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Solver

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Posts posted by Solver

  1. 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.

  2. 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.

  3. 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.

  4. 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.

    • Like 1
  5. 7 hours ago, Chris said:

    Thanks for the thoughts. I'm curious how this would manifest in the game, though - I mean you could write some flavour text in the interrogation report that hints about it (e.g. "the Caesan was extremely co-operative after the correct methoids were applied") but I'm not really sure what it would equate to in practical gameplay terms?

    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.

    • Like 2
  6. 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.

  7. 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.

    • Like 1
  8. 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.

    • Like 2
  9. 18 minutes ago, Cristian said:

    Thanks!

    For any reason my computer didn't like the other format. In 7z it worked good. In addition, the 7z file is smaller than the other. I am now trying these mods, getting adapted for the new features (the change in the vehicle weapons, per example).

    Happy to hear it! The 7zip file is smaller, yes, that's because 7z compression is significantly better. Some people may not know what to do with them though so I usually offer a zip. So, strange that you couldn't extract that zip file, but good that it's working properly now.

  10. Well, the file looks okay. I re-test it locally on my machine:

    solver@spooky:/mnt/win_d/xenogit/repo/xce-package$ md5sum xce-035.zip 
    51f267f2cb44692a0211e239bd986b99  xce-035.zip
    solver@spooky:/mnt/win_d/xenogit/repo/xce-package$ 7z t xce-035.zip | tail -8
    Testing     Xenonauts_gc_editor.exe
    
    Everything is Ok
    
    Folders: 3178
    Files: 39864
    Size:       333980662
    Compressed: 221868829

    It seems to me your computer doesn't like the file for some reason. 

    Check the downloads section again - I've also added a 7z compressed version, xce-035.7z with the same contents. Perhaps you get better results with that?

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