Jump to content

jimbobfury

Members
  • Posts

    234
  • Joined

  • Last visited

Posts posted by jimbobfury

  1. The building immediately to the right of the chinook seems to have misplaced tiles or something else wrong with it.

    I sent a trooper inside and found that the windows looking out onto the main road seemed to block his LOS (the tiles out front were dark grey) I wondered if it was the window causing this, so tried to shoot it out. Instead of smashing the glass, the two window tiles glitched and separated. Both were still intact, but there was a gap about half a tile wide between then.

  2. I was having this bug a lot in the pre-kickstarter build, and it's still present.

    The issue seems to mainly happen around the crash site. After engaging a visible alien, I frequently encounter a bug where I can target an adjacent tile to him, as if there were a second enemy there. The crosshairs go red and I get a 'to hit' % display. Firing at this phantom target has no effect, but if I fire at the actual target, the phantom can often absorb the shots.

    It's a really annoying issue that crops up at least once in most ground missions I've had since v10. Anybody else get this, or do any of the team know of the issue?

    Cheers all.

  3. Chris, I think that with some fine tuning suppression will be a really nice addition to the game.

    At present it's allowing me to send shotgun equipped troopers closer to an enemy safely under the cover of suppressing fire, so the alien is unable to reaction fire as my guys cross the open ground towards him. This, I would imagine, is one of the intended uses of suppression, and if that's the case then it's functioning as intended.

    Could it be improved/fine tuned? Sure, there are already detailed suggestions on alternate systems in the other thread. But if you're really keen to use the current system then I'd personally be okay with that. Having played a few missions, I'd actually be happy enough if suppression was purely a tool to use in order to cancel out reaction fire, as I think those two aspects of the game have a nice relationship and would open up the tactics involved in setting up ambushes (your troops on reaction fire) and escaping enemy ambushes (using suppression to cancel enemy reaction fire).

    A quick question, before I suggest some feedback: in the initial suppression proposal you posted, it mentions that the shots don't have to hit the enemy to have an effect. But do they have to land near the target, or can the fly off absolutely anywhere? I note in the weapons file that each weapon has a suppression radius, but I didn't know if this was just to calculate suppression in a radius around the initial target, or whether it calculated suppression from where the shot landed. If it's the former, any chance it could be the latter? An alien being suppressed because my rookie shot out the window frame next to him seems a little immersion breaking.

    Cheers

  4. Yep, it's shaping up nicely. Little details such the Andron's heavier footsteps clanking away on the hidden movement screen made me smile, reminding me of that moment at the start of a UFO:EU mission when you were listening out for audio cues as to who you're up against.

    I also think that with some tweaking, suppression could be a really really nice feature. Once the AI's more intelligent of course, as at present it's a little redundant (although cutting out their constant reaction fire is nice for a change!) The machine gun is insane at the moment though, it still seems to get kills even when the chance to hit is shown as 15% or thereabouts. Once it's balanced though, I can see being an integral part of my squad.

  5. Looking forward to testing this out, as I'm sure that suppression could play out very differently in practice than in our theories as discussed here.

    Just out of interest, Chris, if you felt it were necessary, is there a way to make suppression affect units in cover differently to units in the open? It still doesn't make sense to me that a unit in the open would be slowed down (without having the ability to go prone, representing them being pinned) rather than wanting to get to cover asap.

  6. Gauddlike, do you know if the randomisation works at present? I know you gave the example of "Just use <Map tileset="Farm" /> if you want it to randomly choose between maps in that set, currently light scout and scout variations." but that's choosing the map based on the crashed UFO type. Say if I've got 3 light scout farm maps, named light_scout1, 2 and 3 and they're all in the appropriate folder, will the game select one at random when a chinook lands at a light scout crash site?

    Thanks in advance!

  7. <deflating noise>

    Ah... ah well, not to worry I guess.

    Are there any moddable functions relating to the geoscape then? Maybe we could fit what can be done with the existing set up in with some of the ideas we've had, rather than making the engine fit the ideas.

  8. You could have, but that wouldn't have got your ideas across as well! The bullet list will just let us see what can be done. What we then actually do with it is where your thread comes in...

    I definitely agree that national interactions would be great to represent the shifting Cold War tensions. I also like the idea of playing off real world events from the time period, such as Reagan's proposed Star Wars programme (I know that wasn't until the early 80s, but I bet he was thinking about it before then!) but altering them to fit the game.

  9. Hey man. After having a full read through, all I can say is "ooooooooh!" Impressive stuff! The level of detail you've gone into is ace, and there are a load of good ideas in there. In fact, there's not a bad one amonst them.

    I will try to go through and list any suggestions for changes to individual points, but at face value, I think I'd be tinkering for tinkering's sake.

    The only thing I'd say is that this should maybe be the ultimate, ultimate goal of the mod, as it's bloody complex and ambitious. But if we aim for this, and end up with something even halfway there then I think we'll have succeeded in adding some extra depth to the game. And I think you guys who have been discussing these topics are like me in that it's not all just about adding depth to the game, but enriching the story and the feel of it too, which this would do by the bucketload!

    Shame about the lack of minor, almost pointless stat changes to various guns though. You let yourself down there... ;)

    By the way; you may want to check this out: http://www.goldhawkinteractive.com/forums/showthread.php/1825-Potential-Geo-political-Mod?p=23057#post23057

    I've posted what I think are the key functions we'd need, in terms of what we can make the game do, in order to enable most of our ideas. They're very broad categories, and should cover a lot of the features we've mentioned, but you might just want to double check that everything you've suggested is covered. (it won't be...)

  10. Hey all,

    Okay Chris, here's a basic list of the ways in which I can foresee us needing to mod the geoscape aspect of the game. Would you be able to look into which of these could be altered from their default values/states upon the completion of a research project?

    - Influence the level of funding provided by a nation

    - Lower recruitment costs of soldiers, engineers and scientists (maybe simpler to implement on a global, rather than per region basis)

    - Increase the amount of time a crash site/terror mission remains on the map. In the case of a terror site, also allow the option to retry a failed mission one more time, prior to the nuclear option being used.

    - Influence the negative impact of failed missions, failed interceptions over a certain nation.

    - Ability to establish a limited number of radar stations and/or SAM sites across the globe

    - Ability to increase either the number of friendly AI troops which spawn in ground missions in a certain region, or, alter the level of veterency of recruits from a certain region.

    - Ability to decrease the Alien invasion ticker (I'm thinking an orbital, nuclear strike by the US and Russia, targetting some of the alien's command ships would set their plans back by at least a little... ;) )

    - Increase the chance of detecting Alien bases

    - Reducing the negative impact of the 'news report' events which result in casualties within a region (these do have a score impact, don't they? Or are they just for show?)

    - Increased chance of soldiers surviving a downed transport vehicle in a friendly region (if this functionality is due to be introduced?)

    - Set up custom missions, to be opened up once a research project has been completed.

    I think they're the main ones for now. A lot of these may work better providing a global benefit, rather than working on a per region basis, as that could get overly complex.

    Saying that, thothkins has posted an incredibly detailed set of ideas which does look at taking the ideas we've discussed so far a step (or two...) further.

    http://www.goldhawkinteractive.com/forums/showthread.php/1982-Geopolitical-Mod

    It would be great if we could work towards something like this, but even so, I think the first step needs to be knowing whether the basic functions I've listed above can be made to work.

    thothkins - if you think there's extra functionality within your ideas that's not covered by the list above, could you post it here in the same format, please? Just so Chris has one list to work from? Sorry to be a pain.

    erutan - I've also updated the github page you set up with this info. Thanks again for getting that up and running (even if I still have pretty much no idea what I'm doing on there...)

    Thanks again to Chris for taking the time to look into this when you're blatantly stupidly busy at the minute, and thanks to everyone for their input to! <internet high five>

  11. Pffft, nobody's going to take you seriously if you can't even be bothered to go into detail about your idea... ;)

    From the scan I've just had, this all sounds great, man. It's as if you've scooped all of the things I'd not had chance to think about properly yet out of my head and then put them online.

    I'm at work at the minute so I can't have a proper, indepth read through, but I'm looking forward to going through your ideas in detail to see what you've got planned. Is this something you're going to pursue solo, or are you seeing this as all feeding into one big community mod, along with the ideas we've been discussing in the other thread?

  12. I was just wondering whether the ability for your soldiers to lean around cover to take a shot was going to make it into the game at all? Looking through the files I can see that the sprites are already there, and looking pretty damn good. I like the idea of this functionality, allowing your troops to make the maximum use of taller cover items, such as corners and vans.

    So, is this due to be implemented, or has it been scrapped?

  13. Xenonauts uses a ticker system to advance the alien invasion along, so it progresses to some extent irrespective of the players actions. As the ticker increases, new types of UFO will show up, along with different alien missions and tougher enemies. It's a pacing mechanic, basically.

  14. Hi all,

    Unfortunately I've not had any opportunity to think about this further this weekend as I've been in bed ill since Friday night, which is a pain.

    I'll work on writing up the various research topics I'd envisaged and the effects they'd have on the game for you Chris, so we can see what's doable and what's not. Thanks again for offering to take the time to look into this.

    Regarding the weapon discussion - while both close range weapons, the pistol's main benefit over the shotgun is that it's one handed, so it's always there to support the use of another piece of equipment such as the breaching shield. If you want a close range weapon pure and simple, then the shotgun will be the better choice in almost every way. As you mention though, Gauddlike, the only real combat advantage the pistol will have will be a very high reaction modifier.

    If it turns out there's a way to alter the damage a certain shot type does, in the same way you can increase the level of accuracy per shot type, then I'd like to include a 'headshot' option for the pistol; a high damage, low accuracy shot selection. But it remains to be seen if this is possible.

  15. Recently I've been having a recurring crash during ground combat missions. It's different to the old, very frequent hidden movement screen crash, but it's now happened around 5 or 6 times.

    It's always at the end of my first turn, I'll click the end turn button and get the hidden movement screen. Then, I hear a Sebillian die and that's it. Nothing else happens at all. I've waited a minute or two, just to be sure but the game doesn't move on from there.

  16. My top preference for any improvements would be gameplay mechanics - suppression, lying prone, moving while crouched, etc. - but additional mission types would definitely be high on the list.

    This actually tops a new tileset/new missions for me too. I'm assuming suppression is in anyway, as that was one of the basic Kickstarter goals, I think. But anything that adds more depth to the game gets a thumbs up from me.

  17. Nah, you can talk about that in that post, it's a bit different (I've posted there). We can't put that in the poll, unless we stick it under "improved modding options" but even that is a bit wishy-washy...

    Chris, no worries at all, I knew it was a long shot! :)

    Just seen your post in the mod thread though, that's fantastic! Thanks very much. I'll get a full list of intentions drawn up so you can see what's possible.

    Thanks again.

    Of the existing stretch goal ideas then; anything that adds content and variety gets my vote. So a new tileset (jungle/forest??), terror mission objectives and maybe a couple of custom missions tied to research events would all be great.

  18. erutan - Yep, you seem to be thinking along very similar lines to me regarding the way you want the weapons to balance out across the game.

    I know this won't be to everybody's taste but I personally dislike straight up upgrades that render other weapons obsolete. Of course you should be rewarded for sinking the research time into Plasma weapons, so all in all, they'll be superior to the previous weapons. But I think there's room for minor subtleties, where depending on your personal preference or the foes you're facing, taking a laser rather than a plasma could still be a viable option. I'm not sure if damage vs mitigation is the way to go with these though, I was thinking more towards having pros and cons between the two in areas such as alenium consumption, ammo capacity, range & weight.

    So Plasma may have a lower range than lasers (as in the Xenopedia write up in mentions the plasma shot losing it's shape after a certain distance) and a lower shot capacity, but it does flat out more damage resulting in lasers being useful for sitting back and rattling off some fairly damaging shots if that's what the player prefers vs risking getting a bit closer to get a high chance to hit your target with a plasma shot that should drop all but the toughest aliens in a couple of shots. Bringing weight into the equation would also mean that if you research plasma first you'd maybe need to look at researching some strength enhancing armour to overcome the weight issue and use it to it's full potential.

    You'll be pleased to hear that damage/mitigation is tied into the weapons ammunition by default, so I've got AP and Hollowpoint ammo written into my files. :) I'm just working on making a different icon for them, so they're easy to tell apart and then getting them into the loadout screen. I'm not sure how that might work though, I'm wondering if I'll be able to amend the 'rockets' section of the loadout screen to be called "ammuntion" instead, and they can go in there. But I'll have to see.

    As for the RPG, I can't find a way to not make ammo available for it yet, so the unachievable reload time is the best I can do to simulate the fact that it's a one shot, disposable launcher.

    Bobby - I'll have to have a think about the M1911, I don't know much about it so any info/thoughts you can give would be great. As for making the 2nd shot less accurate, is that what the recoil rating of each weapon does? I'd assumed that was related to burst fire, but if it affects your accuracy across multiple shots in the same turn then that's brilliant as that opens up more options for giving each gun a unique feel. (the M16 and the AK spring to mind...)

    I know at the minute this chat is all about the weapons, sorry. It's just I sort of know what we can do with those and getting them in game would be pretty cool. I still need to get more info regarding what can and can't be done in terms of influencing the geoscape and other aspects of the game through research projects. In fact, as Chris is looking for stretch goals now that the kickstarter target's been hit, I might send him the link to this thread to see what he thinks. It could be something he'd consider including if much of the planning was already done!

    Ah ha, figured out attachment sizes, so here's a very unexciting screenshot, just to show that this is ingame and working.

    SovietPact-1.jpg

    SovietPact-1.jpg

    SovietPact-1.thumb.jpg.abbe77dc24e2f4d12

  19. Hey man, I agree with you that the game should be harder, but I'm confident it will change significantly in that regard once the AI is fully implemented and balancing has been done. In the meantime, you can mod the weapon files if you like, to increase the damage alien weapons do or to increase the number of aliens in each UFO type. I'm also looking at trying to remove the Jackal armour from the game right at the start, so you have to send your first guys out in their basic uniforms until you've researched it. That's proving tricky though...

    One other thing, regarding your point about a Chinook heading to a landed UFO. I think you're supposed to provide fighter cover for it, as even if your dropship didn't continue heading to the crash when the UFO takes off, the UFOs are still too fast for you to outrun. Send a couple of fighters to hover over the crash site and then send your chinook. Hope that helps!

×
×
  • Create New...