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Gauddlike

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Everything posted by Gauddlike

  1. The door is still there and can be opened, it just can't be closed by the player, they just have to wait for it to close at the end of the turn.
  2. Are you stood right by the door when you right click it? That has always worked for me.
  3. I would make a copy of the original file then make a single easy to spot change before saving it in openoffice. Open up both files and have a look to see what other differences there are beyond the change you made, or use a file comparison program if you are feeling all technical. It could be something as simple as a small change to the header of the file which you could just copy/paste back over from the original file.
  4. One of the earlier versions had a bug where the images for the rockets didn't update although the actual rockets (i.e. damage) did. Are you using the latest version?
  5. Does the suggested system mean the level editor will need reworking as well to allow the extra crash tiles to be placed?
  6. The Scuttler was designed to be a 1x1 tile small enemy but the model was apparently too thin to be able to make out any detail so was scrapped, I think it was replaced by the current light drone. I think it would have looked better as a 2x2 or 3x3 though. The Juggernaut was just too big. The game engine barely works to allow you to shoot up or down a level so the work involved in making a unit that spanned multiple levels would have been a very large investment. Goldhawk seem to have felt it wasn't worth it for a unit you might only see a few times in a whole game which I think is a fair estimation. I haven't seen any additional assets for either unit unfortunately but Chris might still have some in his recycle bin or somewhere.
  7. Just tested it with the light scout door and it does work. I just changed the image for the open state to be the transparent.png in the assets/tiles folder and the door cannot be manually closed but does close automatically at the end of the turn. Might be worth removing the frame and putting it on a different object to place separately but it doesn't look too bad with that quick fix.
  8. Some doors could not be closed in previous versions because they had no sprite set for the open setting. That meant there was nothing to hover over so no close button.
  9. This thread is over two years old, the cursors I made were to replace the ones used at the time which only showed at the feet of the unit. They have since been replaced so the cursors are now obsolete. If you do try to use them there will be a graphical glitch as the game is now hard coded to duplicate the cursor at a higher level so it look like a duplicate is hovering over the head of the selected soldier. That cannot be changed without changing the source code so the images I used will no longer work properly. I will lock the thread to prevent further confusion.
  10. Personally I didn't care for the random callsigns from firaxcom so I have conflicting feelings about this. On one hand the random callsign generation can give some personality to troops you were not otherwise bothered about. On the other hand I tend to rename my primary soldiers according to a theme, usually something different each playthrough. For me a randomly applied callsign would spoil that aspect of the game. I think it would be a good addition and like the suggestion of a callsign being awarded in a similar way to medals but would ask that you allow callsigns to be modified. That gives someone like me the most freedom to have the random allocation of callsigns to the redshirts while allowing me to keep my personalised troops more personal. *edit* I am curious about this: If it is added to the community edition code the only way it could be optional is by not using the community edition at all so having some way to disable this feature would be appreciated.
  11. Think I would still like to see the Scuttler make a comeback. Wonder if any other assets were ever made other than this: *edit* The Juggernaut was the 3 tile tall enemy:
  12. I have to point out that this is only your own view of what the community wants. I for one am happy with the release of Xenonauts and am looking forward to information on the next Goldhawk game. I have very little interest in DLC for this game and would much prefer to see more progress made on the next title instead. People always want more and people invariably moan about having to pay for it as well. I think it is a very good move to draw a line under Xenonauts and say this is done, time to move on. The amount of support Goldhawk have already given to the community surpasses what most games get in their whole lifespan. The community editions of the game are a great example of this.
  13. Sounds good in general. I would be interested to see how aliens handle the change and if they can choose the right power at the right time.
  14. http://www.goldhawkinteractive.com/forums/showthread.php/11322-Memorial-Wall-Help-Needed
  15. The wiki has a lot of the behind the scenes stuff from earlier versions but not much from later as it was never updated. Although this also depends on which wiki you looked at. http://xenonauts.wikia.com/wiki/Xenonauts_Wiki or http://xenowiki.goldhawkinteractive.com/index.php?title=Main_Page The first one is prettier, the second one has more useful information for me.
  16. That is just the default equipment loadout, you can change that by clicking on the rifleman link/button/image thingy.
  17. Having a door open before you touch it is not exactly magical, unless my local supermarket has employed a magician just to allow us entry Even my cat has a door that opens only for him but bars entry to other cats using a fairly simple mechanism. I can easily had wave away the interplanetary space faring race having something at least as complicated. Psionics are difficult to adapt to in this game, mainly due to the current balance. Personally I like having psi power range reduced to make them easier to resist unless up close. Leading with your high morale troops is rewarded more and if they start to suffer then having a vehicle as backup to scout ahead is useful, although with the psionic aliens generally being commanders and sat inside the UFO the vehicle can quickly find no way through. I also am interested to try out the new psionic resistance flag from the community edition and see what impact that has.
  18. You could have a look at the alternate clipboards I posted up a while ago, see if any are suitable. The top three are sized for the personnel screen. I was considering adding a watermark to the paper at one point, could always add KIA or something. http://www.goldhawkinteractive.com/forums/showthread.php/9647-Replacement-clipboards-for-base-screens?p=106376#post106376
  19. Yeah they rented/borrowed the starship troopers armour for their alliance soldiers.
  20. I don't really know either to be honest. I just had the thought that it might be nice if being protected from the big powers was kind of a double edged sword. Mind control will break through your defences pretty quickly but fear can bounce off your armour all day.
  21. There is likely a bug buried somewhere as has been suggested before. Could be a tile bug where something is not blocking line of sight properly, an AI bug or something else. Unlikely it will be found without some serious playtesting and probably a lot of luck, like saving the game at just the right time so you can repeat the incident. One one hand it is rare enough not to be a major game breaker on every play through but the down side to that is it makes it very difficult to reproduce, assuming there is a bug to find.
  22. Probably because he was hoping you weren't offended at being transferred to the middle east without advance notice
  23. They do exist, never forget those movies. If we forget past mistakes we are doomed to repeat them. Is it really bad though that when I saw the OP I thought the mod was to recreate the alliance soldiers from Firefly? Basic armour really needs to include some kind of coat, probably brown...
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