Jump to content

Gauddlike

Members
  • Posts

    5,689
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Gauddlike

  1. Could you just remove the automatic upgrade and instead unlock a manufacturing job that upgrades to your new weapon by using one of the old weapons as a material? So instead of: You have a manufacturing job for Gun1 and one unit built. You finish your research, your Gun1 unit upgrades to Gun2 and the Gun1 job stops working but you unlock a Gun2 manufacturing job. It might look like: You have a manufacturing job for Gun1 and one unit built. You finish your research, you unlock a Gun2 manufacturing job and a Gun1 to Gun2 upgrade job. Your previously built Gun1 stays as it is until you either decide to sell it or use it as parts to build a Gun2.
  2. I don't know if the debugger shows the reaction fire chances but you could always try it. It would give you a better idea of how the system works if it does show the numbers for you. http://www.goldhawkinteractive.com/forums/showthread.php/9292-Debugging-Xenonauts-Tips-and-Tricks
  3. I have modded drones and so on before but the game doesn't really like them. It always assumes a vehicle is 3x3 even when you set it smaller.
  4. Maybe setting the sortpoint to a low number would help? You could also try looking at the damaged tile spectres and see how they are set up. When a bullet hits the ground the tile gets a damage overlay that sits on top of the ground tile but is under units so you might be able to copy from those.
  5. I think the original explanation may have been on the old forum, tied in with the reason aircraft couldn't hop between open hangars but were linked tot heir home hangar. The work involved in changing the system would have to be justified and balanced against the rest of the work that needs doing just to get the game finished and out the door. If only a couple of people want something changed and the effect of the change would not bring major improvements then I would say it is right to leave the system alone. After all the current system does the job and isn't broken, it is just not perfect.
  6. Xenonauts is on sale on steam atm, 20% discount. Just in case that sways any opinions.
  7. The officially hosted wiki is not going to be supported for long. There was no real interest from the community in adding information or keeping it updated so Goldhawk were planning on deleting it at some point, likely when they next update their website. Not much point updating it at this stage when it could vanish at any time. There is another wiki started by a community member but that has also not been updated in a long time and was not visited much early on because it contained a lot of tech spoilers.
  8. It was suggested a long time ago but would have involved rewriting a lot of the code around how squadrons worked. At the time it wasn't seen as important by the devs and very few of the community at the time asked for it. It boils down to the reason that you cannot do it is because the devs didn't want you to be able to and were never convinced by the players that they should change their mind. If people had been vocal about the system a year ago, or even six months ago, then then this could have been changed. That is one beauty of being involved in early access, if you really don't like a feature of a game then you can campaign to have it changed before it is set in stone.
  9. Yeah it was him *points at Thothkins*. I wasn't listening to his heretical ramblings but it sounded something like he shouted expelliarmus at that Sebillian just before it shot him.
  10. You can mod the command point cap to allow for larger fleets. There might even be downloadable mods that do it for you by now.
  11. All of the objects in the game are a 3D model rendered out at specific angles. The images created from those models are then put into a package like photoshop and painted over to have a more hand drawn look, any required borders added, tidied up, resized etc. Those images then have a spectre file created that tells the game what properties that item should have when it is generated. That is basically a new object right there. After that you just need to add it to maps and levels and you are away. It does get a bit more complicated if you want to add an animation to it, you need to generate a spritesheet containing each frame of the animation and create an animation control file. I imagine you could just draw the new object if you had the right talent, just open up a few of the other objects in the game to get an idea of the proper angle. The 3D model step could be useful to save time though as you could use the same model to generate multiple different objects if you rotate it a little, rather than redrawing it each time. *edit* If you use a 3D modelling program, like the free Blender, then there is a community offering plenty of free models that could be used for the first step. Remember to ask permission. I have a little experience at doing this sort of rendering and once made a few interesting images I was planning to use in Xenonauts but never found the time.
  12. There are programs out there that can lock your cursor to a specific window which might help. One example (that I have not tried so cannot endorse etc etc) is the cunningly named CursorLock.
  13. Or they realise they have a deep and abiding love and fly off into the sunset in a top tier dropship?
  14. Did you try this? http://www.goldhawkinteractive.com/forums/showthread.php/9285-V21-Stable-Candidate-Hotfix-1-Released%21?p=103156&highlight=quickbattle#post103156
  15. Yeah in x-com we had rookies, in Star Trek we had redshirts, in Xenonauts we have Josh Eales. Hmm this doorway seems well guarded, send in an Eales to breach. Command have started recruiting again, we will have a new batch of Eales by the weekend... If the Josh Eales foil card had him stood in front of an Evil Alien Shed then it would have been perfect.
  16. It will definitely be a struggle and rely on a lot of luck though if you mainly have pistols. As you already noticed your best bet is to keep your heads down somewhere. Inside a building works although I find lying on the roof is better if you are accurate enough to pick off enemies as they come to you.
  17. I am not so keen on that myself and I agree with dpelectrics assessment of the change. If you need to take a rookie along on a late game mission they will be next to useless as they will lack the morale to have a useful level of protection. If you up veteran morale in line with the high rank alien psi powers then you also have no different game play to the current system. All it does is reduce the effectiveness of rookies further and promote hiring for bravery as the most important stat, especially in the late game.
  18. I have them backed up, I will upload them again at the weekend, on shift atm so don't have access to them.
  19. Well I usually call that my shirt but you are welcome...
  20. It would be visually distinct and would be an interesting change. I just don't know if the cover/line of fire system would work very well with that kind of map layout considering some people are having problems with it on the current tilesets. It is more about the perception of the cover/line of fire system at the moment and how lots and lots of single tile 100% cover objects would work within that system. It may be absolutely fine but I haven't really put much thought into it. I think Chris said that he didn't feel putting the cash into multi level tree props was a good investment for him as you would only rarely see anything but the trunks you were hiding behind. Zzz (or zzz1010 I think was the account name at that point) posted up some interesting screenshots but I can't remember if that was with props they had made or if it was a mock up. I believe it was a set of pine tree type props they generated. Those images have expired now though. If the owner is still around they might consider providing those images if someone is determined to create a jungle of their own and asks nicely. *edit* Just found the most recent post with the forest image plus the download link. I haven't tried it personally. http://www.goldhawkinteractive.com/forums/showthread.php/9246-Forest-Maps
  21. One forum member made a few tree sprites and put together an interesting example of what a forest tileset could look like a long time ago, I think it was Zzz. It could be nice to look at but I would be concerned what all of those line of sight and cover calculations would play like on the ground. The majority of the map would just be the equivalent of a series of single tile 100% walls.
  22. Plus you pay your workers a month in advance so firing them at the end of the month and hiring new ones doesn't cost any more than just keeping them. Maybe the next GH game will give you some kind of engineers with skill levels, there there.
  23. Jungle tilesets were ruled out by the devs early on because of the amount of tree sprites that were required to prevent them looking like a clone farm. Mountain tilesets were also ruled out because they would look pretty boring on this game engine if I recall correctly. Remember that it struggles with different height areas, even in the other tilesets, and cannot handle anything between the distinct levels at all. For example it is fine if everything is on level 0, a bit wonky if you try to attack from level 1 to level 0, and will flat out refuse to acknowledge anything that tries to become level 0.5, like stairs or standing on props like bus stops. Slopes don't work because they are trying to be somewhere between levels, that is also why stairs are basically teleporters. A mountain tileset then could not have slopes between different levels so would either need to be flat or a series of tiers like a ziggurat with built in stair/teleporters. I can only imagine how annoying line of sight and transparency issues could be in caves and tunnels. Both could be worked on by modders though but I feel a mountainous tileset would be very frustrating to try and work on...
×
×
  • Create New...