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Tobbzn

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Posts posted by Tobbzn

  1. You can shoot from behind cover (like a car or half-wall). You can't shoot from behind a LOS obstruction (like a full wall). This is actually the same as EU, and is even shown to you when you try to fire.

    I think what he's talking about is standing on the corner of a LOS obstruction. In XCOM: EU you can fire around a corner without leaving cover, flanking bug be damned. In return, you can also be hit if you're standing on the corner of a LOS obstruction, which doesn't happen in Xenonauts.

    There was a suggestion about implementing "leaning" around corners, but I don't think it'll happen.

  2. @Mattster

    I got the part about not reloading vehicles and about the helicopter being indestructible, but otherwise I have no idea what you're saying. Did you blow up 20 of your own soldiers with friendly fire and think the game is too hard because of it? How on earth did you manage that? In any case, friendly fire is reduced in the next build.

    The aliens get 2-3 shots through burst firing, which your soldiers also can do.

  3. The following is skewed because my save has the starting Alenium.

    With the nation-targeted spawning, the Middle-East seems a little overpowered in terms of coverage. Instead of just being a good spot to partially negate harassment against six nations, it's now a gold mine in range of about 50% of all UFOs that spawn. In comparison, Australia is now an awful base choice in range of something like 15%.

    With my second base (which goes up after one month) being an interceptor base in Central America, I can quite comfortably answer any aerial terror site except in Australia, and about 75% of all UFOs that spawn. I only missed one Aerial Terror site before the second base went up, and the relations penalty at the end wasn't that impressive - I only lost something like 10k funding from South America that month.

    Using airstrikes compensates nicely for the lack of a second squad, and the reward being lower seems fair considering the upkeep of a dropship (20k), hangar(10k), wages(80k), medbay(5k), living quarters (5k) and store room (5k) totalling 125k per month, not to mention actually doing the mission, replacing soldiers, and everything that goes into manufacturing gear. The result is that one-squad play is extremely potent.

    It's a very enjoyable playstyle, and knowing you can stay a while on the geoscape and progress gives the game a massive boost to the "just until this next research finishes..." feel. I'm a little concerned about losing the sense of urgency and the motivation for having multiple squads, but overall I think the game is better off.

  4. This thread brought to you by the experimental build crashing a lot on the equipment screen.

    To expand, preferably both on the geoscape and in ground combat. Whether you also want a quickload function is up to how much you dislike save scummers.

  5. It happens upon starting any new game, so I don't think save games are necessary.

    As I mentioned in the experimental bug report forum (which you should be using):

    The game started counting "free lab space" differently, it seems - as "employed scientists", not "currently working scientists". That might be the cause.

    Workaround solution: Have one spare lab space remaining. That means having 14 scientists instead of 15.

  6. 1. I crash if I click too fast on the equipment screen. As in, I click through my soldier list, and suddenly I have two soldiers selected at once, and the game freezes.

    EDIT: Sometimes I don't even know what I did to make it crash. Right now it doesn't seem to mind fast clicking.

    https://www.dropbox.com/s/jfgh2w97srvul0t/2013-10-26_11.17.55.sav

    At this point, the game is in a state such that trying to change the role of Rolf Wood to Rifleman and then trying to go to the Geoscape causes a crash.

    2. I thought the strength changes sounded like they cropped progression too much, so I hunted through the files to mod it to 15 + 20% strength. However, not only couldn't I find the "10%" quantifier, but now that I've started the game, it seems soldiers still have 50% strength worth of carrying capacity, completely disregarding the BaseSoldierCarryingCapacity value.

    Geoscape

    It seems the BaseSoldierCarryingCapacity value affects the rate at which the "carried weight" bar fills. However, the soldier does not lose TUs for going beyond a full bar, only for going above 50% strength.

    You cannot drag-and-drop items into the inventory once the bar is full. Right-clicking to add to inventory still works.

    Ground combat

    You cannot pick up items past the new carrying capacity, but if you start the mission past the new limit, you can still move around without a penalty. The old formula determines whether you take a penalty, though. This means that you can be in the scenario where you can drop an item but not pick it back up.

    Furthermore, you cannot move an item in your bag if you could not carry another copy of it in your current state - this means that you cannot equip weapons from your bag if picking one up from the ground would cause you to pass the new limit, so you need to first drop the weapon on the ground to be able to equip it.

    Attempting to right-click a carried item causes you to randomly switch to another soldier's inventory instead of equipping it. I have no idea why this happens.

    3. No matter what role I give my soldiers, the role management button claims that they are Assault Troopers. The personnel list is right, however.

  7. There is a mask that tells the game where the "water" is. If you update that so it is all shaded, the game will consider all the water to be land. Then you can paint the area on the tileset mask in the desert colour and any missions over "water" will use that tileset.

    I figured as much.

    Which mask is that, though? In /assets/earth/continentmasks filling in tilesetmask1 and tilesetmask2 I successfully made every land-based mission industrial, but water is still considered water - at least, for the purposes of crashing UFOs, event generation, and base placement.

  8. To be fair, WG doesn't cause any bigger spread in soldier ranks as long as you take care to grind TU, Str and Accuracy every mission.

    Promotions could be handled somewhat differently, of course. For example, you could have a more standard progression based on stat points ++ in the following way:

    5 xp for each earned stat point

    15 xp for each alien kill

    20 xp for each alien reaction kill

    20 xp for each stunned alien

    20 xp for each successful mission

    100 xp for each medal

    With an optional soldier-based restriction on promotions and stat limits for each rank, thereby giving ranks a recursive pseudo-measure of a soldier's capabilities, as well as possibly countering the "1 mission = +1 to every stat" effect, encouraging soldier rotation.

    That being said, it's not exactly my biggest gripe. Certainly not something I'd preface with "I'm really trying to love the game" :P

  9. Other stuff:

    • Hint at where the last enemies hide out so it doesn't become an overcautious map crawl to find them.

    • Save soldier loadouts, so I don't have to load up everyone individually. And maybe add items to the inventory by double clicking, not dragging.

    • Drag and drop should work beyond the inventory screen, e.g. for swapping items between soldiers next to each other or picking stuff up.

    • Maybe allow moving forward while crouching, at greater TU expense? And sidestepping would be nice.

    • I'd like a warning when I am wasting med kits on healing a soldier which is healed to the maximum already. Or an instant "heal to max" option.

    • I shot someone in the back, twice! Maybe warn newbies like me?

    • Faster enemy movement calculation, it feels as if there is time added to it for effects.

    1. You can hold a UFO for five turns instead of scouring the map, only taking a small score penalty for letting an alien escape.

    2. You CAN save soldier loadouts. Try clicking on the soldier icons on your loadout screen.

    3. I just want the ability to drag and drop the list of soldiers, so I can group up squads or roles...

    4. Side-stepping and crouch-moving would, realistically, take about as much time as doing it step-wise. Implementing a new control scheme this late... Well, I don't know how the engine works, but I wouldn't hold my breath.

    5. The next update revamps the ability of projectiles to go through tiles without hitting them, so you should see 50% less friendly fire.

    6. You can mod movement speeds and projectile speeds in gameconfig.xml and weapons_gc.xml. I personally play with 3x-5x speeds.

  10. Soldier looks - yes.

    Armors - yes.

    Weapons - yes.

    Research - Depends. The system is easy to mod, but the documentation is lacking, so while editing or copying existing projects is fairly straight-forward, adding completely different systems would be complicated.

    Alien types - yes.

    Alien behaviors - probably, with lacking documentation, don't know what limitation there are.

    At first I thought you were talking about TFTD, in which case I figure you'd only hit a few snags beyond the horrendous sprite system, such as making jetpacks allow you to stand still in the air. Apocalypse, on the other hand, has a very different geoscape, and I figure it'd be about as easy to make it from scratch as to TC Xenonauts.

  11. The fear, uncertainty and confusion being described only happens on the first play-through, anyway, if you memorize what stuff does. Other people have reported annoyance at the lack of a clear Tech Tree being available anywhere. That's probably why the descriptions are what they currently are.

    However, it's currently in an awkward middle-ground between strategic overview and ambience - the game tells you, in-character, hypotheses that turn out to be correct as OOC knowledge, but it doesn't tell you the same OOC by having a "Tech Tree" image file readily available in the assets.

    It'd be tricky to satisfy both the roleplayers and the power gamers with the same description, so I think vaguer in-game descriptions would have to be compensated by a flowchart or something, accessible OOC.

    As an alternative to manually opening the assets file to see it, you could have a setting in the Options - disabled by default - that lets you see the Tech Tree in the Xenopedia, with a shortcut from the Research screen. Naively, it doesn't sound like that much work, so it might be moddable. Perhaps an idea to set Community Involvement on it, then bundle it for release?

  12. I wanted to fly my Sentinel soldier to the other side of the Carrier to do a two-pronged attack before opening the hallway. She flew halfway across, then descended onto the second floor and got stuck. It looked like the remaining Wraith ported in next to her, but the entire floor is pitch black, so you can't see anything. Couldn't find the wraith, but won by holding the UFO for five turns after killing the Caesan Leader at the top.

    Save file "LAUREN COX BUG": https://www.dropbox.com/s/xqmpgmufozplb9g/2013-10-16_15.24.19.sav

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