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Solver

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Everything posted by Solver

  1. If you're feeling brave, you can try editing the UI screen, it's assets/scripts/workshopview.lua. But the game is pretty borked if you try to play in 4K...
  2. Some ideas for aliens that are, behaviour wise, a bit more interesting than "soldier with a gun" (of which you still need to have several types). Shield Drone. Something like the light alien drones, but stays close to friendlies, and can project a shield around a friendly alien in range. So you either fight the tougher, shielded alien, or try to first take out the agile drone. Heatlamp alien. No gun, but has a damage aura some 3 tiles around it, so it just damages all enemies within range, doing more damage if it's closer. Somewhat low damage overall, so it's not an instakill, but you want to get rid of these before they get too close. Dangerous due to their area of effect ability, their weakness can be low TUs or HP. Fire-using alien. Fire was very underused in X1. You can have an alien that, by itself or with a gun, causes fires, which would be fun due to the unpredictable spread of fires in some biomes, and generally being a completely different type of hazard. The second-form alien. Upon being killed, it produces a weaker form of itself, or splits into two smaller aliens, or something else along those lines, the idea being that it creates a new, smaller threat. Mobile shield robot. The alien version of your shield soldiers essentially. Doesn't buff anyone else, instead it's just a big shield that aims to stay between your soldiers and other aliens (probably said to be remote-controlled in-game). Unarmed, but with very high HP, requiring you to shoot around it or to take it down with concentrated mass fire.
  3. I've also been doing just that in UFOs, trying to focus fire a single Andron to create a big boom. That said, it might be good to move the ability to another alien and decrease the explosion's power. You should prefer to kill exploding aliens from a distance, and you should be able to use that explosion against enemies, but it probably shouldn't be like setting a mininuke off.
  4. I really like the idea of introducing more complexity and substance into the economy. It feels like all x-com games have a strategic economic management game somewhere, trying to get out but buried under other issues. In the original game, the economy is entirely meaningless because you can set up manufacturing for profit, and also because missions give way too much loot after the first few. In X1, the economy is not broken, but it's simple and self-reinforcing. If you're doing well, you get more money so that you continue to do well. If you're doing poorly, you have a limited time window to turn things around or else everything comes crashing down. Having alloys and alenium for production was good but ultimately irrelevant. If you were doing well enough to have access to the advanced items, you had enough materials. Manufacture components could add a lot, as long as they're scarce enough, and there's variability in how you get them. You could make it worthwhile to assault landed UFOs (which carry a higher risk) by making sure they carry some valuable components that are fragile and usually get destroyed in a crash. You could reward air combat success by having rare, difficult spawns of UFO fighter wings that carry valuables. And so on. At the same time it needs not to be too random, it absolutely ruins the feeling if you're just there waiting for some rare component to drop from a UFO. This is a good idea, but I think the main thing is to make sure resources, whether it's the usual alloys or components, actually introduce some choices into the game - which means different ways of getting the resources with varied risk/reward ratio, and having the numbers such that you usually don't have the resources for everything.
  5. Solver

    Xenonauts 2: Ground Combat

    I understand why you're leaving the boxy UFOs behind, but if at all possible, please keep the assets in the game files - they could be great for modding and mapping.
  6. Solver

    New forums online!

    Try the http links again now (after clearing browser cache or in an incognito window).
  7. I'm afraid you're misunderstanding, it's not about several dropships on a single mission, it's about the game having multiple types of dropships in the first place, X1 style.
  8. I suppose this post is for Paul primarily (welcome!) - great to see a Discord server go up, but it should be mentioned that a community Xenonauts server has been around for a couple of years. It's not a big server but does have some recognizable people from the X1 community, so it would perhaps make sense to merge the two, or reach out on the old server and let them know that an official one now exists?
  9. I pushed a small update on Steam (launcher version 0.35.1) that fixes the unfortunate bug with Reapers one-shotting vehicles.
  10. 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. 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. Minor update 0.35.1 (May 5, 2020): A minor update was pushed to address Reapers one-shotting vehicles, and the psionic combat still sometimes using the wrong old formula. As was the original design intention, Reapers should now need 2-3 attacks to destroy a Hunter car. 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.
  11. Solver

    Xenonauts-2 April Update

    Congratulations on your daughter, Chris! I imagine you're barely getting any sleep now and of course working from home is quite the challenge with a newborn. Also good to know that development is proceeding apace. Looking forward to V13 with what looks to be a fairly feature complete Geoscape.
  12. Solver

    A few questions

    Shooting at aliens should contribute for accuracy increases regardless of whether it's reaction fire or normal fire. Correct, X:CE allows suppression to contribute to bravery increases. Without that change, bravery would very rarely increase - the only other way is to experience morale events, and those are rare. In the course of a normal game even getting +1 bravery for a soldier wouldn't be guaranteed. This goes hand in hand with another X:CE change, a bug fix for the psionic combat. Soldiers with higher bravery are supposed to be better at resisting psionic attacks but, due to a vanilla bug, the effect was marginal. X:CE fixes the calculation to work as intended, so higher bravery soldiers should now actually be braver in the face of psionic assaults, and combat vets should become braver with time. Yes, you can probably abuse it into bravery gains for everyone on every mission. I never bothered fixing that kind of issue in X:CE. You can trivially guarantee maximum TU and STR increases on every mission, and significantly boost your chance of ACC increases. That is not how the game was intended to be played, but if you want to do that, go ahead. I don't even want to pretend to know the whole system. You're correct in general, both the Xenonaut soldier and the alien get their initiative score, calculated from the factors you list. Soldiers will, I believe, use the best attack that they have TU for, but I'm not sure. They calculate a probability of hitting allies and don't take the shot if it's above some threshold, so it depends on particulars like the weapon accuracy and more.
  13. You can only replace existing sound files, there's no way to control any logic or do anything more sophisticated there.
  14. Sounds like something went wrong in the installation. If you have the game on Steam, just use the community branch there - don't install the manual download from the forums. With a manual installation, things could go wrong, the Steam install just works. Delete the script cache under %HOMEPATH%\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal , then reinstall X:CE from Steam (use the Verify Files option) and see if it fixes things.
  15. Option 3 is the most intuitive to me. When a soldier isn't in a dropship, it makes sense that the assigned loadout is the desired template and not something that actually depletes your stores now. It's the most user-friendly solution, preventing "losing" items and preventing the need to repeatedly reassign equipment. The big issue here is to make sure that's not confusing, but I imagine a graphical cue could address that. if a soldier is unassigned, draw their equipment with some transparency mask applied. It should convey the idea that the equipment isn't really "there" yet.
  16. Solver

    Xenonauts-2 March Update

    The most important part! Congratulations Chris, and get some sleep while you still can!
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. They gain a certain amount of points per event though, taking/giving reaction fire once may be insufficient.
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