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About Max_Caine

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    Forum Moderator


  • Biography
    Hello and welcome to the Goldhawk forums. If you need help or information, please PM me and I'll do my best to help. If you're here the spam adverts, go elsewhere.
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    Completing videa games
  1. A critical study into Fig.
  2. While Goldhawk does not have a publisher, it did have a budget - the number of people who either paid in the Kickstarter or bought the game. That represents a finite number of zots that can be spent on the game, and all the zots were spent on bringing the game, 5 years in development, to reality. At this point Goldhawk had two choices. 1) Spend whatever zots it got from sales on Xenonauts. 2) Spend whatever zots it got from sales on developing a new game. Spending what you have left on further development of the only game in your stable is an incredibly risky idea. You're betting the farm that more people than those who already bought the game will be attracted to it, and you're also betting that the people who bought the game will be invested adequately enough to by DLC for the game. This may be true when the game is hot off the presses, but as time passes, interest in the game itself wanes. Without DLC NOW NOW NOW from the moment the game is released, it's difficult to maintain interest. Take PayDay 2. It was release din August 2013. The first 2 for-pay DLC packs were in November, then January 2014, then May 2014, etc. etc. In addition to that were persistent free updates in-between each for-pay DLC pack. The budget and development structure of PayDay 2 was set up from the get-go to squirt out DLC very quickly (in development time) to maintain interest in the face of any competition (read: everything else). It's clear that landing Xenonauts was a monumental task which was budgeted and designed as "produce a complete game". Goldhawk has no publisher to ask money from to make DLC, nor it appears to have the infrastructure to rapidly support Xenonauts, given that a fair part of the original development team went bye-bye either during or after the game was released. So Goldhawk's survival depends on either developing a stable of games which can support it in lean times, or hyper developing a single game which supports everything that Goldhawk does. A stable of games spreads the risk of studio collapse due to one game failing. Which, if you were a responsible founder who likes game development more than he likes working in an accountants' office, would you choose?
  3. There's an interesting discussion on dlc and game budgets on ask a game dev. Here's a snippet from it.
  4. I'm sorry Charon, but I can't help you with your original question. I've never had a copy of Excel, and I could never get any of the free Excel-like spreadsheets out there to work with Xenonauts, so when I modded a Excel-to-XML file, I always used a text editor. That's my only experience of editing such files, so I can't advise you how to edit a file in Excel.
  5. Hi cyllan. I'm afraid these pictures of Steam Workshop are not helpful as they don't show the error you are experiencing. Please could you tell us which version of the game you're running - Community Edition or Normal edition. Then please show us a screenshot of the launcher, and the error message that the launcher shows at as close a point as possible to where the error actually occurs, along with a step-by-step walkthrough of what you do before the error is experienced. This allows someone else to walk through the steps you do to see if the error can be reproduced. (This thread is going to be moved to bug reports)
  6. It's been a while since I've modded - I'm rusty now. However, I did write a guide on MODMERGE which might help.
  7. Not that I know....
  8. Should be in aiprops, right at the end.
  9. Your bio should say " If you're here TO spam adverts, go elsewhere." Just a heads up

  10. No, no, babble is good. I genuinely want to listen to people's opinions on necroposting, what they think, if they do it why they do it. I've laid out what I think, but I want to hear what other people think.
  11. Necroposting - the act of reviving a thread which has long died - annoys me for several reasons. It can revive old, painful arguments which had been either resolved or abandoned, such as the appropriate ratio of males to females in an alternate 1970s universe. A flame war over a corpse which is long buried is not, in my book, acceptable. It gives the misleading impression that a topic is fresh and current. A stale/dead topic can sometimes be revived, but more often than not the reason a topic died was because the subject discussed is no longer relevant and trying to revive it is pointless. This is the #1 reason for locking development threads as they are only of relevance within a specific time period and trying to extend the relevance of a subject after a new thread updating the status of that subject has been posted will very likely place the thread under inquisitorial seal. The opinions and stances a person can take may change over time. What someone said at point X does not therefore reflect what they might feel at point Y. Responding to someone's comment a year after a post has been made means the necroposter talking to someone a year in the past, and how do s/he know they'll keep the same opinions? There is no guarantee the people the necroposter wants to discuss the topic with are still around. The high point of involvement with this forum was during game development when there were new builds every month and something new to discuss at any point in time. Most of the people who were here have gone, and might come back if Xenonauts 2 goes into EA, but they aren't here now so the necroposter is talking to an empty room. So I can get annoyed over necoposting. But how do you feel about that?
  12. I'll do it. EDIT: Done
  13. I think there's a debug option in gameconfig which will display the ticker.
  14. soldier max stats are in gameconfig I think