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Okim

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Everything posted by Okim

  1. Here is an idea of how to remove the hiring/sacking micromanagement, but leave some realism in the game: 1. make all hangars, garages, labs and workshops (plus any similar buildings) require staff (1 unit). They all require some personal to operate after all (hangars and garages need crew to do repairs, refuels, rearming and other stuff). 2. make a living quarters building that accommodate 4 'units' of staff. Its a 1x2 building as it is now. It should be expensive. 3. make a separate barracks building that supports only soldiers. Explain the existence of this building by the need to have extra space for soldier`s gear and quick access to it, some equipment for training and etc. 4. make labs/workshops with fixed amount of personnel and an option to shut down if not needed (freeing up an extra staff unit for other buildings). 5. you can have more buildings than staff that your LQ can support. Undermanned hangars/garages should have their repairing/refuelling/rearming times increased. This way you can choose to have a few expensive LQs and turn on/off some buildings to free staff or to build extra LQs and loose some precious space + get some extra expenses. The priority of staff should be as follows: 1. on-line labs 2. on-line workshops 3. hangars 4. garages And you should select where to put com center, LQ, store and barracks when you build a new base with all those buildings instantly popping up at no extra cost.
  2. Judging by vids and info on our Russian news websites - it was a meteor that exploded in low atmosphere. But even that caused some destruction in the cities (mainly broken windows). Currently there are 500 people reported being injured by glass and debris produced by the blast wave. No victims so far.
  3. Hi there, guys. I`m in an active development of a table top space 4x game called Lords of The Stars. The game is heavy on exploration and expansion as well as space battles and technological development. Here is a recently started IndieGoGo campaign for this project: http://www.indiegogo.com/projects/lords-of-the-stars-board-game/x/2371297 The game is influenced by my space 4X gaming experience (both board and PC), but the most impact this game got from Master of Orion series. An experienced player may notice this influence in the majority of my game`s elements. Thanks in advance!
  4. Win XP, 1280x1024. Looking good for me. Will check on Win 7 later. P.S.: Man, with the fleet like this aliens can just block the sun and insta-win the War
  5. Non combat Caesans are also shadows in my games. The very first aliens you get in downed UFOs. They die with a normal animation though.
  6. Yeah. My 'names' bug seems to be not connected to renaming after all. I had several crashes during loading on freshly started games without renaming.
  7. I can confirm that names have nothing to do with the crash... Just had the same crash during loading on a freshly started game. So there is smth different.
  8. Got crashes when was loading tactical missions (downed UFOs). Game crashed in loading screen as soon as the music appeared on both different missions. I renamed the whole squad and all vehicles to various names (simple, not containing any symbols). May that`s the cause. --- The other game that i started later didn`t crash. I just hit accelerated time as soon as i built my first base, intercepted an UFO and launched a Chinook. Game seems to work as normal. I`ll try to rename some soldiers and see if this crashes the game.
  9. Just my two cents. Was pirating games for a long time. At first due to having no money to spend on those. Later due to inability to find a game in my country (Russia). Now due to poor localisations and absence of demos for the majority of games. I want to see the game before buying it and i want to play with the original actor voices and texts. Today steam provides a nice option for choosing your language of the game, so the first reason for pirating is almost gone (not all games are available through steam though). Steam also provides an option to download the demo, but again - not all game developers are eagerly providing demos. And some demos (looking at you XCOM:EU) just suck badly. And principally i don`t buy shooters as those are one-day games that i wont be replaying ever. The only exception is Battlefield and its off-springs which i am a fan of and love to support. Games like Xenonauts and Starfarer and other indies are worth buying as most of the time you can clearly see the actual dev`s work.
  10. Well, i`ll just pretend that the whole hangar is a one huge lift. Its OK to me
  11. In the original XCOM all the crafts had VTOL ability and hangars were really huge. So a simple assumption of top of the hangar being a huge blast door was enough to get a grasp on how the crafts take-off/land. But here in Xenonauts we are using non-vtol MIGs and Fs, so how do planes get out of them? I see no elevators/large doors on hangar layouts...
  12. Hm. You are correct here. But dividing it into 5 shots = 2% will overcomplicate everything. Imagine the number of such low bonuses your soldier gets for various things. The system i proposed rewards players for using the same type of weapon or prefering the particular type of shot or another action for a long time. It might be abusable, but if left as a hidden background system - it most surely will be forgotten by player and be much of a sudden surprise to him once a condition is met.
  13. Well, i disagree with it being too powerful. 50 shots or 15 kills is something you`ll have to achieve. And taking into account the death rate this game will have - you`ll end up with 1-2 specialists in the mid game with this number increasing in the end game where armour will reduce death rate. About specialisation names - that were simply expamples. +% acc for aimed and +% dam for snipers could be called something different. This system will bring your soldiers a bit closer to you. It will also provide a desire to send your untrained/rookies first into dangerous areas (meaning that those skilled guys will be even more valuable than your starting vets). XCOM:EU experience/rank system is nice. But it wont work with the number of soldiers that Xenonauts will bring due to its manual selection aspect. An automatic specialisation system that runs in the background like medal system/attribute growth system will be better. You`ll get a notification after the battle if your soldier got a new specialisation/familiarisation (call it what ever suits better). I suggest using some minor buffs that wont make your soldier a superhuman, but will substitute his attributes and make him attached to a specific weapon/piece of equipment/attack type.
  14. Hi. What i`m suggestion might look like something similar to medals system, but its a bit different. Here what i was thinking about recently. Imagine a soldier using the same weapon from mission to mission. The longer he uses it - the more familiar he gets with it and the more experienced with it he gets. This results in accuracy, reloading speed, preparation and etc. improvements. So, in Xenonaugts along with basic stat growth and medal system for ecxeptional deeds we can have a special weapon type familiarisation system. This could be made as achievements or perks or simply specialisations. Here is a small list of examples: Gunslinger -> +20% accuracy with pistols. Requires 50 pistol shots. Gunner -> +20% suppression damage with machineguns. Requires 100 mgun shots. Assaulter -> +20% accuracy with rifles. Requires 75 rifle shots. Assasin -> +15% damage with sniper rifles. Requires 15 sniper rifle kills. CQC Specialist -> +15% damage with shotguns. Requires 15 shotgun kills. Medic -> +20% more HP for healing. Requires a total of 50 healed HP during the game. Tough Guy -> -15% damage taken. Requires a total of 100 HP lost during the game. Grenadier -> -20% AP for throwing grenades. Requires 25 grenade throws. Bombardier -> +20% damage with launchers. Requires 25 kills with launchers. Rapid Fire -> -15% AP for snap shots. Requires 75 snap shots with any weapon. Bullet Swarm -> +1 additional bullet per auto-fire. Requires 50 auto-shots with any weapon. Sniper -> +10% accuracy for each level of aiming. Requires 50 aimed shots with any weapon. There should be a limit of 2 specialisations per soldier. So you wont be able to farm an uber-soldier, but you could end up with Sniper/assasin or bullet swarm/assault or sniper/assault etc.
  15. Just for me to understand it properly - will only the hull walls be invisible? Or will we have a boring 2D interior of the UFO with some 3D props? I mean - no inner walls and doors?
  16. I personally loved the XCOM:EU. Indeed interceptions could be much better and the whole abduction thing is a bit weird, but it clearly implants a simple though into player`s mind - you can`t save all. And that`s great (however on the following playthroughs it is much more easier to loose just a few countries by setting up sat coverage pretty fast). I liked escort missions. What i didn`t like in them - the need to eliminate all the aliens after you get your VIP to safety. Bombing missions are much fun. They force you to take risks. Not loving 'safe the vip' missions as i find it stupid that bodyguards gave up fighting and aliens just ignore the vip all the time. And... 'i`m by the delivery van' is just plain annoying. Liked how you get random requests from the countries. I feel that this was actually taken from here At least i do remember the discussion on Xenonauts about countries asking for a few laser rifles and such. Really liked how autopsies and interrogations unlocked various things like boosting research in certain areas or giving a nice upgrade to weapons. For the first time in the XCOM-fan live i actually hunted for aliens. I recall being so damn happy when i got two whole groups of sectoids in the very late game! They really helped me later to shot down the battleship. The whole foundry thing is a nice idea as well as officer training options. Upgradable weapons and stuff is always good. Though they could have made it a bit wider. For example - give a second life to conventional weapons and lasers by adding some upgrades to accuracy, damage, criticals etc. Didn`t like the whole '1 damage type' system of the game. In original there were AP, laser, plasma, stun, incendiary and HE damage types. Some aliens were highly resistant to AP and plasma (Snakemen, Sectopod), but vulnerable to laser. Some were really afraid of explosives (Cyberdisks hated missiles), some endured everything, but were quite easy to stun (Mutons, but not with stun rods ). Reapers enjoyed being fried etc. In XCOM:EU the greater that damage your gun has - the better it is. Its bad as it limits your equipment choice. What i really enjoyed - is full soldier customisation options. It doesn`t have any impact on a gameplay, but allows you to get even closer to your squad. A nice feature aimed at those of us who love customising things all over the place.
  17. That`s a new game based on original series. Based, not copying or remaking anything.
  18. Odd. I saw allied soldiers just walk through the obstacles instead of jumping over them (like civilians and aliens).
  19. Oh finally this one was stumped! Though it wasn`t that irritating, but still its an old buggy here and its glad to know that it has gone now.
  20. To me this only happens with Caesan non-combatants. Sometimes there is a shadow - the other there is nothing at all. Does not crash the game though. When those invisible aliens die they show a normal death animation of Caesan non-com. Also a Sebilian heavy guy dies as Caesan (i remember this to be a default death animation if there is no proper sprites).
  21. The above is still present in 15.1! In addition - Sebilian heavy guy dies as Caesan. And friendly forces (police, military, civilians) as well as aliens do not jump over obstacles - they just run slowly through them. Also all walls and obstacles are drawn in front of your soldiers making them partially or sometimes totally invisible.
  22. Had the similar result with the MG guy. He reaction-fired and killed an alien (BTW, an invisible non-combatant alien). The game hung centered on my guy, nothing happend for quite some time. P.S. I recall that MG one shot reaction fire was a bug in some old releases. And missing non-combatant sprites i reported in early 13. I see just a shadow under him. The death animation works properly.
  23. I suspect that this is an indication that we will have 4 different orientations for our dropships, not just the two we have now. I usually get those reversed buddies in the dropship positioned top or top left, so they are facing the center of the map while the chinook uses its original model.
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