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Stromko

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  1. Consequences for overkill? Sounds unfun, but so long as there's not a science lady griping every time I have to use a grenade to save the lives of half my soldiers, it can't be that bad.
  2. I came here to report the same bug, all the details the same. +1 Had a difficult time shutting it down too, Xenonauts kept taking focus and returning to full screen after I opened up the task manager. (Windows 7) Eventually I was able to keep out of full screen by clicking on the task bar, or maybe I just got lucky.
  3. Apparently there is a workaround, from that thread MrPyro posted. It seems we can directly download our games from https://secure.desura.com/cart/cdkeys . I'm getting the zip of Xenonauts v1211 right now, hopefully it will install fine.
  4. I've been trying to get the newest version of Xenonauts installed for a solid week now. First it went through the whole rigamarole when I told it to update, ending up with a message that the servers were unavailable (my network was doing fine, thanks, and obviously I was connected to Desura or it wouldn't have said the new version was available when I opened it). So I tried uninstalling and reinstalling, and after it spent a long time verifying pre-existing files, told it to go ahead and get rid of the old files (why were there any left after I uninstalled it?). It then said there was no server connection again. So I made sure it was still uninstalled (it wasn't installed), got rid of the Xenonauts directory, and tried to install from scratch again. It spent about 20 minutes verifying existing files (wut?), now it says it's downloading it. But there's no speed, no estimated time left. It isn't downloading it. I would really like other options than Desura, sooner rather than later, because the bastard thing doesn't seem to like Xenonauts. I was able to patch to the latest version of Towns in this same period with no issues, but no Xenonauts. Update: Okay, 30 minutes on, just letting the 'downloading' bar sit there, now it says I've got 4 hours at 50 KiB/s. Well we'll see how long I'm getting any connection at all, but that's progress.. I guess. A bit sad seeing as I'm paying for a cable connection that can reliably pull a gig in about 5 minutes normally. I'm a bit bothered that I would've saved a few hours of my life if this was on Gamersgate or Stardock/Gamestop or Steam or direct download or anything, but oh well. Maybe it's finally going to work. Maybe. Wow, the second I posted this, I got an MCF Download Error popping up. Now it's back to validating existing files. Jiminy Christmas, this sucks.
  5. I don't like how currently, civilian deaths effect morale for your soldiers. This would be fine, except that they then panic, freeze up, or flee like ninnies. I can understand your soldiers feeling bad about civilian deaths, I could see them needing therapy after this is all over, but why panic? The civilians are depending on your soldiers to save them, and crouching around the Chinook crapping themselves isn't helping. What the hell are they trained for if not to respond to this kind of situation, and just what are they so scared of? My point is, the death of civilians does not effect your soldiers' chance of survival. It actually improves their survivability in several key ways since now they know approximately where the enemy is, and it's apparent that said alien is not firing at the soldier in question or lying in wait for them. If you notice a dead civilian and a bunch of fresh scorch marks, it's actually much safer to go around that blind corner since the alien isn't ready to ambush you and you know what direction the shots would come from. tl;dr: Civilian deaths shouldn't panic a bunch of my soldiers every time I respond to a terror mission. I can't do anything about their deaths on my first turn, so it essentially takes away control of my units through no fault of my own.
  6. For the amount of effort it takes to down it, it was a letdown that it's just a single-room shanty inside. I doubt that's a final-version interior though, so hopefully they'll add both complexity and scope when they make another pass at it. I'm sure they have every intention of exceeding or meeting X-Com in all respects, and just adding some rooms and alternate routes / entrances in the medium UFOs would be (relatively) simple, so can't imagine them not doing it when they get a chance.
  7. The stretch goals being laid out as they are were due to voting, so I have to give them a little slack on it. Personally I don't care about a soldier memorial screen, at least not enough to justify the effort that would go in to justifying those tens of thousands of dollars for it. Most of the stretch goals don't excite me that much, but it's definitely not going to seem complete without a motion detector or proximity grenades which are quite far down the list. I think the 100K stretch goal of indoor missions is going to suck if we don't have motion detectors to help us search. I think people should just fund the game based on what it is, the quality of work so far, and the promise of the finished game as a whole. I can't fault someone for obsessing over the stretch goals, and like I said I'm going to miss some of those things at the bottom of the list if they don't make it into the game somehow, but I'm not going to be mad about it. edit: Basically, I think they'll make the vast majority of their funding from people who just want to buy the game, and are going to get the game. 20 - 30$ is a good deal in that regard. If they can't make some important stretch goals, that's unfortunate but we're still getting a good game.
  8. What is likely happening is that before you left the storage screen, you sent two separate orders out, and there are actually two transports right on top of eachother. It's a known bug that this causes a crash when they arrive at their destination, and I have encountered this myself.
  9. More than just balancing the morale levels (which is for the future), it might have helped if there was a Berserk chance instead of just Panic and Flee. Something that causes them to spend all their APs taking wild potshots at the nearest thing they perceive as an enemy. If just a couple of my guys had been making return fire, there's a chance we could've dug ourselves out of this. Though obviously it's still not a good thing when the player has zero control over the situation and everything's up to random chance. Yeah, balancing. Can't wait.
  10. So I just reacted to my first terror mission in the campaign, and it didn't go so well. I lost several squaddies trying to leave the chopper, as there's seven reptilian aliens hunkered down around it pouring fire on us. I managed to kill a few on the first turn, so there was still a strong chance I'd be able to make it through this. Second turn starts, every single one of my soldiers but one panics. He takes a shot at one of the aliens, misses, okay. Just had to hope for better luck next turn. Aliens kill another soldier. Third turn starts. Every single one of my troops is now panicked or fleeing. I lose another troop on the third alien turn. My fourth turn starts. Every one of my troops is still panicking or fleeing. Fifth turn, sixth turn, etc, etc .. (I'm posting this here on the general discussion forum and not on the bug forum because this is clearly just a balancing issue, and we're not in the balancing phase right now. Just thought it funny and wanted to share my experience )
  11. Yeah, I just let one of my F-17's get hit by one of these 'Unidentified Object' missiles from a Fighter UFO. It only took 20% damage. All standard gear and armaments are infinite. Only soldiers, aircraft, vehicles and researched items need to be bought or manufactured. When you research new aircraft weapons they are finite and need to be manufactured.
  12. I wasn't aware that UFOs fire torpedoes, is it just the corvettes and other bigger UFOs or scouts too?
  13. I think they would stop funding the Xenonauts long before the majority of their population is dead, I can't imagine any nation being so stubborn as to actually fight to the last man, not when some kind of peace treaty / non-aggression pact is on the table. Sure they know they can't really trust the aliens, but when your citizenry is in a full panic because there's UFOs buzzing around shooting everything that moves, you either do anything to stop the carnage or your citizens find someone who will. Depending on the nation, it could take as little as 1% of the population being killed to destabilize their government. That's actually a huge amount of people, and would represent a true catastrophe.
  14. They can't generate enough art assets as it is to get everything they want into the game, and adding whole new vehicles would be quite an undertaking. If they can keep it useful by updating the armor and all that, then it makes vehicles viable to use over more of the course of the game. I mean I hear that you can put a scatter laser on the armored car now. Why would you do this? The scatter laser isn't that viable over long distances, and by time you've got lasers the aliens have plasma rifles and heavy plasma that would annihilate your armored car in one shot. It's not like they're going to miss it. An armor upgrade is the only way a new weapons package makes any real sense. Well okay, there is the caveat that they might rebalance the vehicles and it might actually be quite sturdy in the future. I could see it being worth the time and money to upgrade the gun, then, though it would have to be quite sturdy for it to be preferable over a cheap soldier with a rocket launcher.
  15. I think that's the best reason. You could send them in to dangerous situations, and if they got blown up, it should impact your score a lot less than losing a life. Right now if you lose the armored vehicle you lose several points, and since it can be destroyed in just a couple hits what's the point? Aside from its ability to run over fences, I don't really see any point for the armored car right now. If they buff the durability, it could act as mobile cover. As for offense I'm not sure how to make it useful. I'm able to put a rocket launcher and more ammo on a soldier: he's harder to hit, doesn't taking up four spaces in the transport, and I'm pretty sure he fires with less AP cost. It could make a lot of sense to give it longer sight range. We often imagine tanks and the like as having poor visibility, but modern tanks are much better about that and what we have here is essentially a scout car with plenty of view ports for an entire crew. It could definitely fit huge bulky optical systems like thermal imaging and night vision. Maybe it should have a sight advantage only in a narrow cone based on where the turret or chassis is facing. Really I could see the vehicles as having a lot of cool bells and whistles that would make them really useful, like smoke dispensers and floodlights, but it depends how much time the dev team wants to invest in it.
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