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Ziggarius

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Everything posted by Ziggarius

  1. I just tested that Gauddlike. His thread here: http://www.goldhawkinteractive.com/forums/showthread.php?1224-(V9.1)-Frequent-CTD-on-geoscape The link has the ( ) in it. And it doesn't work, however if you use the below link that has the ( ) removed from it will go through. The forums appear to be parsing the links improperly. http://www.goldhawkinteractive.com/forums/showthread.php?1224-V9.1-Frequent-CTD-on-geoscape
  2. Might be helpful to know at what resolution you were running this at and if it was windowed or full screen mode.
  3. The only "performance" improvement in the X-Com series from dual-wielding pistols is reloading half as often. Using two laser pistols would have zero benefit over one laser pistol due to the infinite ammo.
  4. I could go with a "heat map" that Gazz described, but I disagree on automated scouting. I think it needs to be done manually by the player.
  5. Yah, what you're talking about is the idea that Xenonauts is going for on the pacing and the steps 1-5. With it being Alpha we only have access to the very beginning still, so we can't see the full pacing of the game yet. Once it gets closer to release I'm sure we'll be able to see the full pacing, and they'll be balancing the game's pacing. Right now, Alpha is about fixing game-breaking bugs, and getting the engine to the point where it's handling what it needs to handle. So, not up to the balancing pass just yet.
  6. Well, your OP didn't indicate that you're from the EU, and I have yet to train myself to be psychic to deduce such things. I do hope that you get some assistance on this now that we know the full story and why you do need the assistance.
  7. uhhhhh, I bought it just fine utilizing US without paypal fees.
  8. For Gorlom: Wiki to the rescue http://upload.wikimedia.org/wikipedia/commons/3/3a/Qwerty.svg
  9. Haven't heard anything on mines myself. I vaguely recall incendiary some place, but not certain.
  10. Chris has talked about stun grenades, and flashbangs. They will be coming soon last I heard. Or something similar at least.
  11. Not a bug, they don't generate crash sites. They're either single man or unmanned, forget which, too small to recover basically.
  12. Ballistic weapons already have unlimited ammo in the storeroom.
  13. Capturing the alien ship is an "alternative" to clearing the map. If you clear the map it doesn't give you the capture bonus, as the capture bonus is there to off-set the penalty for letting some aliens escape as they were not killed. It's more intended for later UFOs for when you have a high casualty rate, and you're unsure how many aliens are left alive but have enough to capture the ship. At least, that's my understanding of it. EDIT: The other purpose of it is if there is a single alien and you just can't locate it on the map, you can capture the ship instead.
  14. Hrm, I must have missed it, and need to replay through to laser weaponry. But I didn't recall laser weaponry ammo packs requiring alienium to make. If it does require it to make (I had thought it just needed to be researched) the ammo, then Guaddlike has a valid point.
  15. I could be on-board for that. I have no problem with inventory management for the tactical screen. aka How many ammo clips should I take? But the storage management side of producing and maintaining enough ammo when one shot = consumed clip, is a hindrance. See, the issue I have with the removal of Ammo for the XCOM game is the loss of tactical choices for inventory management. Not asking for that here. Having to choose how much ammo to take is an important part of the tactical combat I feel. Having to deal with keeping enough stock, and manufacturing for something as basic as ammo, when 1 shot = consumed clip doesn't really make for that meaningful gameplay if you ask me.
  16. I would agree with Gazz on a general level. Especially with the whole fire one shot and the clip is consumed at end of mission.
  17. Naturally, I liked your question Gauddlike Beat me to thinking about the same.
  18. I agree with Gazz here, that's why I try turn their questions about if the game will support X feature to will the game engine support X feature as a mod instead.
  19. In reference to allowing weapons to have the ability to take-on addons or mods, will the engine allow for Modders to be able to design such things at the least? I have no problem with the game's base being designed around tiers without needing modularity, though it would be nice if modders had the support for it should they choose to implement, and balance around it. Not certain how feasible it would be to add such a feature to the engine.
  20. What Gorlom said. Alpha is Alpha. Premium pre-order is for on release you get extra goodies standard pre-orders do not get.
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