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Delicieuxz

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  1. Wow, that's new info for me. I'll look into it, thanks.
  2. The game is feeling very nice in this present condition. One issue I notice is that the tooltip text clips out at the top and bottom within the tooltip box, and sometimes there seems to be part of tips missing, and no scroll-arrows in the tooltip box to scroll with, in case they just aren't visible in the space given for the box. Also, there maybe ought to be a tip that explains that hiring working involves time it takes for them to arrive on the base - as unfamiliar people might wonder why the workers they hired aren't registering after hiring them.
  3. I don't get why the single sniper on the team can't shoot worth a darn at the start of a new game. He has a 30% chance to hit an alien target that is maybe 30 feet away from him - but he ends up hitting the group 8 feet away from himself, instead. It just doesn't make sense. If he is a sniper, he should be accurate from the start, and from a long range. Sure, he can always still get better, but to have a sniper that cannot make a sub-amateur shot doesn't make any sense. It's like it's his first day of training, and he's too scared by the gun to hold it so the muzzle points to something that isn't the ground. I think it would be fun if the sniper had value as a recon - able to sight and shoot from distance, and shoot with moderately-acceptable accuracy from the start. I think the sniper's bad aim is currently disproportionate to the aim which other infantry have at the start, in relation to their weapons.
  4. Well I hope that they will consider allowing for the choice between bright and cheery and dark and ominous. The previous geoscape matched the mood of the music and theme identically, and I thought it was a gorgeous piece of art on its own - to the point that my favourite part of launching the game may have been to overlooking that geoscape and taking in the dire and end-times feel of the whole thing. I'm sure I'll get used to the new, which also looks nice, but I think that the old will always just click. Also, that kind of customization is attractive on its own.
  5. As I just posted in another thread, I much prefer the original geoscape, for it's ominous and moody feel, which, to me, matches the music and the feeling of threat that I should feel from the invasion. Can we possibly have an option to choose in the game settings which geoscape map we use? I've loved the original since I fist saw it. http://img42.imageshack.us/img42/5035/xenonauts20120106203251.jpg
  6. Hi Chris. It's been a while since I checked on the progress of Xenonauts, which is a fantastic game. One thing I immediately noticed upon launching the latest build is the changed geoscape map. I personally much prefer the old, dark one, which always feel very ominous and moody to me, a vibe which I loved this game for. I also loved the stark contrasts of day and night on the map. Can we possibly have an option to choose which to use in the game settings? Additionally, an area which I've always felt could use refining is the actual soldier portraits. I think that they can be improved to enhance feel and immersion quite a lot, as right now they seem like cut-out paper portraits featuring droopy-faced soldiers. Other than that, I'm enjoying this project very much.
  7. Did the music for the overworld view use to be different than it is now, in the earliest releases? I haven't played in a long time, but I remember there being different music, something that I found really enjoyable to listen to as opposed to the more ambient grim style that I hear now when I loaded it up. Am I mis-remembering, or was the tune changed at some point?
  8. Would it be more efficient to make the cancel movement button right-click?
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