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GlyphGryph

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  1. I definitely like having a second base with a second team. Train up replacements, and honestly I don't send the important guys out of escort range from the original base - I don't really like losing important dudes to interceptions for obvious reasons. The second team is mostly equipped with (free) fully upgraded shields and second-hand pistols, plus a rocketeer or two. They mostly take out small UFOs, getting a bit of extra cash and training up replacement troops. Much of my B team from that base is actually the one that ended up doing the final mission (after getting transferred and equipped) since I lost several people in my A team to a Battleship mission gone wrong. (3 A team members still at base and 1 A team survivor of the mission itself left me a bit short on awesome units, I was very happy to have the non-rookie replacements!) Having them at the same base would have meant competing with my A team for easy training opportunities, which would have been pointless.
  2. I've reloaded it without problems. If you have very high TU units you can even manage fire teams where you can use two units for firing it every round. (Even better with three, then you can also bring tons and tons of ammo!)
  3. Personally, I think the amount and severity of bugs in this game on release are about on par with several recent AAA releases... but that's not exactly saying much. :V I absolutely loved the game, but also think there's a lot of things that were done poorly or could have been done better and made the game a lot more awesome (things definitely get repetitious and bland, and I know I was personally looking forward to a bit more mission variety to shake things up like the escort/abduction missions that were discussed at one point), but a lot of that is why I'm really looking forward to Goldhawk's next game, where they take the team they've built and the lessons they've learned and apply them from day one.
  4. Just an update - I got this fixed, it's now properly appearing under 'new releases' and has the right date and should be back in the proper lists.
  5. I know, and I was debating that with myself, but then, the entire point of the CE project is "Well, I don't need this, but someone else might be able to use it", right? But then I realized that, yeah, you're right - anyone in a position to actually change the wall is also (presumably) going to be in a position to capture that data themselves, because that isn't really 'moddable' via the xml files, so collecting them wouldn't actually help anything.
  6. It does mean that later modders would have more to work with, and any future changes/enhancements to the wall that used the data (should they happen) would have access to it even for soldiers that had died previously. I suppose it really isn't a big deal, though. Looks good, either way! Super excited to get to see this in action.
  7. Would it be much work to store the other data as well/is the other data already stored? (headshot, skill stats) I'd love to see it get extended later on to something closer to Skitso's expanded view. This is great, however. Looking forward to it! (I don't like the idea of callsigns though, I can already assign those manually if I want.)
  8. Also worth keeping it mind the foxtrots have decent range and their own built-in radar. If you see events popping up, send them out and see if you can find something to shoot down. On the harder difficulties, I find doing this regularly is practically required if you want to keep your income high until your bases go online, but it may help you here as well. Make sure to keep up your air tech levels, since they increase effectiveness drastically while costing you nothing in cash but the scientists.
  9. It looks like they screwed up the release date. It should be June 17, 2014, but it's listed as May 31, 2013
  10. I thought you meant as in *actually* blocked - as in, you're soldier was in *front* of the door and thus it couldn't open it (presumably to shoot people behind it?) Because that appears to be what happens now, and it's... disconcerting, to say the least. Can't the aliens open the doors *without* coming through them, without actually doing it from a distance? I mean, as it stands, putting a soldier on your side of a door still means the alien 100% can't come through it, so it seems the sticker is that they should be able to attack you anyway... I'm not sure how "Able to open doors from multiple tiles away" is supposed to be a fix for that problem? But then, I thought when you said blocking you meant the sensible sort of blocking (prevent them from getting to the door and thus prevent them from being able to open it) so there might well be more weirdness that makes this make sense.
  11. First, there was the old problem of the battleship roof not going away until I got inside. This time, however, it's even worse - half of it went away, but the other half still remains! In addition, there's an invisible Haridan somewhere around the right wing (southwest edge of map) taking potshots at my dudes, but I can't fire back because he's not actually *there* except occasionally while moving, where I get occasional glimpses. There was actually a second invisible Haridan on the other wing, but I killed it with my tank by guessing where the shots were coming from. This is honestly pretty gamebreaking. Battleships are already tough enough when you can actually fire back at people. Save included: http://www.test.glyphgryph.com/derp/AutosaveIM2014-07-04_17.10.04.sav
  12. I'm... I'm not sure what the desired case is for being able to open blocked doors? Why *should* aliens be allowed to open blocked doors? Alternately, since parity and expected behaviour is important, you could simply allow xenonauts to open doors at two spaces as well - then it wouldn't come as so much of a nasty surprise.
  13. I love the flying suits, so I run into this problem a lot - things like rooftops that you can't land on despite them looking identical to every other rooftop, and also weird stuff that you *can* land on without a problem (like water, and empty space. the empty space can often even be run across safely!). I'll try to take a screen the next few times it happens. I know it's happened more than once with some of the roofs that have ducts/ac units on them.
  14. Would expect them to be able to open/close doors at will, or have to do it the way the Xenonauts do. There's nothing intuitive about being able to do it the way the Xenonauts do... but being able to do it from further away than they can.
  15. Well, nice to have confirmation I'm not just crazy, at least!
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