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Found 8 results

  1. Oi everyone, I have been playing the game and thought i might put together a research tree of sorts. So here it is, crude for now, dont know, if it has been done anywhere yet, I havent seen it. It is based on Research.xml in game directory and made with Lucidchart; if someone know which program is better and enables sorting according to dependancy.... let me know. Tell me what u think. Edit: system shrunk the file from 670kB, so it is unlegible. How do I post the original size? Edit 2: posted on net under this URL http://oi60.tinypic.com/20p5x6s.jpg
  2. Hi The research blurb when you can select alien reactor says it may help us to make plasma weapons, but I already have plasma weapons. I have not researched it yet, but is the tree broken, or just changed?
  3. Hello Everyone, I'd like to introduce an alternative concept for research in this game. Research could become an important role in the unfolding drama the player experiences. Currently, research is linear, tier based, with one tier overpowering the other. For instance, you begin with kinetics and basic armor, and can unlock the next tier of firepower, lasers or plasma, which are more powerful than kinetics. What I propose are research trees for each weapon type (kinetics, laser, plasma, ect). Recovered alien artifacts that are disassembled or dissected unlock opportunities to pursue different technologies within each tree. For instance, your scientists learn something from alien alloys and laser guns and can use these technologies to (A) make a laser gun, or (B) unlock advancements in kinetic guns. You'd have to get creative here. To break down alien technology at a molecular level, alien science behind recoil and ballistics projection could be modified to enhance kinetic weapons. I am very interested in this concept and would be willing to help in its development. If the creators have any interest in this, please contact me. I really enjoy this game and I am looking forward to its first official release.
  4. So in the most recent update, we've made quite a lot of simplifications to the Research tree - generally splitting it into larger projects that give more rewards. These include: Autopsies don't need research time any more and auto-research Aircraft missiles, even advanced ones, are available in unlimited quantities The Dreadnought UFO has been removed The Saracen or the Marauder interceptor has been removed (we're debating internally which design we want to keep) I thought I'd take a moment to explain the reasoning for these changes in more detail, in case people had strong feelings about them. 1) The autopsies now research automatically after you complete a mission where a corpse of that type is recovered, and no longer give a damage bonus. This is because autopsies aren't ever really going to compete with a new suit of armour or a new gun in game terms, as they are as much lore as they are of practical value. We don't want a player to be at a disadvantage for having to research them, so now they are done automatically. This makes balancing simpler, and it also ensures that everyone gets a continual drip-drip of information on their enemies without having to worry about the "optimal" playstyle. I actually think this works better, and we'll likely add a similar pop-up for UFO types too in the future. 2) As advanced alien missiles are now just a direct damage upgrade on their predecessors, sharing identical stats in every other way, this makes sense to me. I see managing ammo like this as a bit of a chore - the game is balanced so you have to use missiles against your enemies, so there's not really a decision you can make where you don't use them, so I don't really see much point to making the player pay for them. It also gives us a bit more fine control over the air combat balancing, as it means we can have "steps" - so a Condor might not be able to solo a Scout before you research Alenium Explosives, but it will be able afterwards. It gives more progression and helps fill in the blanks between entirely new aircraft without really requiring much micromanagement from the player. 3) The Dreadnought has been removed because the Battleship is an enormous UFO (with the Carrier not much smaller), and we don't think there's any point building any larger ships than that. It's just a bit excessive. The research tree has been tweaked a bit to represent the fact that the Battleship is now the Big Bad instead. 4) We've removed one of the interceptors because we had too many of them. There was previously four researchable interceptors, plus two dropships. That amount of aircraft simply devalued them as cool, big ticket items - you were getting a new interceptor more often than you got a new weapon tier or suit of armour. The role of the Saracen was also a bit weird; it was a heavily-armoured "brawler" with two cannons and no missiles. But in-game that didn't really pan out particularly well, and wasn't very easy to balance. Removing it let us have 3 researchable interceptors plus an "ultimate" interceptor that functions somewhat differently to the others, which strikes us as a nice balance. We're still deciding which of the present Saracen and Marauder designs will become the new Marauder, with the other one being consigned to the dustbin of history. Feel free to weigh in with your opinions here. Also, in general, I think this is a good place to discuss the tech tree and its structure if you have questions or suggestions for it.
  5. The one thing I like about UFO:AI and some other games is htat weapon progresion is not compeltley linear. What I mean by that is that you have: - rifle1, pistol1, shotgun1 then you research rifle2, pistol2, shotgun2 then you research rifle3, pistol3, shotgun3 etc, etc.. And each one is superior to the former in EVERY way. Range, damage, accuracy, Rof, whatever. This makes it completely a no-brainer to replace weapons as other weapons have no value anymore. Besides, it's very...unimaginative. I'd rather that older weapons don't become compeltely useless. For example, in UFO: AI, the leaser rifle is less advanced than a plasma rifle. It doesn't do nearly as much damage and it's magaize runs out faster. But it has excellent range and accuracy, better than plasma. Furthermore, not all aliens are equally vulnerable or resistant to all types of damage. Some are more vulnerable to kinectic, others are highly resistant to it. All of this means that a family/type of weapons never becomes completely obsolete. You can pack plasma, but you might run into an alein that's highly resistant to it. You can still bring it down, but a kinetic weapons would bring it down faster.
  6. i have difficult to research laser, new tanks(after research mig jet) etc, but only alien things. thanks
  7. Hey, everyone. First of all, I'm a huge Xcom fan, and so, obviously, I really like this game too! Anyway, I have a question about research. I finished research on Power Sources, Alloys, Alloy Fabrication, Alenium, and Plasma Pistols, but there's nothing left to research! What the heck? Is there any other research to do, or is that all that is in the game so far? If there's more, how do I access it? Thank you in advance, and great job on the game so far, guys! I can't wait to see how good the finished product will be!
  8. I was wondering, How much of the planned research topics are available? If it isn't completed where does it stop?
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