Jump to content

Search the Community

Showing results for tags ' research tree'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

  1. Hello everyone: I was wondering, if you research an alien will there be bonuses to damage against them to represent your troops aiming for weak spots? (got the idea from watching Battle for LA where they drag the alien into the police station still alive and start cutting into it to find its weak spot to know where to shoot it)
  2. In one of the posts Chris mentioned that with there being nothing to research at the beginning of the game there was some confusion about how one could do research. I thought it might be helpful to throw out some initial research ideas. I'm trying to focus on things that would be relatively easy to implement and would not require too much extra coding. Also I am trying to list options that would give technicians something to do early on. Initial Research Options: International Cooperation - Opens up research for the following techs. Nonconventional Rockets - Opens up the ability to produce of incendiary and stun rockets. Extra Armor Plating - Increases the armor on the Hunter, but reduced APs. International UFO Codebook - If UFOs are not always easily identified by size, this might give slightly more data about detected UFO's. Preferably cryptic like the number of lights or shape. (this one is probably too much work to implement). As an FYI I would personnally like radar detection to be a little inaccurate to add the "unknown" aspect to air combat. Larger Missile Payload - Increases the damage caused by Avalanche and Stinger missiles. Improved Conventional Fighter - If you really felt like adding an early plane option to keep technicians busy you could add a plane type that has better speed and possibly twin cannons to surpass the initial fighter.
  3. Hi, Any ideas so far what would be in research tree? I understand that some of the items will be from first UFO, but what about new stuff? I hope research will take some time I don't want to invite everything too fast. In first UFO we used human weapons only in 2-3 battles then the best weapon in game Heavy Plasma. I'd like to use human gear longer in Xenonauts. Alien weapons should be really expensive in manufacture after the invention. Going back to research for example how can we obtain laser weapons? Will it be from beginning like in UFO? UFO started in 1999 Xenonauts in 1975 so I don't think so.... Thank you for any answer
  4. After researching the two alien plasma weapons, Alien Plasma Technology does not appear for research. Hadn't even realised it was supposed to until flagged by Sathra on another thread, but does mean that laser weapons and wolf armour aren't researchable either. New game here I come... 2011-12-21_20.20.29.zip 2011-12-21_20.20.29.zip
  5. Greetings new pre-order owner and first time poster but long time lurker. Been playing this game for the last couple of days. I was getting really annoyed being stuck without any research topics popping up after researching alien navigation. So I decided to check the researches_master.xml file, apparently I need to research Alien Plasma Technology, Alien Power Source and Alenium to get the Laser Weaponry topic. I double checked my xenopedia and confirmed that I have researched all three required topics. I was wondering if this is an actual bug or something newly coded into the game that requires additional research? BTW to all Chris and Goldhawk Interactive employees, this is a great game, can't wait to play the full game and relive the endless nights of playing UFO Enemy Unknown and Terror From the Deep.
  6. So I finally got V8 out around the time of the (revised) deadline. It has now been authorised and is ready to download. So, first big news is this - V8.1 will be the one with the Research tree and manufacturing in. We'll be releasing that on Friday, assuming we can get the rendering done fast enough. There were a couple of bugs in the software and it was taking too long to render out all the weapon / armour combinations as we were adding new ones for both, so we delayed it. I figured you guys would rather be able to use the results of the research properly than just have an M16 than fired laser bolts... Other than that, V8 has come out alright. These are the main changes in it: Control improvements: (not an exhaustive list) 'Turn X' screen removed at the start of each turn, as lots of people thought it was a loading screen. Selecting a new troop while another one is in motion no longer cancels the movement of the first. This makes moving troops quicker. Double clicking the icon for a soldier should centre the camera on them, as should doublepressing their keyboard hoykey number. Fire mode for weapons now allows you to target specific parts of the battlefield. If you want to shoot at a wall, you can now shoot directly at it rather than just past it. This makes them easier to hit too, as the soldiers are trying to do so (previously they'd be trying to miss the target, if you see what I mean). Alien head icons for spotted aliens are displayed as normal if the selected soldier can see the alien in question. If they cannot, it it shown at reduced opacity. Soldiers can now vault over waist high walls at double movement cost for normal movement. In this map this is mostly the metal pipes. The line of sight mechanics have been completely rewritten and hopefully should behave much more predictably now. The old ones turned out to be surprisingly buggy. New Kneeling / Cover System: Previously kneeling into cover was done automatically, and did not cost AP. This was unwieldy when combined with soldiers vaulting waist high cover walls. Kneeling now costs 4AP and provides a reduced chance of being hit (60% as opposed to 100% for any shot passing through that tile) and also a shooting accuracy bonus. However, it should also increase the stopping value of all obstacles between the shooter and the target by 50% to compensate for his lower height. 'Leaning' has been entirely removed from the game. It was a pain in the ass. Cover now applies if you are standing in the tile, but is more effective if you are kneeling. Title Screen: There is now a title screen in the game when you first load it up. This has some nice art and music on it. The art is not finished, but is essentially what we want to go for with the 'new GUI style' some of you may have heard me refering to before. More details on that at a future date. The clipboard options allow you to Save the game, Load existing games or customise the options - sound volume, mouse sensitivity and key remapping. There are four difficulty settings that affect the speed of the alien invasion and the HP of the UFOs in battle. These settings have not been balanced yet and will also affect the alien unit stats and weapon damage in the final game. Save / Load: You can now save the game on the Geoscape. This feature needs some major testing. Please break it as comprehensively as you can. Save / Load is not yet active in the ground combat missions. We're working on that at the moment. Radar Changes: Previously the base radar was made up of long-range and short-range detection. Now radars have detection range and tracking range, and there is only one base radar building. The detection range is represented by the solid blue circle on the Geoscape and UFOs have a % chance per minute to be detected when within this. Radar detection chance is now linear with range (we need to tweak this as UFOs are still picked up far too fast). The tracking range is represented by the blue dotted circle beyond the detection range. Detected UFOs within this range will no longer be lost even if they leave detection range. This is to stop the continual detection / redetection issue that occurred when UFOs flew a random path on the edge of detection range. The inner circle (previously short-range radar) is now defunct and will be removed in the next build. This should reduce the Geoscape clutter. New Animations: We've added new animations for the basic soldier and Jackal soldier with most of the basic weapons, the shotgun and unarmed ones aside. I'll create a forum thread to point out broken animations (one where a blue rifle-armed soldier performs the animation). Battlefield Randomisation: The battlefield is now more random than before. There's a couple of variants of most of the sub-maps, although they're not drastically different (I didn't have the time to completely change them) it does illustrate how the randomisation does work. We'll add more different maps in V8.1 or V8.2 I think. The battlefields now have multiple UFO types - or or least, the technology is now there. I've put in 'maps' for both the Corvette and the Scout. These are variants of the Evil Alien Factory (so don't use real UFO tiles) but are differing sizes and layout. There is also some slight variation in the interior layout between the Scout maps to show that this is possible - it'll be much more obvious in the final version once the UFO tiles are done. There might be some more new features than that, but if so then I've forgotten them. Anyway, the build is now at 40% uploaded...
×
×
  • Create New...