Jump to content

andysonofbob

Members
  • Posts

    42
  • Joined

  • Last visited

Posts posted by andysonofbob

  1. Hi I dunno if this is the X:CE bug or vanilla so I posted in both

    Totally gutting!

    I am using X:CE 26

    What happens at the end? It CTD as soon as you click off the mission summary. I would be very grateful if someone could provide a link to what happens after you click the OK to the mission successful summary following the final mission (take out the glowing dude)

    Thanks!

  2. I think Xenonauts was a demonstrative success for GI, a first time dev. I think they made a fantastic tribute to XCOM. They have also publically stated they learn lots in the process...

    The silence of the Future Project Discussion thread is resounding!

    So, are you guys going to remake Terror then? I hope so!

    From wiki, Microprose:

    "A decision was made to use the original engine, reskin the graphics and create a whole new story. By keeping changes to the absolute minimum a sequel could be created in just a few months. Also, by not inventing any new game features or game technology it would make the scheduling one largely led purely by asset creation – which makes it whole lot easier when it comes to estimating task durations and scheduling."

    Why not adopt the above quote, but with a new engine? (Though I think the current one is functional, reading between the lines I think the devs, in hindsight would not be opposed to considering a different engine.)

    Then I would love to see a GI version of Apocalypse but with a bigger scope to the cityscape, I am sure that is possible now.

    What say you?

    edit

    Just read a very similar thread! Soz!

  3. How you feel about them depends on how you feel about people borrowing things (because it's not exactly taking) without asking.

    That is the biggie if you ask me.

    If this person would never buy the game anyway (no loss sale) how do you as a dev feel about someone enjoying the product you worked hard to produce?

    If your only goal was to make money, I imagine you would be thoroughly annoyed;

    If your only goal was for people to enjoy your product, I would imagine you would be pleased someone seemed to be enjoying your game.

    It is obviously going to be somewhere in the middle depending on one's world view.

    @ Chris

    I bought two copies. One for me and one for someone who would never have gotten a copy (he never heard of it and is a Mac user) who now loves your game. Hope that extra sale softens one of the free loaders.

  4. Hi

    I have just finished my second alien base which I am sure I have cleared out. The level never ends though. There is a definate pause for the alien's turn.

    I have swept the base a number of times but cannot find the alien. The base description says there are secret passages and teleporters. How do I find these?

    I have been in the room with the globe in for more than 5 turns to I imagine the alien is hiding in there somewhere, but where?

    Thanks!

    edit

    using X:CE if that has added something cool and magical...

  5. I think that is a good idea on its own.

    I think it would greatly add to the atmospherics. It would require an option to slow it down slightly or make it real time with a brief pause between 'scenes'.

    Xenonauts / xcom always reminds me of a slightly less stat heavy Football Manager. I use this analogy to describe the game to my friends. FM has running commentary as well as real time at the same time. I love it.

  6. But in terms of pirating Indie games I mean come on! That's a bit much. Most cost less then a meal at a restaurant and its not like the companies who make them have a back catalog of a million games still trickling money into their pockets.

    The scummy pirates shall we say, those who would never buy the game - ever. What I find interesting is how devs deal with these people.

    They would never buy the game so there isn't a lost sale and should consequently be removed from a sales equation. But they might be enjoying the game the dev has worked hard to create and wants people to enjoy... I would like to think if I were a dev that I would take that as a complement.

    @Steave

    I love how you demonstrated my second point, that pirating can cause sales. You mate pirating the game and evangelising about it caused four sales. He's not a pirate, he's are a freelance sales man. Or buy four and get the fifth free! I think that is marketing at its finest.

  7. I read this with interest.

    I have bought (happily) two, full price copies of Xenonauts, one for me and one for a mate with a Mac. I reward devs who make quality games with loyalty as well as by evangelising their game. I do this demostratively. I am *that* loyal that I will even buy expansions to a game and not play them for no other reason than lack of time. I choose to spend £5 - £10 on a DLC product I *might* play, because I like the developer.

    Goldhawk Interactive has earned my loyalty.

    What I find risible is the assumption: piracy == lost sales. I don't believe the world works like this. Do people really believe that if it wasn't for people pirating games, everyone who pirated the game would have bought a copy?

    The type of people who pirate games pressumably rarely buy games. This isn't the best analogy but it will do for illustrating market and consumer habits: I enjoy borrowing books from the library as well as buying them. Sometimes I have taken books home on the off chance I might like them. There is no way I would have bought some of these books without first borrowing them because I am not flush with cash. For some I am glad were borrowed because the were rubbish. Sometimes though these books have led me to buy others from the author. Sometimes of ofc if is wasn't for the library I wouldn't read a book anyway.

    I believe the piracy == loss of sales stance is backward thinking corporate spin and is rubbish.

    I believe, understanding consumer habits, albiet rather superficially, the more likely scenario is: piracy != loss of sales. In fact it could be argued: piracy == increased sales. Steam and GoG being proof of this; both had the ethos of appealing to pirates.

    TL;DR

    I believe:

    piracy == loss of sales is the belief of backward thinking developers

    piracy == increases sales

    Say something! What?

  8. I thought that this would become somewhat of a rant against the art direction that Chris and the team went (especially saddled with the engine they had...). Glad to see I was wrong.

    Soz! I can see now it sounds like a loaded title. It's morning. Was worried about results.

    #################################################################

    I think Xenonauts has fantastic AI, awesome use of an engine and effective and detailed graphics.

    #################################################################

    I *really* like the graphics! And blimey. My wife played dinner dash to death. And if it is true, whatever engine was used to make Dinner Dash was used for Xenonauts, the dev team did an awesome job.

    Whilst undergoing my 4-5 hour learning phase, I did experiment with various mods but I have reverted to vanilla for the maps etc. I can see the benefit of the random map packs for vets of this game but for people like me, the vanilla maps seem thoughtfully made and exciting. They also have interesting features which make for varied strategy. Am I right that the earlier noob maps are smaller in vanilla?

    The random map packs seem large from the get go, which is cool for people who have played the game to death and consequently have replayed many maps but for first timers I would recommend to them to play vanilla maps for the first play through! I wish I started on vanilla.

    If I was to get constructive:

    I would argue the lighting used on Skitso's(?) Oppressive Mod for night missions is better (I only use this feature of the mod btw) and I like the Enhanced Crash Site with the wreckage. tbh the exclusion of wreckage and flames etc on the crashsite was an oversite I think.

    Saying that I reverted to vanilla's UFOs after FitH's updated interias because I enjoy assaulting vanilla UFOs more than FitH's UFOs (again I totally get why vets would like FitH but for a first timer why can't UFOs be open inside? They certainly seem open planned, like Xenonauts when you see 'leaked' UFO images on conspiracy sites...

    Back to the main topic of conversation, graphics will always come in second when placed in a list of importance compared to game mechanics; in my opinion.

    A not-so-great looking game that is fun to play I will always enjoy. A good looking game that isn't all that fun, I'd play once just for the fact that I bought it and forget that I even had it later on (though I vet my purchases heavily for this exact reason).

    Thing is, normally I can't get into games unless the graphics are good. I have FEZ and a bunch of popular indie games. Played them for about an hour. I can't get immersed. I game in 3D and I am happy to play an average game to completion in 3D - yet I can't be bothered with indies. Dwarf Fortress too.

    For some reason playing that night mission with the armour on some of my troops made me really appreciate the graphics! Alot. I really, genuinely think they are cool. They allow me to become immersed.

    I hope that wasn't too gushy!

  9. I woke up really early waiting for my student's A-Level results so I thought, instead of worrying about needless things, I would cogitate on the oldest debate in the book: graphics verses gameplay.

    I am a graphics junky. In my humble opinion, gaming in 3D is easily the pinnacle of gaming. Yes, this is in a world, with Rift.

    Cockpit games (racing, space sim etc.): Rift just > 3D with projector;

    All other games including X:EU, fps, Total War games, third person action games, RPGs etc: 3D with pj > Rift.

    ofc I will be getting OR:CV! I am a graphics junky.

    Xenonauts then...

    At first, unsuprisingly, I was quite dismayed. Plain desert and arctic maps (Middle East start) which you can't rotate; soldiers in blue pjs which you can't zoom in on etc. You can see the Dinner Dash heritage. Hmmmmm.

    But I enjoyed it. Tight maps that were just the right size for focused gameplay. A genuine (as far gaming goes) sense of deep tactical play where I play my own styles. I love how I went from using the various guide's suggestions, with a bit of everything to my own management style. Currently 3 assaults, shield (just to open doors), 2 heavys and a rocket and a sniper. Zero rifles. I move up the maps with the heavies and snipers; storm in with the assaults until tile to tile, with the target for stun-baton or shotgun. The rockets are support, primarily explosives but happy to use knock out gas where applicable. I know I am a noob but I know that I know enough to adapt.

    Then I researched armour and just managed to get three sets built before a landed UFO; night mission...

    Seeing two of my assaults and my shield in armour, on a spooky farm map, with a whole UFO was awesome! Fab alien AI. It all worked! And then I 'got' the graphics. And I like them. I just don't know why?

    Theory:

    I think the working and predictable gameplay mechanics combined with adaptable graphics that have easily enough fidelity but are far from complete like today's 3D models means your imagination is free to enhance the graphics! To a point where I actually like them. I like the graphics on ALL night missions and all bar desert and arctic maps during the day. Basically, fantastic work Xenonauts graphics department! I like the campaign graphics too.

    Anyone else feel the same?

    Soz for the wall of text!

  10. The cover indicators were dropped from an early beta version of the vanilla game so I am interested in seeing if they make a comeback in the community edition.

    How come they were dropped?

    Let me guess: they weren't 100% accurate for 100% of the time?

    If that's the case, why not add the prefix 'potential' or 'possible' to 'cover' or suffix 'indicator' when describing the feature? That would then make them more realistic.

    I would love to see them kept in, or at least a toggle in the options.

    They just look cool for one thing... :)

  11. [snip] But still, an event log is helpful in a turn-based game.

    I agree

    I understand the game is no longer 'in development' (completely fair enough as they really have done what they said they were going to do an more) but some of these suggestions seem to be really simple addons. The fact modders have added kill counts and removed the HIDDEN MOVEMENT screens suggest is it simples.

    If Goldhawk Interactive insist on purely patching for bug fixes they should sticky existing mods which they, Goldhawk Interactive, feel the community want which do not affect vanilla gameplay. e.g. Soldier's role in unitbar, (soon to be released) cover icons, etc.

  12. Presumably the feature was not properly polished to be included in the hotfix and was meant to be part of v0.27.

    Well

    I love it!

    @llunak

    This is such an exciting feature.

    Is it unfinished then?

    That might explain why cars didn't flag as cover. I thought cars weren't included because they was so obviously cover...

  13. It was perfectly clear, as mud. ;o)

    If I move the cursor by cover, as I am about to move the xenonaut, I can see a graphical representation around the tile's icon, with the TUS where the cover is. It's a bit like the cover system on the new xcom where you can see shields representing cover.

    My mate has just picked up the Mac version which is patched to 1.08 and unmodded and it doesn't have it...

×
×
  • Create New...