Jump to content

radister

Members
  • Posts

    146
  • Joined

  • Last visited

Posts posted by radister

  1. Doesn't need a workaround as it won't crash, just something that happens.

    If you need some lore to give you a reason, just say once the aliens destoryed your base they found your computers and found the location of your aircraft and destoryed them. how? I don't know but i think we can think of many ways they could have done it, once we find a good one that fits then we have our solution.

  2. I did ask this in the bug thread but also putting it here.

    So if i have my troop transport out of the base when the base is attacked and i lose that base, what will happen to my troop transport? I mean I might have another base but it might not have space for my aircraft or my personal or even my equipment.

    How will the game deal with this?

    Persoanlly I would be happy if the game just deleted my aircraft when my base is desotryed, but i don't think other people would be happy with that.

  3. OK so apparently Xenonaus are using plate carrée version of equirectangular projection map http://en.wikipedia.org/wiki/Equirectangular_projection so the distortions are not so significant as one might think, thus there would not be a huge noticeable "unintuitive" increase in speed of the crafts. However the fact that craft can't traverse poles bugs me big time :/

    the equirectangular map tho doesn't deal with the POV depth perception tho, so i think it would be harder to caculate projects then easyier.

    As when you get higher on the Y axis your still covering the same distence as cell lower on the map. however becuase the Y axix of each cell get smaller you have to slow down speed to a count for the objecting moving away from Z (z 0 point is POV) however on the X axis you don't have that, so if we had a craft heading in a diaganal line from the bottom of the map to top conor, the player would see a x to a - y speed before incressing to x to the same y then back to an x to a -y. so it would more go in a zigzag.

    so while the map might be a equirectangular projection map, the code isn't anywhere near that level of complexity to assist the shown map.

    So for the poles, the only way that could be done on a map would be if you when you went off the top you showed up at the top on the other side X axis of the map. which is a tab confusing.

    I mean i guess if you use the Mollweide projection map and get Code that works out cell logic to work out the geometry of the round world. then it should be possible and still look good.

    However The amount of work to do that would be alot. and I image right now they use a 2D map based matrix with the sides scroling back to the start or the end. So to go from that to a round world system would be alot.

    (Not to forget you would need to redo all the path finding for alien ships too)

  4. Its a cool idea. But doesn't adding a new building mean that the room needs to be drawn up and pre-rendered for base attacks?

    Not to say, you need to design an interface for simple management of this build as it sounds like it would act diffrent from what is already in game.

    I know having more radars means more scanning makes little sences, but wouldn't it be far easyier to say something like

    "radars have a computer system built into them, and the alien ufos are hard to detect and our radars have to deal with a ton of junk data, so more radars means this data can be sorted faster so we have some extra time to scan more radar data we did have but never had time to process before"

    I know thats a bad exsample, but I just think coming up with a reason for more radars is a far simpler solution.

  5. I can back the idea for 6 * 6 bases. i like anything that lets us pick a play style more. after all, all players will expand. the only thing we can do is deicde when and what do they use there base for? do they cut down research in order to keep better radars or more aircraft. hostely really happy about that.

    And i also like the idea that scientist are only 10 per lab, this stops someone just building living area and hiring 50 odd scientist.

    From a gameplay point of view there isn't anything wrong with these changes.

    Im very happy with them if you decide to make them.

  6. 5,5 5,1 4,4

    4,2 3,1 5,3 3,3 1,4 2,3 5,1 5,4 5,1 4,1

    5,4 3,2 1,1 5,4 5,4 5,3 5,3

    PS. hehe I'm so worried that there's a spelling mistake in there :P

    4,1 1,1 3,4 4,3

    2,1 5,1 1,1 5,4 5,1 4,3

    5,4 5,3

    5,4 3,2 5,1

    1,4 1,5 4,3 3,1 3,2

    Hope that is spelt right

  7. Larder, that were i keep the nuts for the Xenosquirrels.

    I think Store fits better then most words however i can see some people not liking it.

    Personally I go with the word Locker or Lockup and have Weapon Locker and so.

    tho General Locker doesn't work too well. Nor should it be good to say Personally Lockup, it be like the place we imprison our staff.

  8. RE: UI

    Am I the only one who is a bit confused with the name "Stores" for all the items you have in your base? Stores sounds like a place to buy something (shops) to me. Wouldn't "storage", "warehouse", "armory", "munitions" or "inventory" be better?

    Why store can mean a shop, the world does mean more.

    Store:

    1. A place where merchandise is offered for sale; a shop.

    2. A stock or supply reserved for future use: a squirrel's store of acorns.

    3. stores Supplies, especially of food, clothing, or arms.

    4. A place where commodities are kept; a warehouse or storehouse.

    5. A great quantity or number; an abundance.

    As you can see the word is more a word to say here is a collection of items, so having it used in its current context makes perfect sence.

  9. Hmm, instead of what is historicly correct, i would rather the developers create enough regions to balance the game correctly. as they are a main game play mechanic and not just for aesthetics. so as long there is enough regions that can give use enough rush to being trying to protect more nations and pushing myself to protect other just to keep up my income balance is good. however if we have to many and protecting them is a pain, and if some of them are too small and get attacked so im in negitive balance and then no aliens ever attack them again i'll just get annoyed. and then if one location on the world has more regions near each other then they would make better starting points. i just think alot of balance issues is more important then having it all mapped out perfectly.

  10. Wow, looks amazing.

    I have my slight nip picking issues but im sure i can get other them :P

    I really like the small traning/breifing room in the living quarters tho.

    Why does the workshop only have items in it that don't need construction though? :P

    I would imagine, becuase you don't know what the player might have researched. so it better to have tech that you know everyplayer must have (becuase they started with it)

  11. It’s probably because we British use both imperial and metric here. So it’s not that strange to see both types as we are used to seeing it. For example we would use metric cm and meters for small measurements but we use miles for large distance. in fact if you told someone here something was 5km away, you probably be asked how far was that in miles. yet if you told someone something was 14 inches, you be asked how many cm that was.

    We are a strange nation.

  12. actually no, I meant British farmers. Last time it was brought up if farmers had access to guns I was informed that in Britain farmers having guns is quite common. I think that is somewhat true for Swedish farmers too. Or at least for the hunters living in middle and north parts of Sweden.

    Thats right, our citys are void of guns but our country side is full of them.

    But yeah, if civs have gun can't see it adding any fun to the game.

    if i knew they could fight for themselfs i wouldn't be in a rush to save them. (Tho currently i don't rush cause alien aim is so bad i can waltz across the map slowly and still save the civs that are surrounded in burn out sqaures)

  13. I'm sure it could be exploited, but that's why it'll be interesting to see how well people do against the AI on the hardest settings and what exploits they end up using.

    Pick a buidling in the middle of the map as your base, destory all the building in the area around and then wait...

    Wait to see what kinda of plan this AI can think of now :D

    However thinking about it if i was the AI i would just:

    make one of my guys go berserk and kill half of us and in that time were dealing with him rush us from outside.

    If it can do that then we won't stand much of a chance. :P

    (and that would make me happy for some reason) :confused:

  14. as a fan of star wars who has read almost all the books and seen all the films more times then one should be able to count. when i just read this news my day was made! :)

    However it is 22:30 at night, so 1:30mins of day happyness will probably not make up for the other 22 hours and 30mins of the day :(

×
×
  • Create New...