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coma berenices

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Posts posted by coma berenices

  1. Hey,
    Just wanted to share my thoughts on the steam demo - last time I played tactical combat in Xenonauts 2 was like 2 yrs ago I think or even more (on GOG if I am not mistaken).
    I got over 100 hrs on Xenonauts 1 and played all XCOM games from 90s and 2000s.
    What I liked:
    - camera rotation
    - improved graphics
    What I did not like:
    - line of fire is still broken, I would say there is no improvement from Xenonauts 1 at all, the drawing of line of fire (still) resembles a line in paint on 400% zoom, why stick to these 90 degrees 
    rectangulars? Cannot a game engine just draw a straight line based on mouse pointer location? Sorry about complaint but it just feels strange. I remember you said the new Xenonauts is based on a completely 
    new engine so I was expecting something else I guess. Certainly not the glitchy system from part 1. 
    - game seems a bit slow (turns waiting times, movements etc, like in part 1) - some optimization would be certainly welcome
    - some graphics (enemy movement) are taken from part 1 but I guess it will change in a final version?
    Good luck on improving the game

  2. Because the engine gets a bit weird with temporary files on some machines if it is not installed on the main hard drive (I think it always tries to write them to C:/ or something), and it has to reload all the textures when you alt-tab. You may well find that moving it to your main hard drive will fix a lot of the crashes.

    If it does, then let us know - it'd probably be worth adding to the main troubleshooting thread.

    Nice. Now I know why it takes so long to come back after alt-tab although being installed on ssd drive (but not C:\)

  3. Tank, Tank, Tank. Really. I try to never start a mission without one. It destroys the door and bombard/kill everyone inside. Soldiers go inside when there's one or two aliens left. Of course for bigger ufos you have more to do as tank can't get to upper levels.

  4. Thanks for taking the time to check out my mod and especially thanks for the feedback!

    Regarding the recoil, I view it as a mechanism to limit the use of the more powerful weapons until you've progressed far enough to have soldiers with enough strength. I've made some tweaks that'll be in the next version, released when I'll get enough content in.

    I'm sad to say the grenade launcher isn't that good, thanks to the limitations of the current game, but I'm hoping the CE would bring a fix to that. The minigun happens to be one of my favourites, but you really need the Predator Armour to get everything out of it :)

    Yeah, they probably are a bit unbalanced. That's why I started rebalancing the aliens, mainly giving them actual armour, that should change some of the weapon balance pretty drastically. E.g. shotgun would be practically useless versus Androns which have 50 to 80 armour currently, and sebillians as well, though you'll still carve through most caesans. There's a lot to test though so I haven't released it yet.

    I realize not all want to use the advanced ballistics, which is why they're under a separate research tree, so fully optional to use. I just realized the MAGs also require the heavy advanced ballistics research, so did they even come up for research for you? Now that I think of it, it might actually be better to just ditch that research requirement.

    I'll have to take another look at those two weapons, but strictly numbers-wise they should not be too unbalanced. The range might be key factor here though, also the burst length. Now that I think of it, especially the plasma caster could probably use a bit of tonedown there...

    Thanks for your effort and feedback, it's really valuable to me :)

    Yes. Somehow MAG did not appear in my research so probably something is/was broken in version 0.2 I played. Regarding scatter laser and plasma caster I agree, burst length and range were crucial. I ended up using on end mission 4 scatter laser and only 2 plasma caster as first one was sufficient enough to not replace with plasma counterpart.

  5. Just finished the game on veteran and this mod. Was looking mainly into main game weapons rebalance rather than new advanced ballistics which I did not use at all.

    Your scatter laser is overpowered, same plasma caster.

    I never got to MAG weapons and also almost did not use any plasma at all. Was fun - yes. But too easy to beat aliens with these two guns (especially given their range).

    I think it'd better to get rid of advanced ballistics and just rebalance main game weapons better so it's not boring as in vanilla version but also not too easy as with your modification.

  6. Yeah, that's supposed to be it. I tested it and it worked just fine, but it seems I'll have to double-check things. I'll try to fix it as soon as possible. In the meanwhile you could double check that you have the strings.xml from the mod in your assets folder. It might be that the research will unlock fine, but there certainly should be a description.

    or better yet, open both researches.xml and strings.xml and find (ctrl+f) the string "Researches.AdvancedConventional" without the quotes. If you can't find it in either file, then replace that again from the zip. I just checked and it should be in the zip and should be valid.

    It's about strings.xml. I have same issue. Checked and I have different size of this file because of my community edition.

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