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SmilePic

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Everything posted by SmilePic

  1. *Crosses fingers for challenging yet plausible-looking AI in more distant builds*
  2. I think it's an engine feature, not a tileset one.
  3. I remember that there was short discussion about that having "gradual" hills and slopes like in original would be great. Is it actually planned? Tactics would be great even without it, but I think it is an addition worth having.
  4. Voting for slopes and more variable battlefield in general. Considering additional mission types, it seems interesting but hard to balance. Maybe it should be possible to turn them off? Like ufo swarming in Greyfiend's mod for Ufo: ET.
  5. Achieving goal that fast sure is impressive. Makes me wonder how did company survived past 3 years though...
  6. Actually, there already is a project called "Open X-COM". Whether it would be fineshed or not is another question.
  7. It's good to see Xenonauts becoming more and more feature complete.
  8. Let's hope so. It would be very good to see skirmish/multiplayer simmilar to UFO Alien Invasion. Dreams as they are, yes. Personally, I would be ready to pay additional money for this.
  9. Which makes no sense at all. Example: I won't throw my computer away if don't have a power cable yet)
  10. Greetings. I experienced strange "tropgy automanagement" behaviour. There is a savegame attached. It is the first ground combat in the game, so I have no alien corpses or weapons. Steps to reproduce: 1. Load the savegame attached, GROUND_BUG. 2. Finish two aliens visible to xenonauts. 3. Step solders on the bodies and press 'i' to see bodies and weapons on the ground. 4. Press "end turn" button. 5. Report will show that both bodies was destroyed and plasma rifle was sold. I expected bodies and rifle to be kept for research in addition to pistol which actually was kept. [ATTACH]642[/ATTACH] 2012-02-14_23.18.30.sav.zip 2012-02-14_23.18.30.sav.zip
  11. Maybe this was discussed before, but should fog of war really conceal known buildings? This way xenonauts forget even about their own helicopter if they wander far enough.
  12. Greetings. I have a question regarding things and bodies xenonauts revcover from ground mission. Am I correct that some part of it might be lost in transporting? I had a mission where two sebilians were shot and saw both bodies and weapons on a ground via inventory screen. No explosives were used, but mission result screen stated that both corpses were "destroyed". Also, plasma pistol was reported as found and plasma firle was reported as sold. Did I miss something?
  13. Greetings. Spotted and reproduced one minor yet annoying bug in ground combat. Steps: 1. Select armed soldier. 2. Click on a weapon to enter the targeting mode. 3. Click "End Turn". 4. At the beginning of the next turn cursor will stay in targeting mode. I think, cursor mode needs to be reseted. Sorry, no savegame attached. I am yet to find where savegame files reside. ^^'
  14. I did. I also answered that I had problems spotting alien after clicking at the icon.
  15. I'll try to reproduce it and report results. Maybe, but at least position should be visible.
  16. Played new build and found some things that makes tactical combat uncomfortable. 1. Hard to tell whether I am selecting soldier or ordering soldier to move to the spot near the soldier I want to select. Especially in dropship. 2. Spent 30 seconds looking for alien hunter spotted in dark place. Maybe visible alien should be hinted with something? 3. Found no way to check how much AP weapon consumes. Other than targeting something. Maybe AP cost should be written at AP reserve buttons? 4. Found no way to shoot selected spot from sniper rifle or assult rifle. It always have to be wall, alien or some other target. Maybe this has point... Actually, I tried to target empty spot to see AP cost. 5. Clicking "end turn" with cursor in shoot mode makes it should at the beginning of the next turn. Made me almost destroy Hunter with a shot from sniper rifle.
  17. Didn't really help. Camera swithched to his aproximate location THEN I spent 30 seconds mentioned before.
  18. Played new build today. Some thoughts. Maybe should put it into another thread. 1. Hunter lost 2/3 health after getting occasional sniper rifle shot. Hm... 2. Hard to tell whether I am selecting soldier or ordering soldier to move to the spot near the soldier I want to select. Especially in dropship. 3. Spent 30 seconds looking for alien hunter spotted in dark place. Maybe visible alien should be hinted with something?
  19. I am especially curious about stun weapon. It looks odd if such organization has no other means of capturing alien than attack it with stun batons head on. But it is also a balance issue, I suppose.
  20. I was wondering why no one mentioned third upcoming x-com-inspired game. I mean UFO 2 Extraterrestrials. First one wasn't that bad and since BMan's tweaks are promised it might be interesting. But Xenonauts looks way more promising to me. In case of it's already been mentioned many times all over the board, sorry)
  21. How about this thread, then? http://www.gamefaqs.com/boards/199362-x-com-ufo-defense/51327614 Have to admit that smoke was useful only on already wounded (preferably, heavily woundled) aliens.
  22. Wouldn't it needlessly hurt hiring defense squad for additional base?
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