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  1. This new build doesn't contain a great deal for the Geoscape, mainly the air superiority flights have been given a cool down so they no longer repeatedly lock the players fighters in an inescapable loop, multi-UFO combat/auto-resolve should no longer crash and the auto-resolve function has had some minor tweaks to balance heavy missiles. Probably the most useful thing you guys could give feedback one is how you are managing with the Geoscape economy and how well research and manufacturing tasks are filling your time and making you make difficult decisions.
  2. This latest build added some pretty major balance changes to the alien invasion: UFOs should now have much greater variety, and there should be far fewer of the non-crashsite UFOs. In addition there's the new air combat auto-resolve feature, which is very raw so a bit buggy and unbalanced, but worth discussing. Here's the the new Geoscape balance changes: - Extensive rebalance of Geoscape UFO forces throughout the alien invasion -- Scouts and Landing Ship UFOs will now appear throughout the entire game to help train rookies -- Much more variety of UFOs, there will always be at least 2 main types available -- Reduced the rate at which non-crashsite UFOs (fighters, bombers) spawn - Reduced the frequency of alien attacks on Xenonaut bases by about 50% - Refuelling rate for interceptors increased from 0.12 to 0.2 - Implemented monthly maintenance costs for all aircraft at 20% of initial cost - Implemented monthly maintenance costs for base buildings at 10% of construction cost - Reduced cost of new Xenonaut base down to 250000
  3. Ok, here is the setup: I had just downed a scout (crashsite - 12) and a light scout (crashsite - 13) with two sorties of an upgraded (alenium) Condor and Foxtrot each. Dropship is returning from crashsite - 13; I wanted to go to the easternmost site first to avoid night missions, and crashsite - 12 can burn all the forests they want out in the desert . My Foxtrots are 90% fueled up at this point, so I send them to take out the two remaining light scouts. As soon as my fighters approach, the UFOs land. Foxtrots derping around overhead, not firing their missiles on the helpless, stationary craft right below them, run out of fuel and are forced to return home. I figure, "Fine, they just happened to land at the same time my fighters are approaching, it was a random fluke. I have two Condors at home that have just finished refueling. I can at least take out one of them." The UFOs inevitably lift off and I send out the Condors. W. T. F. This is infuriating. I can understand the balancing issues for getting too many missions; I already have another base in America, alenium missiles, wolf armor, 4 fighters, 100k in the bank and yet another treasure trove of goodies out in the desert, I probably don't need two more at this point... but if you aren't going to let me take down the UFOs buzzing around my base stop waving them in my face. Have them retreat to outer space or take evasive maneuvers or something. Besides, how does it make sense that once you're grounded, you become invincible to *ALL* attacks? I've even sent my dropship to one of the grounded UFO's before and it derped around and headed home too. I've heard a lot about the air combat on the forums, but the worst part for me is definitely the lack of it (ie. when UFOs land to avoid fighting -- both in the air and on the ground). Does anyone else have similar views, or am I alone in this?
  4. - Following a successful mission, the little alien head icon will remain on the Geoscape. A save and reload clears it. - An interception is successful. Little alien head appears. Upon zooming into the location, a second alien head appears. It's as if one is at one zoom level and one is available at the highest zoom. Upon selecting intercept, boit alien icons have mission options. - UFO crashed at sea, but is available for a mission (had a few of these now in 19.5) Save Game :- http://www.sendspace.com/file/kxevvc
  5. Here is the short version (long version in spoilers). The campaign is too difficult compared to XCOM:EU because the air combat is too difficult and the economics are equally WAY harder. Advice for the V18 build (ignoring what's happened in V19): Allow fuel/speed/AB management in the geoscape to allow Xeno craft to outrun or catch up to alien craft. Allow Xeno craft to 'ditch stores' for increased fuel efficiency and speed. Rebalance aircraft abilities, including a much reduced roll distance for all craft (but especially aliens'). Greatly increase mission rewards. Allow for resource-limited profitable production. Increase nation funding. Reduce ease of losing nations to aliens. Allow off-base landings (similar to "patrol", but you are invisible to enemies and get refueled - simulates friendly airfields you can land at throughout the world). Aaand the long version, well-written, clearly explained supporting argument for the above.
  6. How many fatalities do you guys experience happening from most events? I Just noticed 3 heavy fighters down an airliner killing 130 people... since when did 130 people fly in commercial airliners in 79? Kinda was significant since it was in a nation I had been keeping the casualties low on suddenly jumped to 165... O_o Pesky fighters instantly causing such major events when they land. Do the fatalities vary depending on the unit(s) causing the event? Do some events cause worse results?
  7. I was in engineering and selected to build a hunter. Nothing happened, so I clicked a few more times. I finally realized that I did not have a garage, so stopped clicking. I clicked the geoscape button and time whizzed by. An alien craft appeared, but the game did not pause or give a notification. I hit space bar and tried to click the craft, to no avail. Then I clicked on something else, I am afraid I am not sure what (perhaps the launch interceptors button, or a base icon) and the "no garage space" notification came up. I cleared it, then it came up a few more times (because I had tried several times to build the hunter. What do they say about trying the same thing and expecting different results?). After clearing the hidden messages an "alien craft detected" box popped, and things went back to normal.
  8. Check out this save - my guys are going to a landed medium ufo mission right next to an alien terror attack, the thing is that after i successfully finish this mission i get several messages that there is a terror attack (i click on "center on event and set time to 5-seconds" button), one immediately after another, and then i get a message that terror attack is successfully thwarted. I reproduced this bug three times already with different terror (or is it "panic"?) missions and landed medium ufos. Is there a reason they all land next to a terror missions or is it just me being lucky? This is the save from ground combat just finish couple of aliens in the ufo and then check out those messages on Geoscape.
  9. This is the thread for discussion of and balance suggestions for the strategy layer for Build V18.3. Please ensure you have Hotfix 1 from this thread before taking part: http://www.goldhawkinteractive.com/forums/showthread.php/4744-Build-V18-3-Hotfix-1-Released%21 Please repost any opinions from the V18 thread here if they are still valid.
  10. So I've been playing for three months ingame now and I've noticed a certain discrepancy/imbalance when it comes to UFOs attacking with the potential of being game breaking. I either get fighters, which simply get destroyed, or medium UFOs my Condors and Foxtrots can't do jack about (the Foxtrots might, but with a total of 2 torps and 2 missiles each this is a futile attempt because you can only have 3 planes per squad. I researched the X-37 but lo and behold, I can't build it because I'm out of alloys. This also means I can't upgrade my soldiers' equipment, and I have a pretty bad assumption of where this will lead down the line. Now, obviously there is the possibility of me doing something hideously wrong at the start of the game, but err, this was on easy because I wasn't all too comfy with the strategic part of the game just yet. Furthermore, it's not like you get to do a whole lot with the starting funds. In all honesty, it should not at all be like this on the lowest difficulty and imo needs fixing asap.
  11. Ya, it's cliche and pointless... but I think a semi-transparent grid on the (new) geoscape might help it look more 'big tactical war room display', and not so painterly as some people (who prefered the older one) have pointed out. I do like the old one (although am not violently opposed to the new one!), in that I like the more 'display' look of it. I think the new design has its benefits, and I would like it better if the water were a bit darker (as some have also requested), and it would get a bit more of a 'display' treatment to it... a grid, raster lines, a bit of vector outline action on the coastlines or something. Though in keeping with the tone of the rest of the artwork, I do also prefer how the original geoscape implied a 'darkened room' kind of vibe, which added to the atmosphere. I think all this could still be done with the new design with a few tweeks.
  12. Hi, first of all, I want to express how please I am with the game. I am playing Ironman veteran. So far I went to december 1979 and met battlefield ship and heavy fighter. I made a break due to battlefield elevator bug Nevertheless I wished to express very easy changes that would -in my mind- positively affect the feeling of the game. Most of these concern the geoscape/gestion point of view of the game so it is nothing complicated to change I believe. 1) research should be 2 times slower. It would implies a) choosing your research instead of doing everything when it comes available (less linearity feeling), b) hire more scientist (more choices on where to spend money) 2) construction prices by engeneers should be changed. a) so far I never understood if I require alenium or alien alloys, which is very sad b) how in hell can a gun cost half the price of an air craft ? I would lower prices of gun by 50% (guns at 100 000 $ should cost 50 000 $) while I would higher over prices by 100 % (aircraft and even more importantly armors, jackall at 50 000 $ seems fine) 3) then, I would say aliens are too passive (just like in original x-com but since then I though this was a big flaw). Obviously alien will certainly be more susceptible to die with respect to staying in cover until they see something, but the game would be much less boring and less frustrating if they moved more aggressively. I know IA is a BIG deal but, even if they moved randomly it would be better for personal implication in the game. To counterbalance the fact that they will be over-exposed, they could be slightly buffed in stat (health, accuracy). 4) Also, it is unpleasant that they are almost everytime alones. a) it is unrealistic b) they are easier targets c) area of effect weapons are less likely to be usefull. It is GREAT that sometimes aliens move back when they see your forces, but they should do so only to REGROUP. if no alien is next to them they should just stay in cover. 5) influence of moral is not drastic enough to have any gameplay influence. a) I would say at the begining if one xenonauts die, a couple of the more psychologicaly fragile xenonauts should panic. b)Moreover I would say that ANY xenonauts who is alone should lost 1 moral point per turn. a pair should have a stable moral per turn, and a group of three or more should earn one moral point per turn. 6) did you think about giving an extra action point to xenonauts that didn't move for one turn ? 7) I think 90 action point should be a maximum for xenonauts Okay I think that's all, sorry guys for my english. Hope it will help.
  13. Having a few specialised workshop bases, would it be possible for a Research or Manufacturing Completed go to the specific base of the research or manufacturing that's actually been done. At present, it goes to the first base.
  14. As September was slow, I had speeded up the timer. Once the funding screen had appeared and closed the timer raced on at the old speed. I'd have preferred it to go to the slowest setting so I could then enter the base tab and spend my new funds without losing precious hours.
  15. The game is in late October. No UFO alert appears on Geoscape when the little red triangle appears. This happens for all UFOs, also completed research and manufacturing. November first arrives and there is no funding screen. This occurred following the blank Hire soldier screen. I didn't attempt any "work around" for that. I simply went back out to the Geoscape. The first time this occurred, the game got as far as Nov 14th. Unfortunately, not sure what I pressed, but the funding screens, research, UFO alerts then all arrived at once. On the second occasion, if the intercept button is pressed, then you can select a UFO on the Geoscape. This is followed shortly afterwards by a CTD. Edit: I should have mentioned that the research, manufacturing is all going on in the background and that you can go in and out of the base and use the screens there normally. Edit 2: No issues on third play through this morning.
  16. V17.5 Clean Desura Download on Windows 7 Ultimate 64bit Having successfully completed a ground mission I came back to the geoscape loading message. after waiting a moment the message stayed and the geoscape was still black so I sped up time. Shortly after a UFO intercept window appeared and when I tried to launch an F17 the game crashed.
  17. I am using the latest version of xenonauts on desura. I have a save game where on a transfer of a hunter from my original base to a new base which has never had a hunter causes a crash to desktop. I can make the save available if needed. Interestingly the crash is related to the speed time is running at, if I use fastest it always crashes but on a 5 second interval the delivery is successful.
  18. Forget the title, those are things i noted while playing... On the global map, could it have an "aircrafts" buttons so we could check status of our fleet without having to bother to press intercept and then cancel ? It would be nice if we could see the max speed of our aerial vehicles in description. (its good to know if you ll bother to try to intercept or not.) Could alien ativity slow the UFO (creating a storm, abducing someone etc) ? Would be interesting. Logistic integration...If i buy something, and this thing take 72 hours to be delivered and for example a hangar in construction would be ready in less than 72 hours then the command is accepted. We need a warning when something we build is ready, right now we only have warning for what we bought (equipment i mean) Could the Flares be added as infinite item in stick (with nades) so we can give more than 2 to our troops When fresh troops arrive, in the soldier list, be able to select more than one line and when we select a soldier after scrolling down so it become much easyer to select people to train. Right now i see the potencial of the role choosing, but its quite clumsy and limited. We should be able to create modify and delete the Letter and role description at will. I hope this is the plan as it seems to be. A more obvious damage screen color cheme for craft damage. Would it be possible to make UFO and craft info readable with no zoom at all ? Would help a bit Right now the Chinnok screen status doesn t seem luch linked to reality. I see minor damage ship with no surviving aliens and heavy damage with full aliens. Also is the damage status of alien ship in the aerial linked to its probability to crash ? Right now they go down only when critical damage appear, or so it seems. Pistol seems to have an overly capped range, its already weak and slow, is you want it to have some usefullness please raise something: Range &/or Damage &/or ROF I think it would be interesting to have some maps (any lvl and any moment of the game) were we don t start near a border, but start i a place without borders near our dropship, its gives a new lvl of danger to know you can be encircled by ennemies. Also mapwise not always have a map were we land diametrically from the ufo, why not at UFO side sometimes ? Duting night time, when you throw a flare, it shine brightly, but even so the "default visual range" overlap the flare light ? Shouldn t it be reversed ? Flare extend visual range ?
  19. Some suggestions from playing 17.1 (and the new XCOM.) (Here's hoping they're already being planned!) 1. More hidden movement screens: Considering the player stares at the hidden movement screen for minutes at a time (cumulatively) in each encounter, it will be great if there's a rotation of hidden movement screen so it doesn't get boring. Bonus: the screen is based on the tileset the map is made of! The existing one is ace, by the way. It's just going to seem a bit off when all my soldiers have advanced armor and the chaps on the hidden movement screen are in regular old BDUs. 2. Geoscape details: The Geoscape we see is a terrain map, basically. Is it possible to show signs of civilization, such as lights on the night side? In general, the geoscape feels too static compared even to a slowly rotating globe, so any kind of animated detail that lets us know we're not staring at an atlas would be very welcome. 3. One feature I really miss in Xenonauts after playing XCOM 2012 is the calendar on the screen (that you can expand) showing all items on the agenda for the next month. This is a timeline that includes research times, new soldiers arriving, pending requests, constructions, and pretty much any base activity that takes time to occur. It's also much easier to plan when I can see the big picture, instead of being surprised about popups for activities that I scheduled ages ago. 4. Speaking of pending requests, the random requests for equipment from various countries in XCOM 2012 was also a nice touch, generally a windfall just in the nick of time. Does Xenonauts have anything similar? 5. The font size is really tough on the eyes! 6. The soldier run animation does not match the speed at which the sprite moves along the ground. So it looks like the soldier is skating sometimes. This should hopefully be an easy fix? 7. Any chance we can see a dirt trail behind the hunter as it moves? As things stand, a livelier map would be great. I know idle animations are in the works and animated tiles _might_ make it in, but I suppose there are other ways to liven up the battle map too. And then there are some longstanding suggestions (that I made ages ago) that I know can't be fixed because of the engine, but I'll reiterate anyway: 1. Bullets as slow white streaks, lasers as slow red streaks feel really underwhelming. Any chance the bullet sprite could get a makeover (or at least a velocity increase)? 2. Projectiles emanate from the center of the tile, and not from the barrel of the gun. Anyone else find this annoying? Is this something you just get used to as you play more of the game?
  20. So, I had a team of 3 F-17s returning from a mission, and an alien fighter kept initiating combat with them, (I was low on fuel, so I was trying to ignore them.) The problem being, it was a lone alien fighter, so every time it started combat, it would run. So it kept starting combat because that's what alien fighters do, and then it kept running once it got into the actual battle, because it was out-numbered. It repeated this until my fighters returned to base. I haven't seen this particular bug mentioned yet, so here it is. v16.1 October 16th
  21. So the little alien activity that pops up on the map is nice, but crop circles? On the glacier sheets of Greenland? What were they farming, ice?
  22. When a UFO icon is active on the Geoscape (either in flight or landed) if you zoom in a wealth of information pops up next to it, including details such as altitude, speed, relative size and what kind of map it's flying over. Could some of those details be added to crash-site icons? I think the most pertinent would be size of ufo and type of map it crashed into.
  23. As it stands it is very hard to see if a events happens on the world map. If a fishing ship or something like that is attacked its so hard to see due to the text being so small. I would therefore suggest an actual event/message box with actual visual text. Its a small and very realistic improvement and i am sure goldhawk can do it.
  24. This minor one was on previous builds, but since my search didn't find it I thought I'd bump it up. On selecting your starting base, going to close to a city (in my case Cairo) brings up an allocate aircraft screen, rather than an option to build a base there. Now it's possibly due to the use of cities for terror missions, but a mention of it could be made in any manual or FAQ as it's still a bit disconcerting when trying to place your first base.
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