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Gauddlike

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Everything posted by Gauddlike

  1. You would need to alter the the accuracy calculation to take into account the size of the trooper. If a kneeling soldier is 60% sized then any object between himself and his target that is 60% or over would effectively make the shot impossible. If you are standing then only 100% objects would do the same. Behind cover you stand to shoot so you would have the benefit of small size when being fired on, a cover save AND being able to fire over objects. That certainly seems to make cover the preferred option over kneeling. If you had no other way of altering the trajectory for elevated troopers firing down onto cover you could give them a size bonus in the same way. Say 50% 'bigger' for each floor they are above the target. I also still think a reaction bonus for standing would at least give a reason to stand in some situations.
  2. The stuff from the last site can be transferred by anyone who can copy and paste while it is still running.
  3. Yeah tried both version just in case. Also tried both in windowed and full screen, on all of the previous versions that had a gc_editor exe. Neither Q or Y does anything.
  4. Nothing seems to happen when I follow the instructions for loading up the sub-map editor from the wiki. Is it active in the current builds?
  5. Most of this post repeated what I had already said. Going to have a fiddle about with creating a few sub maps and stuff to see how it goes.
  6. What do you mean by levels? Aim levels while shooting or map levels for example.
  7. For those who have tried out the ground combat map creation tool with the recent builds. If anyone has any tips for making a good map or changes to the tool that may make map making easier please join in My personal experience is limited but I have only found one real problem so far and one thing I would like to add. - Tiles cannot go of the edge of the screen. This causes problems with things like roads. If you need to make and place a separate road section at 1, 2, 3, and 4 tile thicknesses for each direction it is going to slow down map creation and make people give up. My suggestion is to allow certain tiles to clip off the edge of the map, this could be a flag in the tile xml. It is annoying when you get to the end of creating a masterpiece only to realise you are going to have a road that ends four tiles from the screen edge. - No preview of what you are placing. This is a little more difficult to do but it would be nice if you could get a rough image of the object you have selected. May not happen but would be a nice touch.
  8. I thought you were against templates as a rule? Does this mean we may get templates for grenade and rocket blast radius as well? Will the flames pass through occupied squares and objects or do they have the same sort of chance as projectiles? If they will not pass over some things (for example troopers with 100% obstruction levels) will the template reflect this?
  9. If you can add to the technical side of things that we grunts have no access to (like the accuracy calculations you have already done) I am sure we will come up with the rest of it over time. I have added something to the item creation section and might have a chance to look at mapping over the next week or so. It is next on my list of things to break. If you have added info by then it will make things easier for me to try out My suggestion for things to look at next for you would be the "master list of what each file controls". I know it would be subject to change though so may be a job for release time.
  10. I imagine clicking on the weapon will still bring up fire mode in the way it does now.
  11. The white alien head symbol stamped over with a large Xenonauts X. It has the benefit of showing the alien crossed out and shows its the Xenonauts that are doing the crossing. Just need a convincing Xeno X now...
  12. Don't see why not, we have quite a few keys left on the keyboard to use. Ctrl would be useful when firing at non-enemy targets. Chris may even be able to get in a system where holding down ctrl while pointing at an empty square will target the scenery in that square. Make blasting down walls, doors and random offensive lamp posts easier. Mouse wheel outside of aim mode changes units, ctrl just puts you into aim mode in the same way as left clicking on an enemy? That makes sense to me and reduces the amount of screen area you have to cover to fire a shot at anything.
  13. Anyone else think it looks a bit like an Aperture Science test chamber in here with all these bright white surfaces. Hopefully Chris will provide cake.
  14. Hmm I missed that thread the first time around. Maybe you could just add burst fire to the end of the aim queue? Click to target, scroll down to go straight to burst fire or up to cycle the other way through the aim options. That isn't a problem if you can scroll back when you overshoot your desired shot type, rather than having to go back through the whole list. Seems quite straightforward and matches the way reaction AP reserve looks. When you haven't clicked to aim you could still scroll through troopers with the wheel.
  15. After getting the flamethrower to work in the current build I am not keen on the mechanic that is in place at the moment. I do realise it hasn't been finalised but the 'cone of fire' just doesn't seem to be right. To me it looks like it should almost be treated as a burst fire incendiary launcher. Aiming is the same as any other direct fire weapon (e.g. assault rifle). Launch your jet of fire along the path to where you aim and it fires five (or some other number depending on balance) bursts of flame (can be animated to look like individual jets or a single long jet). Each of these burst shots is treated like a small incendiary rocket. If it hits anything along the way it will splash fire from the hit while the rest of the burst will continue along the path until they also hit something. Each hit to a specific target should increase the area that is covered by the fire pool. Five hits would give a nice bit of coverage and damage while a single hit would give less coverage and a little less damage. The main difference would be making sure the jets fade out after a set distance rather than continuing indefinitely. That allows you to potentially damage anything that gets in the way of your flamethrower jet but still spray past them to hit your target.
  16. I think Chris was thinking more about clicking your sniper load then deciding to swap out his sniper rifle for a pistol. That would leave the sniper icon in place for someone who was no longer equipped for that role. It is an extreme example I know. Maybe swapping your machine gun for an assault rifle shows it better? Either way if you forget to change or cancel the assigned icon when tweaking the loadout you could well end up with a misleading visual cue.
  17. I would actually prefer to have the aim level changed by the mouse wheel. Left click to select a target, mouse wheel to increase/decrease aim level and right mouse to cancel the shot if need be. What do you think about that one?
  18. Hmm I had forgotten about the Ant Masters. Wonder what I had been doing that day, it must have been interesting if nothing else.
  19. Sadly my artistic skills tend to lead me in the direction of stickmen. Sometimes they even have the right proportions/number of limbs. I do look forward to seeing anything the more artistically inclined amongst us can produce though
  20. Sathra has been given power? Have you seen his normal tactics for dealing with people who go against his wishes? I reckon forum flame wars just took on a whole new meaning, with REAL flames!
  21. Quick question for Chris. In the wiki should one of the modified accuracies quoted below be unmodified? Thus, when a shot is fired, a random number between 1 and 100 is generated and compared to the numbers generated in the formulae above to see what happens to it. If: Modified Accuracy was 80% Modified Accuracy was 50% Chance to hit cover was 30% Master Accuracy would be 20% Therefore if the number generated was: 1-20 - The shot would successfully hit the target. 21-50 - The shot would hit the cover the unit was hiding behind. 51-80 - The shot would hit one of the intervening obstacles along the fire path. 91- 100 – The shot would miss the target, and scatter down a different fire path entirely.
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