. The pause button wasn't tactical, you didn't really use it to think - it was a twitch button, as you should pause at the right moment to correctly time your rolls or missiles. In a few scenarios, you wanted to make quick, tight turns, which meant many fast and reasonably precise clicks. At the same time, you could master engagements so you would always succeed in a particular scenario. My favourite example, albeit not the only one, is two Condors vs a Corvette. The four missiles from the Condors will kill the UFO, but the Corvette will have time to fire its cannon once. So the engagement has the following success formula - just let your Condors fly towards the Corvette, pause when it fires, roll the targeted Condor (or both), unpause. Corvette down, Condors unharmed 100% of the time. Simple, formulaic, gets boring the 3rd time you have this engagement. And none of this was really related to the game's strategy layer. Airplane ammo was free and unlimited, so if you could use superior tactics to spend one missile less, that had no effect on anything anyway (I hope in general X2 has the time to do something more interesting with the economy). Then there's the problem that making the X1 minigame more difficult would mainly be on the account of additional reflex/speed requirements more than tactical thinking. Like I said, I'll approach the X2 real-time combat with an open mind, but I would have preferred to see the turn-based approach evolve.
  13. I think it's enough to fix that in V9, it's not a game-stopping bug, you can continue playing the mission as is. Although I still think the starting squad should be reverted to 8 soldiers anyway.
  14. It's this one, I think: Some great ideas there indeed.
  15. Since there was no thread for this, I'm starting one. Current balance issues I've noticed: I feel like the 10-soldier squad has a negative effect on balance, but I won't go into detail, I've posted my thoughts in the Skyhawk thread. The LMG ammo problem is still there, that is, a reload won't be needed under any realistic circumstances, as the LMG can be fired 10 times. To an extent, this problem exists with the rifles as well, with their 20-round magazines, exactly as in X1. I understand the desire to keep magazine sizes roughly realistic, but I also don't like how ammo isn't a factor for this tier. Wouldn't it be possible to make auto bursts fire twice the amount of rounds (6 for rifle, 10 for LMG) while halving suppression values? Local forces are very strong in V8. Perhaps the accuracy is high? In my first three V8 missions, the locals killed four aliens. They shouldn't be that reliable. As a side note, it would be cool to support different stats for local forces on different maps, so sometimes you'd be supported by local military who are visibly superior to armed farmers. Grenade throws cost 25 TU instead of being a percentage cost. Too many Geoscape missions are spawned. By recruiting a few extra soldiers at the start, I can do enough missions during the first month to staff buildings and keep an income stream. Either reduce the mission quantity, or make some of them require multiple soldiers (though that is the plan I think).
  16. Yeah, the vanilla game has some incorrect airplane and weaponry parameters in the ufopedia, and those instances are not fixed in X:CE.
  17. I don't see a terror mission fix in the list. Both in v8 and v8.1, terror missions make the old helicopter return, meaning you also get two soldiers stuck in the terrain.
  18. Solver

    V8 Balance thread

    This paints a rather worse picture of converted weapons than I would say my experience is, but I haven't run the numbers. While Cplasmas are definitely very expensive to fire, my gut feeling has been that Cmags are only moderately more expensive to fire, but I'll need to play more, or do calculations on the actual numbers. At any rate, I agree that further balancing work there is needed. One possibility could be to give converted weapons a buff all around, but also make their ammo limited, that is, make the weapons only use ammo you loot instead of having infinite ammo at the base as for human weapons. Not saying it has to be the solution, but it'd be good to keep in mind that ammo can be a factor to use in balancing, not only damage, accuracy and TU costs.
  19. I have to say this shows why Goldhawk is an amazing studio. There's a real willingness to try new ideas, but without necessarily committing to them - you can admit when something simply doesn't work. And offering refunds to people who specifically wanted now-changed features is very admirable and honest. On the gameplay front, while I liked the bold ideas behind the "shadow war" on the Geoscape and all that, I'm also really pleased with where the game is headed now. X1 is one of my favourite games, and I'm definitely in the camp that will be pretty happy with an improved X1. While the strategy layer is currently an almost exact copy of X1, I'm very happy about the improved tactical layer. There's a bunch of really small improvements but it adds up, and the boxy destructible UFOs are my favourite feature.
  20. Solver

    V8 Balance thread

    I might say the early missions are too easy, but that's largely a side effect of the unnecessary change to 10 soldiers. Weapon-wise, I kind of like the current balance between ballistics, mags and plasmas. Converted plasmas have high damage but high TU costs and no burst mode. Converted mags are pretty much better ballistics, with moderately higher TU costs, with burst mode, and damage somewhere in between ballistics and plasmas. I would perhaps lower the TU costs of plasmas a little bit, but in general I feel like the tradeoff is interesting. My first encounter with Androns in V8 was rather lucky, it was an Observer crash site, and both Androns were in the UFO. I took one out, and the other one died in the explosion. They're a good deal more difficult than other enemies, but I think this is something X2 does well now. An X-Com game should have those moments where you're suddenly faced with a greater threat and see that it will not be easy. Sebillian Brutes and the first Androns you encounter are great in that role.
  21. I am happy to announce the release of Xenonauts: Community Edition 0.35. What is the Community Edition? The Community Edition is a source-modified version of Xenonauts, produced to improve the stability and gameplay experience of Xenonauts, as well as to give modders access to more features. X:CE contains hundreds of bug fixes, crash fixes and quality of life improvements, while remaining very close to the vanilla gameplay. More information about X:CE in general can be read here. How do I install X:CE? 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. 0.35 is not on Steam yet. It will probably be added on the 6th of June. Other users (including GOG): 1. Download X:CE for manual installation. 2. Extract the X:CE archive into your game installation folder, overwriting existing files. 3. Launch the game. Answer "yes" if prompted to update load order. The game launcher should display X:CE 0.35 in the top-right corner. Can I continue a vanilla game in X:CE? Yes, X:CE can load saves from the vanilla 1.6X version of Xenonauts, and older versions. You can then continue the game with X:CE. The future of X:CE With the release of 0.35, the Community Edition is nearing the end of its development. I'm aware of a few more minor bugs, and I've received a good list of various small issues to look into. Some of those I'd like to fix, and surely something will crop up in 0.35 that necessitates a fix. But with Xenonauts 2 now entering a more mature phase in the development, I don't foresee much active work on X:CE beyond an eventual 0.35.1 with some minor fixes. Changes from 0.34.3: Version 0.35 brings a lot of improvements for modders, new translations, and a few general fixes. New translations: The French translations have been updated, authored by Rodmar18. The translations are for X:CE itself, and some mods. Traduction en français Le mod communautaire X:CE 0.35 comprend une extension et une révision totale de la traduction française, à la fois du jeu de base et de la plupart des mods inclus. Le lanceur du jeu devrait automatiquement détecter la langue de votre système d'exploitation (le français), mais il vous est toujours possible de choisir votre langue dans le gestionnaire de mod de ce lanceur. Rendez-vous sur le forum de Goldhawk Interactive pour discuter de cette traduction car elle est tout à fait perfectible. Mod updates The bundled Fix Pack has been updated and renamed to [XCE] Xenonauts Fix Pack. The rename avoids a conflict with Steam workshop, which has an older (and buggier) version of the mod. Bug fixes and general changes: It's now possible to rename bases. Click the base name in the base screen. Psionic combat calculations fixed to work as originally intended in the game design. Previously it would essentially be random rolls only slightly affected by the soldier's and the alien's stats. Now the psionic strength (for aliens) and bravery (for soldiers) contributes 50% to the score calculation as intended. From a player perspective, you should actually notice higher bravery soldiers being more resistant to psionic attacks now. "Go to base" will open the workshop view after a manufacture has been completed. "Go to base" will choose a base with idle scientists after a research has been completed. Afterburner in air combat now has "A" as a keyboard shortcut. Zoom in/out shortcuts will also work in air combat. Correct alien base name will show in the dialog window when a dropship reaches the base. The "incendiary burst bug" is fixed. The bug was - if a weapon of incendiary type fires a burst, and first hits terrain and then an enemy, then the shots hitting the enemy would do extremely high damage. Fixed a rare bug where destroyed airplanes in transfer would forever occupy hangar space in the new target base. Modding enhancements: Reaper zombification is now damage-based, that is, Reapers zombify when target HP is 0. It's thus possible to have them do normal damage. The base game now just sets the Reaper weapon damage to a very high value to ensure instant zombification. Item transfer time between bases can be modded in gameconfig.xml. If Xenonaut base retake missions are enabled, they can be made to happen in the Xenonaut base tileset in gameconfig.xml. Previously only the alien base tileset was available. Morale cap for ground combat can now be customized so mods can enable morale of over 100. More flexibility for radar ranges - up to 13 are now supported. The LockManufacture command has been fixed to work reliably. Fixed escort chances for UFO missions in the AM_*.xml files. Only mods with more complicated AM_ files were affected, so this is not a base game change. It's now possible to specify alien sight range per alien rank. If rank sight range isn't specified, the race range is used instead. Base evacuation feature completed: if retaking Xenonaut bases is enabled, then personnel and planes from lost bases will evacuate to other bases. It's actually visible on the map with planes flying out, etc. New alien abilities for aiprops: Infiltrator and Ghost. Infiltrator makes the alien look like a friendly unit - green cursor, no reaction fire, and so on. Ghost makes the alien act like an object, no special cursor at all, but it can be reaction fired upon if moving. gameconfig.xml can now control the various speeds of air combat. For X:CE 0.35, I want to again offer a big special thanks to @Charon and @Rodmar18.
  22. I think it's best to quote the most recent dev update on this issue. V9 will reintroduce the X1 air combat. After that, let's see how the game begins to diverge from the original.
  23. You might not be able to reproducing this one, but attaching a save in case it's something to do with this map. When I started this mission, the LOS wouldn't update on the first turn - black areas remained black as I moved my soldiers. A save and reload fixed the issue. los.zip
  24. Solver

    V8 Balance thread

    The issue here is that you're dealing with soldier equipment, which is limited in terms of what you can take (fortunately, unlike X1). If you're taking the knife, it's at the expense of something else. And from what I see, the knife is far inferior to anything else you could take with you.
  25. Update - I sometimes experience this, not necessarily on the first turn. LOS won't visibly update, but a save and reload fixes it. It's not a very common problem, less than 1 in 5 missions. I haven't noticed any pattern that triggers the bug. Could possibly be Linux-related?
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