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thrakkemarn

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  1. I agree a 1000 point scale looks terrible, but function over form. I just didn't have any better ideas. I just find it a failure of the original design that stats start at ~50 and go up to ~100, and I was spitballing an idea that might serve to stretch out the deveopment of stat clones. I genuinely can't think of any other way to have differentiation between soldiers, short of just making it way harder to gain stat points (which raises a whole new slew of issues).
  2. Fallout also had WAY more customization than this game and far fewer characters lol. Plus accuracy was not something every character needed. It's a really bad comparison my friend. And yes, I was asking if it was possibly to scale up the stat system so that what 1 accuracy grants now would be equal to 10 accuracy, so that you could have a much wider range of starting attributes and stat increases allowing for more diversity in endgame soldiers. As it is now they are completely interchangeable because it's fairly easy to hit the stat cap, especially with the plethora of missions in this mod. Maybe it's a bad idea, and I don't know if it's possible to implement, but do you disagree that it would be awesome to have more differentiation between soldiers?
  3. Been away for a few days come back to find some exciting stuff happening! Not just 5.3 but hints at v6! This just keeps getting better. I'm curious if there's been any further thought on ways to develop the RPG aspect of the game vis-a-vis soldiers? It seems like you're taking a macro approach to roleplaying (which research paths you take etc) but it would be awesome if there was still some way to codify differences in the soldiers themselves - but it seems like this is a problem inherent with the basic game design. Here's a crazy thought I had, and I have no idea if it's possible. Could the stats system be expanded from a 1-100 system to a 1-1000 system? Or are the formulas for the way stats work hardcoded? For example, if you could get soldiers recruited with 400-700 accuracy, and stats progressed at a rate of 10-20 per mission, you could REALLY differentiate between who was you sniper vs a rookie etc. This might just be a pipe dream though =/ By the way are you guys including the strings.xml changes into 5.3?
  4. Oooh that's exciting! I think it would be great if it was something like nightvision armor is BETTER at seeing in the night than normal armor is in the day, but maybe has weaker defense (representing not wearing a full helmet). I'm excited to see what you come up with!
  5. Is there any way to modify the night time LOS for certain troops, for example when wearing certain armor? To represent night vision or other tech advances when you get to a certain level? Or is there only the global LOSNightMultiplier? It would be cool if you could later on use advanced tech to turn night time into an asset for some of your troops, or at least neutralize the disadvantage. Not sure if that's just a hardcoded thing or something you don't want to touch though. Perhaps English isn't your first language? Cause the way you phrase your comments they come across pretty rude in English. Just saying. Phrasing counts.
  6. Yes I can 100% confirm that. It happens every time it's been driving me nuts trying to figure out why. Thanks! I thought I was missing something, that's a shame but at least the core game is so good we can forgive the things we can't change.
  7. Wait ... where is the code that controls this? I've been trying to figure it out because on promotion there's always a big stat bonus to my troops but I don't know why. I enjoy to RP too and love your idea of increased troops but harder ranking requirements. I already went through and assigned new rank names (based off warhammer40k ranks) and new rank insignia cause it was getting ridiculous the number of officers I had lol. To go along with it I also tweaked soldier costs and starting stats, giving a wider range on Strength, Accuracy HP, and Reflex smaller range on TUs and Bravery (cause honestly who would hire soldiers that don't do basic cardio and have no combat experience) which forces me to assign more specific roles to my troops and hire lots of them. I also added 1 starting weapon to the game, a P90 that is "newbie proof" ... it's basically halfway between a rifle and a shotgun, similar to the carbines later on that I assign to the many, many recruits that come through my doors lol. I find that it helps a lot to get through missions in the first few months when you can encounter zombies and vipers etc and need something with better reaction fire than the rifle and more range than the shotgun. It just lets me play my way while using all of the awesome stuff in your mod! Also, I haven't been able to figure out what this line does: <startingSoldiersStatBonus value="9" comment="Bonus applied to starting soldiers' stats" /> if anyone here can answer that'd be awesome!
  8. Yeah I've worked on mods before and it's astonishing the number of people who take your work for granted and don't realize you are doing this for free in your spare time Is Recoil still at least tied in to strength? So higher STR soldiers will be more accurate with higher recoil weapons? Haha, as you may tell I'm really obsessed with game mechanics, which is why I started doing the weapon stat cards cause I like to really make sure my squad is optimally equipped.
  9. Gladly! Anything I can do to help. By the way I noticed a minor bug/discrepancy in the Weapons.xml file the weight of certain weapons does not match the weight in Weapons_gc.xml. This causes the weapon to weigh a different amount in the loadout screen (usually much more).
  10. Update is working great so far. I'm still not sure what you meant when you said the Recoil formula isn't working properly in the game right now - is it different from if Strength < Recoil then Accuracy - (Recoil - Strength)? Sorry for harping on the subject. Also I have started a new game and decided to add description strings for each weapon as I unlock them. Like this: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">weapon.SMGEnforcer.desc</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s68"><Data ss:Type="String"><font face="fonts/arial.mvec"\><b>SubMachinegun Enforcer EF-Z701:</b>A new personal defense style SMG that is more effective than the basic pistol against aliens. Uses explosive rounds and while inaccurate at long ranges is dead up close.Range: 13Damage: 25 Kinetic / 12 StunSuppression: 35 BurstMitigation: 0Ammo Capacity: 24 shotsReaction Modifier: 1.7xFire Modes:- 23%% TU 35 Acc x 4 shot</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> If you want I can post each one as I make them (here or somewhere else), they can simply be copy-pasted to the bottom of the Strings.xml file right above <WorksheetOptions xmlns="urn:schemas-microsoft-com:office:excel"> and will show up in game.
  11. If you're curious/impatient to find out in game you can always look in the researches.xml file and see the tech tree =P Because all weapons do stun damage and there are new advanced ballistics, I recommend you get yourself some new ballistic guns first before trying to get to lasers! They really help out early on and can be researched very quickly.
  12. Hey guys, nice update. Keep up the awesome work! Just had a quick thing to point out - I was toying around with adding a weapon from another mod and got it working fine, but I noticed something weird - it seems a lot of your weapons have Recoil stats of like 5-30. As far as I understood it, the way Recoil works is if a soldier's strength is less than the Recoil, their accuracy is reduced by the difference. Since a soldier can't have a Strength under 30, the Recoil stat is doing nothing for these weapons. I apologize if you're already aware of this, but if I am misunderstanding the way recoil works I'd love to know what it does in your mod! Thanks again.
  13. Wow quick reply! Hmm, OK I think I may have overwritten some things trying to merge a mod . I did a clean install and now this is what I have: <APProgress pointsToProgress="50" maxPointsInSingleBattle="3" globalMaxProgress="150" comment="A progress point is earned every time a soldier spends a TU on a mission" /> vs this in vanilla: <APProgress pointsToProgress="250" maxPointsInSingleBattle="500" globalMaxProgress="98" comment="A progress point is earned every time a soldier spends a TU on a mission" /> Thanks for the clarification I knew something was going wrong with my game! p.s. Wasn't trying to criticize the air combat haha! I just discovered it the hard way =) It's definitely my favorite thing in Xenonauts vs X-Com. p.p.s. Does it matter whether tweaks are made to the gameconfig file in assets vs the base folder? I've been mirroring any changes just in case, but was curious if it was just there as a backup or something.
  14. Hey guys. New to the mod here and muddling through trying to figure out all the changes. So far really enjoying the new feel it gives the game. There's a lot of undocumented stuff (at least not in the changelog) and some of it I find kind of confusing. I don't mind learning some things the hard way (like that F-17s die in approximately 1 second now lol) but a lot of things you can't figure out without going into the game files, and that's a bit of a problem (at least for me since I like to at least know why I'm messing up when I do). For example, it is REALLY hard to level up TUs in this mod, but relatively easy to level up Bravery. Why is this done this way? I calculated that even starting at max TUs it would take over 1300 battles to max out TUs. This means picking high TU recruits is possibly the best choice, or at least weights it heavily. Is there a reason for this?
  15. Nice work! Also just FYI I noticed that the folder was incorrectly named "rank images" instead of "rankimages" (this was for a 1.06 install). Copying the files over works fine but you might want to fix that for future updates.
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