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Koranis

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Everything posted by Koranis

  1. Max_Caine, three things: First, I like this last "draft", I think it's the best and it fits well this time, IMO. The guy is so egocentric that the entire theft incident is described as if he was the main victim, even if he does indeed "mention" some consequences for the organization. Second, for your future work on the "We Will Be watching" Guy, I'd love to see you taking into the consideration a massive nuclear counter-attack aiming at the fleet in orbit. As you mentioned in this latest draft, everyone has the nukes pointed at each other. It would be very shortsighted then to presume that none of them has ever considered to point a good portion of their nuclear arsenals towards the skies. USSR and USA had already tens of thousands of ICBMs in the late '70. It could be a good opportunity to show how such an attack could fail spectacularly, thus enhancing the atmosphere of desperation and underlining the importance of the Xenonauts as the only tactically viable way of fighting the aliens. Thousands of nukes launch as the last line of defence, once the world governments realize theyd are unable to control the skies, and are obliterated in the upper atmoshphere far below the oribiting fleets. I've always thought that it was very silly for the governments to rely on a small group of people to stop an alien invasion right off the bat, without exploring other solutions first . But after such a failure, this concept could be strenghtened by the mere fact that it's just an act of desperation, just because everything else failed. And third: if you have to rename a special version for the CE, please give it a less confusing name Lore++ is also Lore+ spelled incorrectly
  2. So the Community Edition is patched with the latest Lore+? I'm using 0.31.
  3. I couldn't resist and I opened up the spoilers. These are some serious art works, mate. Hats off to Henry. And the writing is top notch as always. BUT, I agree with NuclearStudent. Other than that good work mate! That's... borderline with comedy. I think some questions should stay unanswered, especially if you don't add anything good. Bad recruits are bad already, knowing why they're so bad could be even worse Now THAT would be interesting and which is sorely lacking in the game. To bad you can't link it to the player's progress... Can you use the attack reports though? A trigger that activates when a certain amount of "downed helicopters" is reached for instance? Is it possible? We see little of the alien language because there is no language as we understand it. You can try to write a series of telepathic impulses down but that would be an entirely human interpretation of a form of communication based on mental images and concepts that belong to a being evolved in a different world. Way to abstract to write it down and still make it believable. Plus the aliens were using telepathic comms at 100% so there is no alphabet, unless you make it up. Yeah, Alien Navigation, Engines, Entertainment and so on, are missing. The original had them so I kinda expected Xenonauts to have them too. I'm sure you would do something cool with it. EDIT: So is it ready? I'd like to DL it when it's all done.
  4. But what is it? Why is it tied to the development of laser weapons?
  5. Does it fit? Although all content, both textual and graphical, is really great, some of it walks a fine line between enhancing and spoiling the atmosphere.
  6. I'll gladly update it myself if you point me towards the correct file to download. Thank you.
  7. This is the same fragment from my file corresponding to what you have posted: <Row ss:StyleID="s68"> <Cell ss:StyleID="s69"><Data ss:Type="String">Name</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">Days</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">Category</Data></Cell> <Cell ss:StyleID="s71"><Data ss:Type="String">Requires</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">When unlocked</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">When finished</Data></Cell> <Cell ss:StyleID="s70"><Data ss:Type="String">Knowledge shown</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienLightScoutDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ScoutingMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ResearchMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienScoutDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ResearchMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.ResearchMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.TerrorMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienLandingCraftDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.TerrorMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.TerrorMission</Data></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.GroundAttackMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienFighterDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.GroundAttackMission" );</Data></Cell> <Cell ss:StyleID="s75"><Data ss:Type="String">Researches.GroundAttackMission</Data></Cell> </Row> Let me know if you want me to post the entire file. It's the same file that came with 0.31, I didn't touch it.
  8. But I haven't shot a UFO that was on a mission entry. I got the entry out of the blue.
  9. I just got the entry about the base construction mission but I don't see any bases yet. Maybe the game registered a base outthere and, even if I still have to find it, the entry has been triggered regardless.
  10. Ah, gotcha. Thank you. I also got "ground assault mission" along with the "interception mission" entry only because I shot down a fighter class ufo. And while the invaders were indeed sending CAPs I still had to see any ground assault mission, which occured much later into the campaign.
  11. Hello Max, thank you for improving this mod. I'm currently using the 0.31 CE version and the included Lore+ mod and I think I have an issue with it. I'm still at the beginning of the game and got only a handful of new entries but I've already encountered three types of ceasans: the non-combatant, the guard and the psion, but I've got only two entries instead of three and the one that is missing concerns the blue aliens, the guards. Is it a bug or do I still have to meet the requirements for that missing entry? Which would be strange because the psion ceasans are more advanced than the guards.
  12. Doesn't it show all the variants of the encountered enemies as soon as you meet the first one? If you encounter the non-combatant ceasan you will get info on the guards and the elite as well.
  13. Hello, how does one remove this mod? I prefer to play without it as it spoils the experience for me (shows info on enemies not encountered yet.). I'm a steam user with community branch. thank you. Also I'm in a middle of a game. Should I start a new one in order to see changes?
  14. As I said, maybe it's just coincidence but I have no other mod installed.
  15. I thought about it as well, as I'm not using the CE, it could be the reason. In that case you might specify that CE is a requirement. Currently it says it's both for 1.06 vanilla and CE.
  16. It might be just a coincidence but as soon as I upgraded to 1.1.3. the game crashed to desktop everytime I manually launched a missile in air combat. The problem was gone when I downgraded to 1.1.2 again. I have no idea what your mod might have to do with air combat, but there you go, it happened so... For your information, the only other mods I use are skitso femmonauts, skitso ranks and insignias and his map pack.
  17. I was already using the version 1.1.2. Should I update? What did you change?
  18. I really love this mod, it adds so much to the game. I just registered just to say "thank you" for it... ...And file a tiny, little complaint I love the art and the writing, the only thing that bothers me are the triggers that activate these new entries. As you said the mod is dependent on the items: corpses and datacores. I've been playing xenonauts since V8 but for the 1.0 version I decided to use your mod and I must say I had an experience that has been somewhat "distracted" by entries that in that given moment had no sense of being there. Maybe it's just me but I see this game as a story about an invasion, not just a series of turn-bases scenarios. A story told through research results. That's why the Lore+ mod is so valuable to me. The only problem I have with it is that sometimes it feels as you were reading a chapter that belongs to a later stage of the story. For example, you will read about Ceasan soldiers much earlier than you actually meet them. The "ufo missions" appear as soon as you identify an UFO - so that, for example, you can read about a Terror Mission even if that didn't happen - yet. And the guys who is speaking to me through those entries acts as if there have been many terror missions already. In my humble opinion, the UFO missions entries should be triggered only AFTER you experienced one, not after you got the UFO itself. Also Alien analysis should happen only when you have met all the variants necessary on the field so that it doesn't spoil anything - for example I didn't know there were more than 1 type of androns before I got the alien analysis for it. Just my two cents, I really appreciate your work and the work of the designer, it really is a great addition to the game, despite its shortcomings - which are entirely subjective, I'm aware of that.
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