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Found 17 results

  1. The Geoscape is so intuitive. My units are green and the enemy is red - except of course when they are landed - then the enemy is also green... I know this is a minor detail, but probably also easy to remedy?
  2. I was just wondering if at any point in the game, the specific type of alien ship detected is ever listed in the UFO DETECTED pop-up in-game... it would be very helpful to know if that small ufo is a scout or light scout BEFORE launching my interceptors!
  3. 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]
  4. 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?
  5. I think it would add more suspense if the first time you encountered a new UFO in an air battle you didn't know what you were up against, i.e. light scout? Strike Cruiser? Fighters heavy or otherwise.
  6. Don't know if this has been covered anywhere else, but here goes: I'd add a bit more reflective surface to the UFOs - they look a bit cartoonish compared to the surroundings.
  7. like this http://www.google.com/search?q=ufo&aq=f&um=1&ie=UTF-8&hl=de&tbm=isch&source=og&sa=N&tab=wi&ei=RvpCUZKsGMXaOcr_gPAC&biw=1488&bih=783&sei=SvpCUfvnPMeSOKqCgfAO i mean circle ufos...atm. i see more ufos like spaceships in xenonauts... So 1 or 2 circle ufo types would be great thank you
  8. Raakku

    UFO from the nineties

    I made a replica of the little UFO from the enemy Unknown. Animated sprites for the reactor and computer screen didn't work in the game (they work fine on submap editor) for some reason, so I used stills. maps, tilegraphics and spectres: http://www.mediafire.com/?anjxd143e7fjo
  9. So I've thought some more about how the UFOs can be presented in-game. We've tried one of the test UFOs kindly produced by zzz1010 in our game, but it suffers from the same problems as our existing models (except some of the layout is more intelligent). Thankfully, though, Aaron provided a suggestion that may help justify his exorbitant salary. He's proposed that we have the walls of the appropriate section of the UFO disappear entirely when a unit enters them. I've thought about this a bit, and I think it'd work fairly well. I'll justify why below but let me explain how it would work in-game first. Basically, we'll designate a series of ground tiles in the game to be "UFO interior tiles", with the ability to group them into different sections. We'll then add the functionality where if a human unit steps on any one of these ground tiles (or perhaps as soon as they can see one of them), the corresponding walls vanish entirely. However, we'll use painted ground tiles that will show (on the ground) the space that the walls fill - they'll be black spaces with an outer border of whatever colour the ship hull is and a purple inner border. It should be clear at a glance where the walls are but they won't block visibility at all. This is why I think this is the best solution I've heard yet: 1) It means that our in-game UFO models don't really have to be hollow, as the player doesn't actually go inside them. They just disappear when the player "enters" them, leaving the floor outline. This makes painting over them so much easier it is untrue. Perhaps they'll still have to be sliced up (as when you see one part of a multi-tile object, the entire thing is revealed) unless we have the entire UFO area reveal when you see part of it, but it's still an order of magnitude easier than it is now. All the problems with the big UFOs go away, so we can have the big UFOs on the map in this system too. 2) The obvious corollary of 1) is that the UFOs can also be a bit Tardis-like in the way they can be bigger on the inside than on the outside. We don't have to spent quite as much time making sure that all walkable parts of the UFO are tall enough to allow a unit to walk around inside them (which really screws up the curves on our models) because any time the units inside are visible, the actual UFO model is not. So they can look more like the concept. 3) It won't be as difficult to see your soldiers inside the smaller UFOs any more, which is a problem none of my earlier solutions addressed. 4) It scales easily to cover our existing UFOs (Scout / Corvette) all the way up to the really big ones. For the big ones, you could just have a few "sections" of walls. Perhaps when you initially breach a large UFO, only the front half of the ship would disappear and the rear half would remain until you enter that. 5) Man, would it be easy to test UFO layouts in beta. We'd create the interior layout based on how well it plays in-game, then fit the UFO model to it after that. Changing the floor tiles is far easier than remodelling and repainting the UFO model (so much work we just wouldn't do it in the existing system). All in all, it's pretty much perfect for what we need - unless I've missed something. The only complication would be when units are inside a UFO and shooting out, but I think we can deal with that by having the UFO model removed if a certain door is open or certain tiles are visible etc. Some people might find it a minor annoyance not to be able to see both the UFO exterior and interior at the same time, but I think that's a really minor thing they'd get used to very quickly. So, does Aaron get a cookie for his new solution? If you're going to poke holes in it then probably best to do it now, before we spend any dev time implementing it. EDIT: Here's a basic preview of how it might look (though we'll probably do some more work to improve the visuals): www.xenonauts.com/devimages/testUFOwalls.jpg
  10. Guys, hi i'm new here. Playing in game and see one thing. After certain point all 100% UFOs coming are SMALL and speed is 2300. I think I got already 30+ such UFOs one by one. I think more logical that UFOs can be different (it was a case in the original UFO). I understand that to capture the UFO with speed 2300 I need to have a new fighter like MIG, but why 100% becoming like this. Why old slow UFO never appear. Why speed is always constant. Also I've never seen that UFO is landed to the ground. Why is that
  11. OK. I've read the entire last thread on the proposed new system and I'm going to look at the two-part missions again. There may be other solutions to the issue, perhaps shrinking the larger UFOs or coming up with better shapes for them for the tiles. Zzz1010 has some good shapes for some of the awkward UFOs so maybe I'll look at them in more detail. It may be possible to get the Landing Ship and Cruiser in the maps using the current method after all. Just to be clear though - in no circumstances will the outer hulls of the UFOs be destructible. The tiles just can't work that way with the paintover system we use, even if we continue using the current one. Also, no promises. If the two-part solution has to be used, it has to be used. EDIT: to inform the future discussion, these are the main issues: 1) The bigger UFOs are massive. This is relatively easy to remedy, simply by scaling them down a bit (which I'm happy to do if the other issues are fixed up). However, in the current form there's basically no point having a large UFO crash site with an exterior because the exterior would just be the UFO hull rather than buildings or terrain etc. Hence the two-parter idea in the first place. 2) The UFO shapes are rounded, which means it is hard to get a decent sized interior out of them if unless the UFO is large as the space is frequently wasted. I've seen a few of zzz1010's concepts and there might be room for improvement here (his cruiser in particular has quite an intelligent rectangular lower level space that hadn't occurred to me), but we'll see. This causes #1. 3) To be properly interactive, the UFO walls have to be cut into 1 tile slices and then painstakingly aligned in the game. This is incredibly labor intensive, and to paint them over so they are consistent with the other terrain tiles is also expensive. To paint them over in a wal that would allow them to be destructible (ie. so they have all sides of the tile painted rather than just the top) would be prohibitively expensive. Also, the 3D model has to be exported as a layered Photoshop PSD file with every tile on a seperate layer, else it's not possible to slice the tiles correctly, so just modelling up the UFOs isn't enough if the 3D program does not support this. 4) Randomisation of the UFO interior is not impossible in the current system, but it is much harder than in the proposed system. 5) Additional hull breaches are not impossible in the current system, but they are MUCH harder than in the proposed system.
  12. Hey, hope this was not discussed earlier but my search found nothing. Suddenly came to my mind that there should be a chance that heavily damaged UFOs should not have power source working and this means that 1 - they should be completely dark inside 2 - doors should have have to be opened forcefully (this will cost more time and generate loud sound) and they should not close at the end of turn What it should bring us? 1 - atmosphere - just imagine how exciting it would be searching unknown dark UFO where some angry alien scum could be waiting for you! We will have to use flares or some searchlights in order to see something. 2 - "realism" - it's more real that there will be dark inside and nothing will work if power source is off. I doubt aliens will use some glowing material or whatever. What do You say guys?
  13. When soloA produced his excellent realistic aircraft mod, I noticed he had worked to make the aircraft to scale as much as possible. So using his to-scale aircraft, I measured up alien UFOs, and I was surprised by how large the UFOs are. Take for example the light scout. By my (rough) calculations, the light scout is about 15 metres long, by 7 metres wide. The normal scout is HUARGE. It works out around 25 metres long, by 20 metres at it's broadest point. To give some idea of how big this is, take a look at this: A big wall of ice That's 20 metres high. The corvette is mahusive. It clocks in at around 52 metres at its widest point, by 72 metres in length. No wonder the corvette is the first ship that can do terror missions!
  14. Our current UFO designs are horrible for a tile-based game. It's annoying, because we'd have been called unexciting if we'd not come up with something more original than the flying grey boxes of the original X-Com - but anything other than flying boxes won't work very well in a tile-based game. We've come up with relatively plausible representations of some of the UFOs in the game, but we're working on our Landing Ship tiles at the moment and it's not going well. It turns out adding another level to the UFO (Landing Ships are multi-level) causes no end of issues. I think we're going to bin the current UFO system and move to a new one entirely. The previous system was: - Some UFOs are too small or awkward to appear in tile form, so they always explode when shot down in air combat - All remaining UFOs up to Cruiser size appear on the map are fully enterable by troops - Above Cruiser size, the crash site mission does not show the outside of the UFO at all - you start off breaching the UFO interior, so it's a bit like a base attack mission The new system will be: - UFOs appear on the map as a non-enterable piece of scenery. - Crash site missions are split into two parts; clearing the landing zone (UFO exterior) and then once that is clear, breaching the UFO itself with the remaining troops. - At the half-way point, morale and bleeding wounds would be healed and the player would be given the option to withdraw with all the equipment captured so far. There's a few advantages to this, relative to the earlier method: 1) The UFOs will always appear. That way we can have crash sites for fighters etc now, as we don't need to go inside them (you can just recover some Alien Alloys etc from the crash site). 2) It means we can show the exterior of the really big UFOs. They'd fill say 6 tiles all along one side of the map, which means you'll still get the "wow" factor of seeing something really massive. It wouldn't be practical to build a UFO that big under the current system, and it'd also be cheaper for us because that row of tiles would be non-interactive and non-destructable, so it only has to be painted once. 3) If a UFO has been shot down and is damaged, there can be multiple entrances - the front door, and some (semi-random) hull breaches. If the UFO has landed intact, there's only the front door. 4) We can have semi-randomised UFO interiors this way, and we're not constrained by the UFO dimensions as long as we're not too silly about it. The current UFO interiors are very limited by the shape of the UFO exterior, which is obviously set by the UFO air combat art. 5) Without all the thick walls, there'll be much better visibility for the UFO interiors. 6) Under the previous system, all late-game UFO assaults would be indoor missions. All alien base attack missions and Xenonaut base mssions are also going to be indoors, so you'll only ever go outside for terror sites. I think this would get really boring, really fast. This isn't really a point in favour of the new system so much as a massive disadvantage of the old system, but it's still a factor in my decision. Of course, the major disadvantage with this new system is that it's just a bit lame. You could go inside the UFO in the original UFO so I think people will find it a bit jarring that it is handled this way in our game. I don't really think there's any way around this though. I think the key is to make the two-mission format as user friendly as possible, as they were certainly not popular in TFTD. The second disadvantage is is removes the secondary win condition for the crash site missions, as you can't take and hold the UFO. You'd have to clear the landing zone then go inside. This means the AI is going to have to be very aggressive to minimise the chance of "last sectoid syndrome" occurring, because that's not fun. EDIT: My reply from page 4 is below: As has been mentioned above, the larger UFOs are massive. We've even got a cruiser model done up, ready to be painted over, that we're not going to use now and the thing is about 50x50 tiles. In order to fit the dropship in the map, along with some terrain that isn't just the cruiser you're looking at something like a 70x70 or 80x80 map. If you think that's a good thing, I suggest you create an 80x80 map in the level editor and see how long it takes to walk across it. Plus, the cruiser is the smallest of the alien capital ships. To clarify the idea, this is how it'll work: - Smaller UFOs like the Light Scout, Fighter (including fighter derivatives like the Heavy Figther and Interceptor) and Bomber would appear on the map in a crashed / landed form but not be enterable because they're simply too small. This is a straightforward 1-part mission where you clear all the aliens off the map and win. - Medium size UFOs like the Corvette and Scout would appear on the map in a crashed / landed form and not be enterable. However, on clearing the map you'd get a second interior breach mission. - Large UFOs (landing ship and upwards) would be partially visible beyond the edge of the map. As mentioned above, there's no way to get them on the map. Once the mission is cleared, you get the UFO interior mission too. The "airlock capture" option may be viable for the Large UFOs, but I don't know. It depends what angle they've landed at and whether we can fit a entry point onto them - and also if we can get the tiles displaying correctly, which isn't a given. Interative terrain is much harder to do than a static, non-interactive piece of terrain. There wouldn't be switching in-and-out of the UFO. I don't really see the gain in that and it'd be making things far too complex from a design and technical standpoint. I think in the case of the Scout and the Corvette, which could plausibly be enterable in the mission, it'd be best not to do that. This is for consistency reasons. We need to pick a method and stick to it, and I'm pretty sure that this is how it's going to work now. Admittedly it's not perfect, but it seems the only plausible way to deal with the awkward shape and scale of many of our UFOs. Nice to hear some of the UFO games did it, I didn't know that!
  15. Mad_Nordmann

    UFO size comparison

    After having played for a while I've noticed some discrepancies in the UFO detection size. -Please note, the size (small, medium) is based on sizes as seen in the initial detection message. The comparison size is based on the size of the UFO in relation to each other in the Air Combat screen. -At first I encountered the scout, labeled small. -As it should be, the scout is a small ship. -Then I met the fighter, size medium. Ok, it's a bit larger than the scout, although not a whole lot. -Along came the larger scout, still labeled small. Almost the same size as the fighter. At what aprox. size does it jump from small to medium? -Send my interceptors out after the next medium ship; it's a corvette and it's a lot larger than the fighter! While the fighter (medium) is almost the same size as my planes the corvette (medium) could swallow my planes and still have room for desert. There is a much larger jump in size from the (medium) fighter to the (medium) corvette, than from the (small) scout to the (medium) fighter. -Then I see a medium ship with two small escorts. Intercept: It's a (medium) corvette and two (small) fighters. Why are the fighters labeled small when they are escorts and medium when they come alone? Are there two different UFOs named fighters, one small and one medium? If we can put numbers to the sizes, I can imagine them looking something along these lines (I'm at work now so I can't accurately compare the sizes): F17 - Size 1, baseline MiG32 - ~1,2 just larger than the F17 Scout - ~1,5 Just a bit larger than the MiG - Labeled small Large scout - ~1,8 A small step up from the scout - Labeled small Fighter - ~2 Another small step up - Labeled small if escort, labeled medium if alone Corvette - ~ 5? Huge step up from the fighter - Labeled medium Has anyone else thought about the jump in size from the fighter to the corvette, while still being in the medium category? Sending out a flight of MiGs to shoot down what you think is a corvette turns out to be way overkill if the ship you find is a fighter (both fitting into medium). This could all make more sense when the bigger ships appear and they turn out to be huge! But seen from the perspective of the xenonauts as they are classifying the new arrivals into their airspace, I would have put the corvette up one size class from the fighter. If I'm decoding my radar display and I see a blob maybe five times larger than the fighter, fighter being comparable in size to a large transport plane, I would caution my pilots that there is something larger out there this time. Also, if the sizes of UFOs reported by radar operators is based on the comparison between all the alien ships, from the smallest scout to the largest battleship, fitting them into predetermined categories, this would mean that the xenonauts know the sizes of all aliens ships in orbit already. Maybe we could have a comparison chart pointing out the sizes of ships fitting into each category, the same one the radar operators must have? Small being from X to Y in diameter, medium from Z to B, large from This to That and so on. That way we could easily tell what kind of ship to expect. Of course, after having played a few games you'd know anyway, but for the new player and the realism of the game it would be practical and make sense. The chart could maybe be a research project available from the start of the game. Before it's complete we just get told that there is a UFO out there? Or could the size of the reported UFO be based on the UFOs encountered before? - At first we encounter the scout and label it small as it is roughly the size of our interceptors. When the Fighter arrive we label it medium as it is a bit larger than the scout. When the corvette arrives it's labeled large, as it is a lot larger than the fighter. When the next, larger UFO arrives and is common, it takes over the classification large and the corvette and fighter are bumped down a class (to medium and small), showing that they are less of a threat than the new arrivals, and in comparison more fitting into a lower class of ship. Maybe the most confusing of it all, with the system of today, is that fighters fall into both the small and medium categories depending on their role. Come alone and it's medium, but act as an escort it's small? Is this as it was intended or is it a bug? If the size of ships fitting into the medium category can span from the fighter to the corvette, and maybe beyond, I sure don't want to meet the biggest ship in the large or huge categories! It could be just me thinking about this, and in all fairness it's a minor issue (if one at all) in an otherwise great game! Just my two cents
  16. Ok, so I know I said that no salvage from light scouts make the game too hard to get started, but now a regular scout can fund a whole new base on its own: 200 Alien alloys 50 Alenium Power source That is over $3,000,000 in salvage from what a single condor can take down?
  17. Is it possible to change UFO icon on geoscape? Red triangle with alien head isn't a good idea
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