Sentelin Posted June 24, 2014 Share Posted June 24, 2014 (edited) Purpose of this thread is to keep main thread clean so that people don't get confused.Any discussion,suggestion,ideas or balance of current version and updates are going to be kept in this thread from this point on. Note:Link to the main tread is MAIN THREAD NEWS NO.47 New Hotfix patch is available for download here Link *For more information about changes read description and change log that can found in main thread (follow link above) *Hotfix patch will not break your saves however if you have ground mission in progress,you should finish first that mission before applying this hotfix *Screenshots/videos added in main thread and optional music pack is available for download again NEWS NO.48 Improved weapon sounds for v5.22 can be downloaded here Link NEWS NO.49 Added sub mod (add-on) section in main thread Link Edited July 4, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
AmericanPride Posted June 24, 2014 Share Posted June 24, 2014 Maybe a dumb question... but will it break my 5.0 save games? Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 24, 2014 Author Share Posted June 24, 2014 Sadly yes ... but on the bright side check change log to see why is that the case Quote Link to comment Share on other sites More sharing options...
AmericanPride Posted June 24, 2014 Share Posted June 24, 2014 Sadly yes ... but on the bright side check change log to see why is that the case Some of the changes look A.W.E.S.O.M.E. Can I overwrite the previous mod or do I need to do it over a vanilla version? Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 24, 2014 Author Share Posted June 24, 2014 It's recommended to do it over vanilla version,so you can avoid any mysterious crashes and weird stuff. Quote Link to comment Share on other sites More sharing options...
AmericanPride Posted June 24, 2014 Share Posted June 24, 2014 Thanks for your help. I look forward to playing it. Quote Link to comment Share on other sites More sharing options...
AmericanPride Posted June 24, 2014 Share Posted June 24, 2014 I have minor suggestions for future consideration: - Ability to name squads instead of only aircraft - Ability to give call signs to each soldier - Camoflauge patterns independent of armor type - Campaign or battle stars and/or streamers in addition to medals - Drones. Man-pack tracked or aerial drones for recon - Crew served weapons. HMG, recoilless rifle, and/or mortar with high stopping power but low mobility - AWAC aircraft. Long flight times and extended radar but no offensive weapons - Weapon attachments (not sure if it's possible). Increases weight but may increase accuracy or lethality - Deployable remotely operated weapons Just talking off the type of my head. I still have alot of exploring to do with the mod, and it's very exciting. Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 24, 2014 Author Share Posted June 24, 2014 (edited) - Ability to name squads instead of only aircraft You mean something like ability to form group and name it for example "Spec Ops" ? - Ability to give call signs to each soldier Interesting idea I will ask Solver to see if he can do something like this. (apparently I misunderstood what you meant by this) - Camoflauge patterns independent of armor type This is huge amount of work and not very friendly with current engine,not to mention that when we included Coyote armor size of mod increased for 150 mb so you can imagine that size of mod will go sky high If we do this (we may do this but it's not our priority now) - Campaign or battle stars and/or streamers in addition to medals Not bad idea - Drones. Man-pack tracked or aerial drones for recon This has been requested and disscused few days back in this sub-forum and it's not possible right now because engine doesn't allow it (Max_Caine and Gaud explained in this tread). Heh seems that TD found way around (however it's very tiny drone ) Crew served weapons. HMG, recoilless rifle, and/or mortar with high stopping power but low mobility For now we have added enough weapons but this may be an option in future. - AWAC aircraft. Long flight times and extended radar but no offensive weapons Apollo is aircraft that partly fulfill this roll (has long radar range) and can be used as support craft. Weapon attachments (not sure if it's possible). Increases weight but may increase accuracy or lethality We discussed this but currently it's not possible (again it's thing that requires source code and I don't have access to it) Deployable remotely operated weapons Same as above. Edited June 24, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 24, 2014 Share Posted June 24, 2014 Hello Player of XNT Into Darkness "XNT V5.2 Is a great step in modding development" We'r glad to present this clean, complete and very balanced version of XNT. We put LOT of effort making the mod BETTER, WONDERFULL and COMPLETE. Thanks for all you suggestions I have minor suggestions for future consideration Thanks for posting American Pride! I will answer some of your suggestions here. - Ability to name squads instead of only aircraft POSSIBLE - Ability to give call signs to each soldier CURRENTLY AVAILABLE - Camoflauge patterns independent of armor type POSSIBLE - Campaign or battle stars and/or streamers in addition to medals Can you elaborate? - Drones. Man-pack tracked or aerial drones for recon POSSIBLE AND INTERESTING - Crew served weapons. HMG, recoilless rifle, and/or mortar with high stopping power but low mobility POSSIBLE - AWAC aircraft. Long flight times and extended radar but no offensive weapons We have already a scout aircraft - Weapon attachments (not sure if it's possible). Increases weight but may increase accuracy or lethality QUIET DIFFICULT - Deployable remotely operated weapons POSSIBLE AND QUIET HARD Just talking off the type of my head. I still have alot of exploring to do with the mod, and it's very exciting. Thanks for your suggestions and ideas! Lot of them are WONDERFULL! Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 24, 2014 Share Posted June 24, 2014 More new aliens? Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 24, 2014 Share Posted June 24, 2014 More new aliens? Did you play the mod?!!! Kevin your a only spectator? Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 24, 2014 Share Posted June 24, 2014 (edited) I'm following the additions and mechanics closely, mate Still hopeful you'll provide a side-pack of aliens just for vanilla game at some point. Edited June 24, 2014 by KevinHann Quote Link to comment Share on other sites More sharing options...
kabill Posted June 24, 2014 Share Posted June 24, 2014 Completely random intrusion here: Something I thought might be quite interesting as a tactical challenge is aliens with some kind of shield-item (e.g. a power shield or psionic shield). Basically, it would work like the combat shields, but aliens would have them. This would make them much more durable against a frontal attack, but vulnerable to attacks from the flank. I might look at this myself one day, but it felt like the kind of thing that might fit in this mod somewhere so I thought I'd throw it out there. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 24, 2014 Share Posted June 24, 2014 Also some form of human psionic powers might make a refreshing change, even if it's hard to balance late game. Quote Link to comment Share on other sites More sharing options...
rgreat Posted June 24, 2014 Share Posted June 24, 2014 1. Thanks for the good work. 2. When download links will be up? Minutes, Hours, Days? Refresh button is not very fun. 3. Is it possible to upgrade 5.1 -> 5.2, or do i need a clean install? Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 24, 2014 Author Share Posted June 24, 2014 Completely random intrusion here:Something I thought might be quite interesting as a tactical challenge is aliens with some kind of shield-item (e.g. a power shield or psionic shield). Basically, it would work like the combat shields, but aliens would have them. This would make them much more durable against a frontal attack, but vulnerable to attacks from the flank. I might look at this myself one day, but it felt like the kind of thing that might fit in this mod somewhere so I thought I'd throw it out there. Hey this actually very good idea Also some form of human psionic powers might make a refreshing change, even if it's hard to balance late game. Not possible at the moment I think. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 24, 2014 Share Posted June 24, 2014 Completely random intrusion here:Something I thought might be quite interesting as a tactical challenge is aliens with some kind of shield-item (e.g. a power shield or psionic shield). Basically, it would work like the combat shields, but aliens would have them. This would make them much more durable against a frontal attack, but vulnerable to attacks from the flank. I might look at this myself one day, but it felt like the kind of thing that might fit in this mod somewhere so I thought I'd throw it out there. Actually in XNT psionics aliens has a shield system, Im working right now in a inertial barrier that deflect missiles. Right now is imperfect but Im working on a stopping chance. Quiet hard but works well ^^ Quote Link to comment Share on other sites More sharing options...
rgreat Posted June 24, 2014 Share Posted June 24, 2014 (edited) Maybe that's an old suggestion, but i'll try: How about making all munitions (except maybe few most basic types) - produced in workshop? And of cause player will have some of it in stock at the start of the game. Edited June 24, 2014 by rgreat Quote Link to comment Share on other sites More sharing options...
Xiphoideus Posted June 24, 2014 Share Posted June 24, 2014 Maybe that's an old suggestion, but i'll try:How about making all munitions (except maybe few most basic types) - produced in workshop? And of cause player will have some of it in stock at the start of the game. I don't think it would contribute to the experience but rather add more unnecessary micromanagement. Unless maybe there is an Ueber-weapon late game. Quote Link to comment Share on other sites More sharing options...
Theon Greyjoy Posted June 24, 2014 Share Posted June 24, 2014 (edited) - Ability to give call signs to each soldier from version 5.0 (or was it 5.1?) You are able to use 40 characters when renaming your soldiers (though this means very long names will be cut in other menus). Still every one of my soldiers gets a codename. not to mention that when we include Coyote armor size of mod increased for 150 mb Lol, you wish. Coyote files are something around 290 MB (sic!). If the percentage of file size was taken into account this mod would have to be called Coyote Armor and some other XNT stuff. This should be made clear to anyone who wants moddifed soldier animations (even a recolor). 3. Is it possible to upgrade 5.1 -> 5.2, or do i need a clean install? Clean is prefered. Otherwise there is always a small chance that you will encounter errors 2. When download links will be up? Minutes, Hours, Days? Refresh button is not very fun. SoonTmI wouldn't count on minutes if I was you 1. Thanks for the good work. Name your xenonauts after us and post about our horrific deaths in return Btw, are you supposed to be Jintho or Lafiel? Edited June 24, 2014 by Theon Greyjoy Quote Link to comment Share on other sites More sharing options...
rgreat Posted June 24, 2014 Share Posted June 24, 2014 I don't think it would contribute to the experience but rather add more unnecessary micromanagement. Unless maybe there is an Ueber-weapon late game. I don't think micromanagement is bad as long as it is not repetitive. This game needs more diversity, and workshop is only rarely used. After all original X-COM have this type of micromanagement. Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 24, 2014 Author Share Posted June 24, 2014 (edited) You will have enough micro management with this mod without that addition trust me. Edited June 24, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 24, 2014 Share Posted June 24, 2014 You will have enough micro management in this mod without that addition trust me. As sentelin says, Wer trying to slow down micro. When the XNT mod introduce manufacturing you understand that the game has enough micro Quote Link to comment Share on other sites More sharing options...
AmericanPride Posted June 24, 2014 Share Posted June 24, 2014 Sentelin and TacticalDragon, Thanks for replying to my comments, and for your efforts with this mod. As far as your questions: - Ability to name squads. I see two parts to this: naming the whole squad (all eight soldiers) and any sub-components of it; i.e. 2-4 soldiers. - Campaign streamers and/or battle stars. I think medals add more immersion to the game and also have a marginal impact on soldier performance. That's great. Campaign streamers and battle stars indicate participation in a military campaign - so say a named squad successfully completes a terror mission. That could be a battle star given as an award to the whole squad so any future soldier assigned to that squad receives that bonus while assigned. Campaign streamers could be accomplishments for a squad in a given wave - i.e. 2 successful recovery missions in one wave could earn a streamer for the squad. Military organizations don't just celebrate individual accomplishments; they also celebrate unit histories and achievements. Campaign streamers and battle stars could replicate that. Quote Link to comment Share on other sites More sharing options...
Selgald Posted June 24, 2014 Share Posted June 24, 2014 (edited) Sentelin and TacticalDragon,Thanks for replying to my comments, and for your efforts with this mod. As far as your questions: - Ability to name squads. I see two parts to this: naming the whole squad (all eight soldiers) and any sub-components of it; i.e. 2-4 soldiers. - Campaign streamers and/or battle stars. I think medals add more immersion to the game and also have a marginal impact on soldier performance. That's great. Campaign streamers and battle stars indicate participation in a military campaign - so say a named squad successfully completes a terror mission. That could be a battle star given as an award to the whole squad so any future soldier assigned to that squad receives that bonus while assigned. Campaign streamers could be accomplishments for a squad in a given wave - i.e. 2 successful recovery missions in one wave could earn a streamer for the squad. Military organizations don't just celebrate individual accomplishments; they also celebrate unit histories and achievements. Campaign streamers and battle stars could replicate that. 1. We cannot do that without access to the source code 2. same as above It would need changes in the source code to do that. Edited June 24, 2014 by Selgald Quote Link to comment Share on other sites More sharing options...
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