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Found 22 results

  1. Hiya I was just thinking it would be handy to add another column to the manage research clipboard. It would tell you the overall total of scientists across all bases working on a project. Thought that would be some handy info to know.
  2. In my opinion, there are too few researches. Even with the new research speed, I run out of stuff to research - not only the stuff I want for my specific strategy, but I even finish off all the other researches too. On the other hand, there are "timesink" researches such as Alien Plasma Technology that do nothing and only unlock Laser Weaponry, begging the question of why the projects aren't rolled into one. I think researches that do something irrelevant to your current strategy or that branch into multiple options are more fun than linear research paths, so I came up with a few suggestions in the hope that the finished game lets you dip into all the strategies, but not fully specialize in everything at the same time. If there's just one strategy, replayability suffers. UFOs [ship class] Radar recalibration Prerequisites: [ship class] datacore. Effect: Improves pickup range for [ship class] by x% Motivation: Along with a focus on fighters and the improved fuels suggestion, this would allow for tailoring your research plans to a specific air superiority strategy, enhancing the strategic layer. Weaponry Gyroscopic Scope Prerequisite: None Effect: If you haven't moved, your first aimed shot reduces the TU cost of subsequent aimed shots by 10 and grants an effective 10-point accuracy boost against that enemy. Lasts until the soldier moves, shoots another target, or loses line of sight. Does not stack and does not affect alien weapons. Motivation: Gives you the ability to invest in weaponry right off the bat and reduces the agony of rookies with rifles trying to use aimed shots, especially considering they don't have the TU for sniper rifles. Later on, it enables firing multiple aimed shots in a turn if entrenched and encourages a sniper staying put after firing if his target is still up, as opposed to firing then moving every time. Laser trajectory analyzer Prerequisites: Advanced Lasers Effect: If a laser shot would cause friendly fire, it fails to execute. TUs are still spent, but ammo isn't. Persistent plasma Prerequisites: Plasma weaponry Effect: Increases the chance of missed plasma shots causing fire. A shot that ignites a flame suppresses more than normal. Portable plasma cell converter Prerequisites: Advanced plasmas Effect: Lets plasma weaponry reload using scavenged alien plasma cells. Vehicles Improved vehicle armor Prerequisites: Alien Plasma Technology Effect: Improves vehicle (front?) armor. Motivation: Referencing the Iceland incident, previous tank models were sliced to pieces. Using the same logic that has our soldiers start out without armor, it seems reasonable that our vehicles are relatively lightly armored too. Once data from alien plasma tech is in, however, armor can be improved, even before we get to the Scimitar. Vehicle engine upgrade Prerequisites: Alien reactor Effect: Increases vehicle TU by 10. Allows a vehicle to enter "power saver" mode, spending 60 TU to generate one charge for its laser weapon. Vehicle fusion engine upgrade Prerequisites: Alien fusion reactor Effect: Further increases vehicle TU by 10. Power Saver mode TU cost reduced to 50, and can be used to generate ammo for a plasma weapon. Bigger explosion when vehicle is destroyed. Motivations: Beyond weapon swaps, vehicles feel very static, and large alien bases leave vehicles useless pretty fast with their limited ammo capacity. More upgrade levels enables you to focus on vehicles, enhancing the strategy layer. Aircraft Dropship power outlet Prerequisites: Alien Reactor, Laser Weaponry Effect: Lets a laser weapon be recharged without any batteries when standing in the dropship. Also holds for vehicles. Effect 2: Improves dropship refueling rate by x% Dropship supercharger Prerequisites: Alien Fusion Reactor, Plasma Weaponry Effect: Lets a plasma weapon be recharged without any plasma cells when standing in the dropship. Also holds for vehicles Effect 2: Further improves dropship refueling rate by y% Fuel upgrade Prerequisites: Alenium Effect: Increases effective fuel capacity for all planes by x% Motivation: A low priority for most strategies, a player focusing on air superiority with multiple interceptor bases but only one dropship would prioritize this.
  3. I'm not gonna ramble at all this time... How do I unlock the Singularity missiles?
  4. Hello again. I promised myself that I'd wait for the full game and not fool around with the new beta, which, of course, proved impossible. Most of the bugs and requests have already been posted, but one that I have not seen is; Research. I play on insane, and usually get 5 more scientists straight away. With my 15 scientist research is "excellent" all the way past wolf armour and plasma weapons. Somewhere thereabouts it is only going "Good" but is still pretty fast. I do think that you should have to get more scientists earlier on. You have to increase your number of engineers(ca 30) to get something built in a reasonable time, but not scientist! 15 is all you need for 2/3 of the game (not sure if plasma is at 2/3 of the game as I usually stop there, but it feels pretty far along) /Gordon
  5. So since at the beggining in the game you get 15-10 scientist...I have a question... Is it better to slice up your scientist on different project or just put all of them into one project... Because I always though that once a project reaches the excellent development rating you didn't have to put more scientist into it and the rest you could put into another one... Later in this version I heard that it's better to just load all of your scientists on one project... So here comes the question...
  6. An Open Letter. Dear Chris: I really think that the research descriptions need to be divorced from game terms, even as they still reference them. For example, saying "something something something on the aliens' turn" is kind of immersion-breaking. Rephrasing it as, "something something something allowing our soldiers to act far more quickly" gives the same message while retaining immersion. Bear in mind that this is just an example and I feel that anywhere that game-mechanics are referenced in research files should be expunged. If you want, have a separate section after the report description or beside it or something that lays out everything in mechanics terms, kind of like the UFOpaedia. Thanks much and regards, Assoonasitis and anybody else that thinks this is a pretty rad idea
  7. I had this question back from the original X-COM: EU. Is it worth to put ALL the scientists in one project or should I split them in 2 or 3... Back in the days of the original X-Com, I used to turn one base into a R&D base with only labs and scientists working on one project at a time and had another base as a factory for building stuff....is this viable in Xenonauts? Especially since I noticed that in Xenonauts, when you add scientists to a project, its state changes from Poor to Excellent. By the time it reaches the Excellent status, the extra scientists make any difference (time saving perhaps) or am I just spending money and manpower???
  8. Currently, research progression is linear. Each scientist you add to a project contributes equally to its progress, no matter how many scientists are working in the same project already. This means that the optimal strategy is always to research a single project; that way you get the benefits of each project as soon as possible. As long as things remains this way, being able to research multiple projects serves no purpose. I think that each research project should have an optimal team size. If you are below that, research progression increases with each scientist added to a project. Each scientist added over the optimal size increases the progression marginally, but it still helps a bit. With this system, the best strategy is to assign the optimal number of scientists to each project. But in case you desperately need to complete a certain research project, adding all scientists to it still has a purpose. What do you think?
  9. Sorry if there's already a thread with this title... I was thinking (after researching the alien corpses) that more techs need to have results other than just leading to another tech. During my hunt for civ 4 mods I found a discussion on how best to construct a tech tree, in that discussion it was identified that no tech should be only a stepping stone for another tech....otherwise why have it? With that in mind perhaps Zenonauts could inject in that every single tech gives a result beyond merely allowing you to research another tech. The first tech "Alien invasion"? (the one that leads to the MIG plane tech) could perhaps give access to a unique story mission "cave investigation" perhaps in which your chinook is sent out to examine some cave drawings which reveal that the aliens have visited earth before, completing this mission unlocks a new tech "why are they here? pt1" which looks into why they've returned (going off at a tangent...) The tech for the research of the plasma pistol perhaps allows you to sell the pistols for a higher amount....or perhaps just allows you to sell them. The alien alloys allows you to produce minor plane hull improvements and a heavier armour (not as good as the final result of the path because it slows down your soldier quite a lot, so of dubious value) Anyway the idea is that no tech only unlocks another research subject, it will also have some other benefit, be it a building, vehicle, object, passive bonus, or a hidden one-off mission (investigation type mission perhaps?...although either some kind of combat element needs to be added, or it's just a case of flying out with the chinook and back again)
  10. I loaded a game and shortly afterwards I completed Alien Alloys research. I had hired four extra scientist who were working on Sebilian autopsy, so I go straight to the research tab to throw my 10 now idle scientist into the job. I right clicked the add scientist arrow and suddenly there were 24 scientists working on the project. The scientists available bar said there were now 0/14 scientists available. Weird. Shortly after I have a CTD, but that is to do with the transport that was in the air on load, I believe, as I reproduced the CTD without going into the reseach tab after alloys was completed.
  11. I have researched everything I have found after a bunch of scout (and light scout) missions: Power source, alenium, alloys, pistols, rifles. The tree has reached the end. I never got the plasma weaponry one after the pistols and rifles were done I had saved and loaded the game. I have got alenium warhead though, and alien grenade.
  12. Hey all, So I read that Wolf Armour and Laser Weapons had been patched back into the tech tree, but having research alloys, both plasma weapons, plasma tech and Alenium I still never had the research projects appear. The other new research content was there, such as the alien autopsy, so I'm not sure if this was a bug or an oversight. Anybody else experienced this? Cheers
  13. Hi Just tried the current build a little bit and i have a few questions: - I can't seem to research the plasma pistol ammo, and i can't use the alien weapons(It is reasearched), too. At least i cannot equip my soldiers with it. Don't know if i am doing something wrong or if its a bug. - can't research alien corpses. - all in all there seems to be very little to research. Will it be added, or will there really be so few things to research?
  14. Now i may be wrong, but i do believe that in the original x-com research wasn't shared between bases, like each one was standalone. Will this be implemented also in Xenonauts at any point? or will research just be global and shared?
  15. 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)
  16. 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.
  17. 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
  18. I have been playing for a while, but I don't seem to be able to research anything other than alien alloys and power source from the first UFO I shoot down. I can't get laser weapons, base defences, stun grenades etc. Basically I'm still stuck with basic weapons and armour and not moving forward. Is this something I'm doing wrong or are these features simply not implemented yet?
  19. 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.
  20. I guess allien can break it's cell or wake up during autopsy or some box can suck someone inside lol. I've watched my father playing xcom when i was 7-8 y.o. and we have played lego reenacting alien containment module incident with me and my friend as a chief scintists inside with all scintist die except us. Just wanted to say that was pretty interresting p.s.: do not bring too advanced aliens inside your base alive
  21. Heya Didn't see this mentioned anywhere, but I recall one part of the original X-Com games I always enjoyed and found just a little underused was the non-x-com handled research and development of new weapons, vehicles, technology, that would become available to you as you played. Would be nice to see such an addition so that once every while you get news about a new type of assault rifle that's now been finished, a new type of vehicle armor, a new missile ammunition type, or body armor, or something, that the world itself develops, along side the regular player-handled research. Perhaps even allow some sort of input on the process, like donating some of your budget to support the research and make it happen faster. Just an idea I was wondering if still had a presence in Xenonauts looking forward to it! Great to see the deal with Desura go through
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