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Showing content with the highest reputation on 07/30/2018 in all areas

  1. So for roughly the next month (until late August) I'm only going to be logging onto this forum occasionally - and I'll be responding to emails and direct messages much more slowly than normal. Why? I'm getting married next week, and then I'm going to be heading off on my honeymoon for a couple of weeks a few days afterwards. The rest of the team will still be busily working away in my absence, but I won't be around to do the usual community management stuff. If you see people on the forums asking questions for the devs and getting annoyed that they're not getting a response, please point them to this thread! I'm very much looking forward to having a holiday - I'm sure those of you here who are married will know all to well how stressful it is to organise a wedding, and to do all that while also running a Kickstarter campaign and doing all the planning required to keep Goldhawk running for a month has been pretty exhausting! It'll be nice to have a couple of weeks to chill out before I come back and have to start worrying about the upcoming closed beta I don't have time to write a proper dev update unfortunately, but these are a few of the things we're planning to be working on in the next month: Finishing up the realtime Geoscape and interceptor / UFO movement etc Adding the basics of the new air combat prototype into the game Adding the soldier backpack allowing units to switch weapons in combat Making units drop their equipment on death, and allowing soldiers to pick things up from the ground Some upgrades to the ground combat AI Adding few unique weapons (e.g. combat shield) and weapon properties (lasers recharging their clips, etc) Adding explosive terrain objects / units that can explode on death Getting the MARS vehicle working properly in the ground combat (crushing things, exploding when destroyed, not screaming when shot, etc) Rewriting the unit movement logic so you can move multiple soldiers simulatenously A bunch more fixes / updates to the map editor to help us support semi-randomised maps I'm sure I'll be brimming with enthusiasm when I get back, and hopefully most / all of the above will be waiting for me when I do!
    2 points
  2. So that's what the kickstarter was really about...
    2 points
  3. May your wedding day and honeymoon be all you and your partner could want. For my self, I have a tricklemoon, it is just lick a honeymoon, but is not so refined!! Good Luck and Best Wishes
    1 point
  4. Psionics are something I'd like to explore for Xenonauts-2, but it's something I'm not really thinking about now - it's one of those "icing on the cake" things I'd think about introducing in the final stages of development when I can afford to spend a bit of time tinkering with the ideas and see how well they work. It's notoriously hard to implement psionics as anything more interesting than purple mind bullets without breaking the game; lots of ideas sound really cool but break down a bit when you start to figure out exactly how they might work in the game. I think they need to be tied more closely into the morale system - perhaps morale could even be your "mana" for casting psionic abilities, because it's exhausting and stressful using them. But I'm going to put psionics out of my mind until all the core features are done and the game is fun to play.
    1 point
  5. The other reason I just thought of would be that you lacked TUs to reload, although I doubt that's it. What happens with your reload failure? Does the spare ammo indicator show a non zero number (if zero, the ammo isn't recognized). When I try to reload but lack TUs to do so I think there's an error sound. Edit: How do you reload? I typically click the spare ammo icon, but there should be a hotkey as well. For a crummy work around, (ab)use one of the rocket launcher bugs: Revert to a save before the mission, bring a rocket launcher (or several) along. If they're too heavy, drop them in the drop ship and then return to pick them up when you need to dispose of the tank. If you put the rocket launcher in the inventory after firing, it gets reloaded automatically, so you can fire it again the next turn. A less cheaty version would be to bring extra weapons of a type you can reload along (or extra lasers, but I doubt you've got spares), and use those to *slowly* whittle away on the tank (you need lots of ammo for ballistics, although a Hunter with a Division machine gun can probably destroy a tank eventually, if you can keep if from being destroyed). The trick to bring spare equipment and dump it on arrival is rather handy, by the way. It costs TUs on the first turn, of course, but I'm going to use it to bring spare shields.
    1 point
  6. @benedict1: Windowing didn't work with the mod when I tried it with a few different resolutions, so it's probably caused by either CE or X-Division. @Wep0n: I've got no problems with reloading (the rocket launcher has its own issues). I've got laser sniper rifles and laser rifles (the normal range weapon, not the shotgun one) and have no problem reloading those (haven't used any other laser weaponry: I try ballistic ones for balance for other roles). Despite what the research text says, there isn't a single ammo type: while most use the same "standard" one, the sniper rifle has its own double size one, and I think the bigger ones come in one or more versions. There's also distinct ammo for each Mk X level. (I know you said you've got the correct ammo, but those are the only things I can think of). X-Division nitpick: - There's a loading tip claiming the version is 0.99 beta (I think it's the one recommending starting with CE first).
    1 point
  7. Have you considered bringing alien morale events back? I think they worked just fine in the first X-Com, and they provide the opportunity to give some of the alien personalities a visible gameplay effect beyond just flavour text.
    1 point
  8. As flavor text, actual "interrogation logs" (assuming you could speak directly to an alien through one means or another) would be quite interesting. On a more mechanical view, special interrogations on specific castes (quicker to research but less valuable than full sized race interrogations a la previous games) would be interesting. For instance, a noncombatant could grant information on basic scout UFO capabilites, a soldier could give you research credit towards energy weapons/Alenium, the knowledge of what loadouts certain aliens have, and other useful tidbits related to their jobs.
    1 point
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