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  1. Hello, Im AJ Watkins. Just wanted to share with you my Channel. One of the featured games is Xenonauts. Please feel free to comment! https://www.youtube.com/channel/UCSAUbfcwKWtuBDKNTR_SH1Q Greetings! What does the world of gaming mean to you? Experiencing epic battles of uncountable numbers, tales of sacrifice and loyalty, and stories of the underdog overcoming unimaginable odds are what games are about to me. My passion for gaming has inspired me to share my personal adventures with you, and hopefully, entertain you a bit in the process.
  2. One of the more annoying things to me in original Xenonauts at least is the fact that most "rank and file" aliens were mindless thralls that simply followed orders and lacked any sort of initiative on their own in the interrogation reports; conflicting with their often intelligent battlefield performance, where they'd try to avoid damage, take cover, etcetera- clearly showing some self-preservation instinct, unlike the "stand and shoot" baddies from 1994's X-Com (which would more closely mirror mindless grunts). The fact that the aliens are now attempting to communicate with humans (whether through telepathic influence or direct speech; I imagine they could understand human speech but as a method of confirming intel/monitoring their operations' results) opens the doors for far more exciting interrogations than simply trying to figure out what a burst of radio waves means when an alien is spamming "REQUESTING ORDERS" constantly. My thoughts: Caesans, being the least combat-capable but most intelligent race, seem to be the prime "technicians" for the subversion operation. It is worth considering that they were a conquered race in Xenonauts 1, and are similar to XCOM's Sectoids in being a "bottom-tier" race, so having them effectively be conscripted/mostly unwilling to fight would be an interesting mechanic in determining how they would behave toward the Xenonauts when in captivity. (As an unrelated side note: Why were they changed into squat, strange creatures? The almost human, tall appearance of X1's Caesans was quite interesting and unique relative to the not!Sectoid look they now share). Noncombatants would be fearful and compliant with your orders, obviously since they lack any sort of military training or role and are simply pilots/engineers/etc. I would think military-type Caesans would not be quite as pliant but would obviously buckle quickly under threat of/actual torture. There could be "specialist" Caesans capable of communicating in human language, and capturing one could be a startling success for the Xenonauts; if they were incapable of decoding alien language previously, having what amounts to an interpreter- even one operating under duress- would be invaluable. This could be reflected in modified interrogations; perhaps you would need a Caesan "interpreter" on hand to communicate with aliens, and before that you could only glean a basic behaviorial analysis. Sebilians seem unintelligent and violent, raising questions as to whether or not they even have a culture of their own/are just "shock troops" for whatever power governs the aliens in X2. I would imagine that even speaking to one would be a hard question, as they seem to be the sort of alien that would give out the equivalent to "name, rank, number" and nothing else even when tortured (a difficult task given their resilience). If you could actually speak to one and get information from it I would imagine they would be fairly knowledgeable regarding weaponry and basic tactics but not much else, akin to XCOM's Mutons. Disabled/"reprogrammed" Androns could be an interesting "interrogation" (along with other robots in general); if a damaged Andron was reactivated with its code "cracked" it could be made to move around (testing its capabilities), data could be gleaned from its systems, and the same could be said for most drones. Calling back to the "technician Caesans" note, perhaps you would require the technical knowledge of a Caesan to understand how the Andron/drone operating system works. Reapers are just savage animals and I do not see how an interrogation could be useful for one aside from determining how its reproductive system precisely works. Of all of X1's alien interrogations I feel the Reaper one hit the nail on the head the best. Harridans seem to have zero idea of what's going on around them aside from taking sniper shots, so the "mindless thrall" archetype would work the best for them; indeed, I could see some scientists letting one wander around minus its weapons, owing to just how harmless they are when not performing their one and only job. They don't seem to be even capable of speech; if possible I'd imagine they'd simply request a new target constantly. Wraiths were well handled in X1, being flighty and "paranoid" in mannerism, but not much else was learned about them aside from the fact that they were good at most combat-related skills. To be fair though I don't see how this would be expanded much; after all, if you left the teleporter nodes in their head, they'd likely jump straight to the armory and grab a rifle off the rack. Actually. That would be quite interesting- having your alien captives break out and try to arm themselves with human weapons from your base armories.
  3. With the expanding emphasis on plot in X2, I decided that I'd voice an opinion about the returning Aliens: I, for one, would prefer to see a larger emphasis on new alien types. Whiles I do quite like the look of the Praetors and Androns, none of the other Aliens stood out for me. I'm not saying that the old Aliens should not return; I think that the Caesans and Sebillians should stay, as they are the more iconic of the Aliens. I think that, with the new emphasis on plot, there is an opportunity to make truly unique and distinct alien types. I would like like to finish this statement by saying that I do love the artwork made for the games and that I am not saying that I wouldn't buy the game over something so trivial, just that I would prefer different enemies.
  4. I notice that while armours have adjustable FOVs aliens don't. I was wondering if this could be implemented as a way of making aliens more distinctive. Caesans, f'r'instance could have a 180 or even a 360 FOV to reflect their psychic-ness. Sebbies could have a more restrictive FOV to reflect their poor eyesight. And so on.
  5. I remember hearing about some more alien terror weapons (akin to Sectopods and Cyberdiscs) that were going to be in the game. I know that the Scuttler (which I still suspect looked like a 4 legged spider) was cut. But what about the others? Chimera? Cerberus? Manticore? Anyone have any solid news?
  6. I think that the ufo's don't have enough aliens onboard. Maybe there should be some low rank aliens that are easy to kill and dont' have good weapons to fill the empty rooms.. because when i enter lets say a carrier the 2nd floor is always completly empty. I mean there are 9 aliens in the smallest ufo there is but maybe 20 in a very large one that is 10 times the size or even bigger? That's not very realistic. Something more to shoot at while exploring a large ufo and less empty rooms would be nice.
  7. First off, i'm very sorry if this has been brought up before, but it's a bit annoying having to check over 1000 threads for this. So to my question, how does a ships datacore get destroyed if the alien ship landed in perfect condition?
  8. You know, in war everyone gives the enemy a nickname? Like, "We are looking Charlie". Or Tommy. Or Jerry. My nickname for the aliens is Beezlebrox. We go looking for Beezlebrox. It works too, because Hitchhikers guide to the galaxy was a radio show in '78, and the first book came out in '79.
  9. So...I just started a mission. An alien shot through the wall. He was at the corner of a wall. My reaction shot hit said wall. Because they did it twice, hit my guy twice, and he died. The plasma bolts definitely went through the square the wall was in. When I try to shoot around the corner of my Chinook, I hit the corner of the aircraft every time. Is the cover system maybe ignoring the first wall or something? Has anyone else seen this?
  10. Hello! Pls fix problem with wrong panning(moving) to alien that sighted. If i click on icon with "Alien" on the right side of screen, i will jump to it. But if Alien is in dark and near the edges of map, it jumps till edges of map is feets edge of screen and it is hard to find an Alien in the dark not centered to screen.
  11. Following a round when the door has been opened and then closed, the player is still able to see alien movements within the ship.
  12. If you crank up the sight range of the aliens, the AI gets rather messed up. The aliens don't seem to understand how to take cover from such long ranges, and desperately scramble towards the edge of the map, hoping to hide in the dense blackness of the Fog of War. They also don't shoot at you. Anyone know how to get the aliens to be willing to shoot from longer ranges? They seem to take cover properly when they're at shooting range.
  13. Which file holds alien stats, sight range, armor values?
  14. A look at the items that have come, gone and in some cases may return again in Xenonauts. SPOILER SPACE AS SOME OF THE ENTRIES HERE COULD RETURN FOR THE FINAL GAME! No doubt, there’s more to add, so feel free to post and I’ll pop them into the list. Aircraft [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Saracen/ Marauder[/td] [td] As part of balancing the game, it was realised that there would probably be too many Xenonaut aircraft for the time available to manufacture and use them. So the name Saracen was dropped, but it’s the image of the original Marauder that’s gone. [/td] [/tr] [/table] Alien Weapons & Technology [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Alien Grenade [/td] [td] These have been around the assets folder for some time. Possibly it’s just a case of getting the alien art finished for it. Alternately, perhaps it’s the devs being kind to the players. Aggressive, grenade throwing aliens is worrying.[/td] [/tr] [tr] [td] [/td] [td] Advanced Alien Grenade [/td] [td] As per alien grenade, but with a higher chance of your Xenonaut being reduced to a red smear. [/td] [/tr] [tr] [td] [/td] [td] Alien Flamethrower [/td] [td] Presumably suffering from the same issues as the normal flamethrower. Right up there with the alien launcher in fear factor, and we’ve not even seen it yet.[/td] [/tr] [tr] [td] no picture available [/td] [td] Neural Interface [/td] [td] I’m going to infer that it has something to do with alien psionics. It may be nothing of the sort, but such a topic would be a great addition to the game. [/td] [/tr] [/table] Armour & Equipment [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Colossus Armour [/td] [td] As balancing went, it became apparent that there was one armour tier too many. The Colossus was the one to go, due to it’s limited frame of use late game and it’s awkward bulkiness and height issues.[/td] [/tr] [/table] Base Facilities [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Alien Interrogation Room [/td] [td] This is now incorporated into the existing laboratory. Surplus aliens are destroyed reducing its functionality. [/td] [/tr] [tr] [td] [/td] [td] Short Wave RADAR [/td] [td] To improve UFO detection, there’s just the larger Radar now. A shame as it would have been nice to see Xenonauts respond to the attempts to detect their foes. [/td] [/tr] [tr] [td] [/td] [td]Training Centre [/td] [td] With training on its way out of the game, this is one that may never be used. Even with basic training there, it wasn’t on the build base facilities list. [/td] [/tr] [tr] [td] [/td] [td] LIDAR Array [/td] [td] The Xenonauts equivalent of the Hyperwave decoder. This is one that should be making it’s way into the final game. [/td] [/tr] [/table] Battlescape [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Battle Map [/td] [td] Appeared on the old Battlescape UI. It was never functional and has since been removed. [/td] [/tr] [/table] Geoscape [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Cargo Planes [/td] [td] In earlier builds, cargo planes took your cargo between nases. Every now and again they would be blown out of the sky by aliens. So players would escort the cargo planes. As builds have progressed, the pressure on air combat importance has increased. There simply aren’t funds to have enough craft to run escort and intercept missions. I imagine some players were peeved at losing cargo planes too, but it was a nice touch in the game. [/td] [/tr] [/table] Mecha [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Terrapin [/td] [td] An update to both armour and standard vehicles, the breaching suits were designed to get the soldiers into the larger UFOs safely. Although there are a few leftover assets, these were dropped die to possible lack of return on how must cost and effort it would take to get them into the game. There was already an assault shield which would perform partly the same function. [/td] [/tr] [tr] [td] No image available [/td] [td] Testudo Breaching Armour [/td] [td] The next step up from the Terrapin, and it was dropped at the same time.[/td] [/tr] [tr] [td] No Image available [/td] [td] Titan Breaching Armour [/td] [td] Presumably an upgrade to both the Testudo and the Terrapin, but with more HPs in order to handle the fire from larger UFOs. [/td] [/tr] [/table] UFOs [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Destroyer [/td] [td] As with the Saracen and the Colossus armour, this UFO was removed to balance the later stages of the game. [/td] [/tr] [tr] [td] [/td] [td] Dreadnaught [/td] [td] As with the Saracen and the Colossus armour, this UFO was removed to balance the later stages of the game. [/td] [/tr] [/table] Vehicles [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Hunter/Ferret [/td] [td] I spend no time at all in Xenonaut vehicles. However it looks as though the Hunter is actually the old Ferret in all but name. The Hunter was more of an actual tank.[/td] [/tr] [tr] [td] [/td] [td] Archangel [/td] [td] This is classed as a super heavy tank. [/td] [/tr] [/table] Weapons [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Flamethrower [/td] [td] Ah, the flammenwerfer. Hopefully, still to get into the game once the flame animations have been looked into. Last heard of the person who was looking at it, had not responded. [/td] [/tr] [tr] [td] [/td] [td] Toxin Grenades [/td] [td] A nulled research topic for quite some time, but it brings the chemical warfare seen in Apocalypse and UFO:ET to Xenonauts. [/td] [/tr] [tr] [td] [/td] [td] Nerve Gas [/td] [td] Vasquez: All right, we got seven canisters of CN-20. I say we roll them in there and nerve gas the whole **** nest. Hicks: That's worth a try, but we don't know if it's gonna affect them. But will it work against the Reapers? [/td] [/tr] [tr] [td] [/td] [td] Rockets – AP [/td] [td] These were in the game, but possibly some hypervelocity issues caused their removal. [/td] [/tr] [tr] [td] [/td] [td] Rockets – Incendiary [/td] [td] Notes [/td] [/tr] [tr] [td] [/td] [td] Rocket – Hyper [/td] [td] Like the AP, possibly hypervelocity issues caused their removal or they have been combined with the AP missile. [/td] [/tr] [tr] [td] [/td] [td] DHVRLS [/td] [td] The disposable high velocity rocket launcher does apparently work. It also looks cool and I’d love to see it included. [/td] [/tr] [tr] [td] [/td] [td] Plasma torch[/td] [td] As cool as the DHVRLS is, it’s not as hot as this flamethrower upgrade. Presumably suffering form the same issues as the normal flamethrower. [/td] [/tr] [/table]
  15. Would I be correct in remembering that the amount of Alenium/ Alloys is still hidden away somewhere, or is this in the assets folder somewhere. Also for the equipment carried by the aliens?
  16. I think this game would benefit alot from a cover system (i know you can already take cover behind small objects but still it would be nice if you put your soldier against something and then allow him to shoot the alien on the other side much like x-com enemy unknown).
  17. I've created different versions of non-combatants so that I can get a mix of alien weaponry in the lightscout and scout ships. Now, gameplay wise, it seems to be working okay. The new ranks show up in-game, using their new guns. Here's the thing, though: they all look like unarmed Caesan non-coms. The new ranks sound like they're meant to (the sebelians hiss when hit, for example), and their corpse's graphic in the inventory screen when you stand on their corpse is properly set. But I cannot find where I'm meant to define their unit's look! I've had a look in, well, units, but all I see are graphics, and no .xmls. I've tried creating folders in there, but the game doesn't recognise them. Clearly I need to set that myself, but I don't know where. I've defined the new guys' stats in aiprops.xml, and the new weapons in weapons_gc.xml, weapons.xml, and items.xml. I also edited ufocontents' various xmls so they appear on the ufos, and quickbattle.xml for easy testing. I'd be grateful for any help! Where's the remaining file(s) I need to edit?
  18. Does the sound you make give away your position to the enemies in any way, or is that not at all modeled in the engine?
  19. Bear with me on this!... One of the things I loved about the game STALKER was that not everything was immediately hostile towards you, or at least wouldn't always drop everything and attack. For example, you'd be walking along, already tense, and you'd hear wild dogs barking somewhere in the distance. You'd swivel around, trying to spot what direction they were at, and how far. Often, you'd finally see them in the distance. They may or may not initially spot you, and at that distance, you were never quite sure if (when they were moving) they were headed towards you or not. You quickly evaluated the situation, and decided whether to keep moving, or stand your ground (with the assumption that they were going to approach you). Even if a dog would approach you, it would be unpredictable... it would move towards you, but then stop, maybe move the other way, circle you a bit, move a bit closer, then seemingly loose interest, but then stop and look your way again. With ammo being scarce, and combat generally being quite risky, this often resulted in extremely tense moments of you constantly keeping an eye on the dog(s), occassionally moving forward, re-evaluating. I'd often have my gun pointed at the 'enemy' all the while, but not pull the trigger unless I had to. It was an interesting situation where it being LESS hostile created more tension... rather than it being the standard 'I see him, I immediately shoot him' type of thing. So, why do I bring this up? Well, I have yet to actually play the game myself (and can only judge things based on the vids I've seen), but perhaps you could have some aliens that are disguised as civilians (...kind of a Carpenter's 'Thing' type of deal). So, you'd have a civilian in the combat area, but would have a bit of paranoia about it maybe being an alien. On one hand, you don't want to just kill the 'civilian', as you really don't know if it's 'real' or not. On the other hand, you would be keeping an eye on them, getting a bit nervous when they are close to one of your guys. If they were aliens, then at some random (or strategic) point, they could shed their disguise, and 'change the playing field' a bit. Not sure how difficult that would be to code, nor if it would throw any balance off. But, I figured I'd throw it in as a suggestion, as that might create some serious tension and throw some unexpected panic in a misison. I just love the idea of something that you are reluctant to immediately shoot, but are constantly worried might 'go off' while near your troops. Any thoughts?
  20. How is the number of aliens determined?
  21. Hi all, Been following Xenonauts since way back. Finally took the plunge this week when the Steam beta went live. I love the game so far. Art has been greatly improved, music is fantastic. It's a real gem. The only thing I am worried about is that I might be ruining the experience for myself as the game is not finished yet. Thinking about waiting a bit more to get the most satisfaction out of it. One question: I have noticed several times that I seem to get a Ufopedia screen for certain subjects when I haven't even started that research yet. An example is the first alien Ufo I encounter, I think it's the small scout. I don't see an option to research it and all my scientists are researching something else. Then suddenly I get a Ufopedia screen for it. Am I missing something? Is this intended behaviour or a bug?
  22. Noob here, just pre-ordered and downloaded the Beta, and I don't understand why the aliens can see for so far. My guys are constantly getting shot at by aliens deep in the fog of war, even the reptilian aliens who have crappy eyesight according to their codex entry. I have soldiers getting hit with reaction fire out of the darkness, and it takes several turns to run my guys close enough to even see the enemy! I thought that the free movement turn aliens get after discovery in the new XCOM was annoying, but this feels downright frustrating. Is this a glitch, or is the game supposed to be this way. If so,why? UPDATE: added more details, see page 4
  23. Will Aliens as in Xenonauts be able to fall unconscious from wounds? Not only stunning with stun weapons? From a game play perspective i see this as maybe a bit too easy perhaps. Since you could capture important prisoners with little less effort than pure chance. But i liked it in X-com, especially when the wounded Alien regained consciousness and ran away. But apparently they couldn't rearm themselves by picking up their weapons. It could be explained by being confused from the chock or whatever, or just wounded and afraid. But for instance a Muton shouldnt care, just wake up, pick up his plasma rifle and start burning holes in rib cages again. Anyways i had som interesting situations when stunning chryssalids. I didnt want the bastard to wake up behind my troops and ambush them, so i resorted into blowing the downed beast with grenades, rather than have him wake up and make a mess. And will Some or all Aliens suffer from bleeding wounds, panic, berserk and such? The more chaotic the fighting gets. The more interesting! Or?
  24. I was just reading about the psychological effect that the use of a flame thrower had on the folks at the wrong end of the nozzle. Apparently, flamethrower users were rarely taken prisoner. They were just shot, due to the horrendous injuries & mental trauma they inflicted. Would an additional morale effect be useful in the game when such weapons are used? This simulates the horror of seeing your colleagues die/ be injured in particularly gruesome ways? today's post has been brought to you by the word Flammenwerferapparaten
  25. At this point in Alpha I've not really seen any two story UFOs or other alien installations yet. All I've seen are the stairs in the Farm map barns and the metal stairs in the industrial buildings. Still, I've no doubt they will be in there. After all the original EU1994 gave us ... and apocalypse gave us this one But considering the huge number of maps that could be modded into the game, is there a possibility that we could have the chance to modify the properties of anything ascending/ descending. For example, to have a number of different elevators, with a property to adjust the AP requirement of each? So while in EU1994 the AP to use the elevator was 8TUs at all times, could something perhaps be able to delay/ alter this. Alien UFO Grav Lift - 8AP Corporate Building - 12AP Apartment Building - 15AP Colonist (Research etc) Facility- 20APs and of course... Freight Elevator - 30-40AP This can be extrapolated into climbing directly up a manhole ladder or down and no doubt there are plenty of others. Just a passing thought.
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