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Everything posted by ventuswings
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The aliens definitely feel much squishy now. I've done about 8 light scout/scout missions now and have only lost one worthless private, and this is on Insane difficulty. While some of the tank aliens such as Delta Reaper and high-ranked Sebilians likely needed some decrease in HP, perhaps early game is way too easy now? Gargols are now walk-over and I will be astounded if someone continues to complain about them. I also noted with interest that advanced ballistic weapons (Project Hell Gate) seem to be available for free? While this was probably done in consideration for the significantly diminished initial funds, I wonder if laser weapons and advanced ballistics have similar combat effectiveness like last build - I am assuming here, ignoring that tech at the moment - why should one go for lasers that takes money and time to build.
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Is damage number removed on Insane for Hell Gate? I noticed its lack straight away and was wondering if it was by design. Grenades also don't seem to explode immediately but at EOT, so beginning to worry if I messed up some sort of mod priority order when I touched xml files to remove map reveal etc.
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Yeah, fresh copy but everyone else seems to have no problem (though it's possible it is error with minor fix) so I'm considering re-download though any sort of affirmation or negation from others would be really nice. Anyone using the minor fix version have same problem as me? Edit: The problem seems to persist after deleting XNT ITD mod, so something probably went wrong while installing X:CE. I'll re-download from Humble Bundle and see if the problem persists. False alarm! When I just copy & pasted the core pack into the vanilla v1.09 my problem was fixed!
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@ blackwolf You don't even have to move grenades to your hand slot, since cost of throwing grenades using quick-throw button adjusts to account for the fact that your hand are no longer occupied, at least that was my impression. @ podbelski Ah I suspect that is reason for the confusion. You cannot do that on vanilla XNT. Xenophobia understandably has to alter XNT balance & mechanics a bit, so it can lead to misunderstandings when user of the mod posts here without exactly specifying which version of the game they are using.
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Some very helpful advices in there! Can you give advice for Wraith and Heavy Plasma (sic?) or whatever weapon that goes boom as well? Haven't figured out how to handle them yet. Also, for Gorgols, or in fact any other cases, always remember that you can drop the weapon to throw 2 grenades in same turn - some people surprisingly do not know this lifesaving maneuver.
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Wait until you face Insane difficulty Gorgols To be honest, at Landing Ship level I already know two things which I consider infinitely worse than Gorgols... Either way you can edit armour value of the units from aiprops.xml if you want. Edit: Yeah, I think it's preference thing, Gorgols are ridiculous but I never personally found them outrageous as people claim, especially since there are only one variant meaning they don't scale. Game is really easy to edit to suit everyone's personal tastes either way.
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Fixing and balancing door opening/closing
ventuswings replied to llunak's topic in X:CE General Discussion
Alternatively perhaps consider exporting "transparent" internal UFO doors of the XNT ITD mod as well? Their aggressive AI which always opens external doors for pop shot, reminiscent of good old original game, combined with this change strongly discourage door spam strategy even under the current system. It's probably too much of radical change though. -
Fixing and balancing door opening/closing
ventuswings replied to llunak's topic in X:CE General Discussion
Merits of reaction fire capabilities aside, I disagree with reaction fire variable change across difficulties as well. The reflex penalties or boosts alien get should already account for what you are aiming for (other indirect variables such as accuracy, weapon damage etc. exist as well) so it is just needless changing the fundamental battle-scape mechanics. I am also against introducing multiple complex changes at once to solve a problem as well - introduce them one by one and see how the game play changes first. If I'm to get my personal opinion in, I was and still am advocate of not being able to close a door opened on the same turn as well; the confusion can be avoided simply by having a crossed out door symbol show up upon mouse over. -
Eh, I can see the benefit of "options-buffet" school of development as well, feels like real life sandbox where you are given hundreds of random alternatives (and naturally, like in real life, some are either destined to falter or stand out) and told "here's the choices, make something out of it any way you want". It's clearly not the best for the meticulous balancing but has an entertainment value of greater freedom, like you are not just corralled into following the strategies the game developer wants you to use. It's biggest problem was attaching it to XNT ITD mod from the very start, as fun of inventing new methodologies to wipe out aliens was bound to conflict with the sci-fi horror theme the former was going for. But I digress, history of Xenophobia conflict is of the past which I should really avoid bringing up.
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Are you sure Xenophobia requires XNT? I think it switched over to onstaller in process of disaassociation. Either way, think they are removing old links to prevent confusion on reporting, and perhaps online storage issue as well. Actually, I am not sure of there is archive fpr old version pf vanilla game either... Sorry for typo cell phones keyboard suck
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Nice! This means now I can actually blow things without abandon. Though I love C4, I always had to handicap myself to not bring one because on densely packed Terror map, single explosion very often led to unfortunate crashes. Awesome to see the mod keep up in recent developments. Also sincere appreciation to the developers for taking my non-mandatory suggestion seriously, and even finding the time to fix it themselves!
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I should post my mission statement then. My intention is to edit the information for all pre-existing vanilla weapons (for example, ballistic machine gun description still says 80% to fire) and if possible, just add numerical info to those missing any description such as Thunderbolt. I know numerical information are posted on Xenopedia but it can be bit of inconvenience to switch screens back and forth, never mind the fact that it bothers my whatever miniscule completionist impulse there is. Please inform me if you have some concerns though. Also, I'll try to keep my technical questions out of thread as best as I can to avoid excessive cluttering.
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Understood; better remind myself to make a backup file in case of mess-up. Also wow, strings.xml is a mess. I should have sufficient free time since the deadline is several days away though. Edit: Actually, can I just confirm that my xml reading is accurate? On weapons_gc.xml, it says: but the Xenopedia entry says that Zephyr deals 33 nominal damage, 18 stun damage. Is Xenopedia entry outdated or am I reading the xml wrong? Wanted to confirm since it's clear I only have cursory knowledge on xml editing.