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MyThos

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Everything posted by MyThos

  1. OpenXcom implemented this by pressing <CTRL> while selecting target field, which just keeps orientation while moving. Is quite handy in the described cases ...
  2. Would be nice if smoke grenades quenched fire Didn't this work in X-Com/Tftd ?!
  3. Hi Chris, do you see an alternative backing method to Kickstarter? It would be nice to use paypal and not be restricted by Kickstarters payment system. Thanks
  4. Hi, just few issues I ran into with the current version: - mission doesn't end after last alien killed by reaction fire from friendlies - remains in friendly phase, no interaction possible - agents supposedly in cover (next to window or door) are hit repeatedly by aliens from fields in straight lines behind the cover, but cannot hit them from their standpoint - need to move into window or door tile. - soldiers are hit inside doors when aliens are in straight line of wall with door around corner of house ?! Otherwise I really appreciate the progress with the test versions.
  5. Chris, looking forward to X2 and will be watching out for any crowdfunding campaigns. You've got my support!
  6. The concept art looks promising. I am looking forward for further progress ...
  7. Just a short reply with 2 remarks: Would I buy Xenonauts 2: Definitly! I need X-Com style running Going full 3D: I think engines like Unity will allow for a big head start, but importance is to keep your style and the overall isometric view.
  8. That is one thing from the community edition I really don't want to miss anymore. You can easily switch between soldiers via the tabs (maybe "tab"-key would be a nice keyboard option as well) but having to manually select levels on the right side was a pain before ... Just my opinion ...
  9. While waiting you may always check the progress of the "Terror From the Deep" adaption of OpenXcom. This looks promising
  10. Have you checked the hanger tab on the base screen and selected "dropships" ? There you can assign starting positions for every soldier on the transport.
  11. Hi, I was looking for details regarding diagonal moves but found no results here in the forum for "diagonal", "move" and "block". Would it be possible in a patch/mod to allow soldiers to move diagonally into a space where the neighboring fields (by edge) are already occupied by other soldiers (and/or objects)? Currently in tight space you will have to organize the move order of soldiers and cannot move into an otherwise empty field if soldiers are in the fields directly above/to the left or right or below the target field. Thanks and Regards, Michael
  12. I fully concur. Focus hopefully will still be ground combat with some air combat toppings ...
  13. For me the air battle is a nice supplement but the core is research/construction/budget management in global view and the tactical combat on the other side. I could rather well live with the simplified approach done in X-Com (not XCOM) and any additional options are nice but should not define the core gameplay My 2 cents only ...
  14. Hi, Chris repeatedly mentioned that GJ would provide updates on his work on AI but I never found anything. Latest remark is from 17.6 release announcement. Any idea if and when we might get to read something from GJ ?? Thanks and Regards, Michael
  15. Yikes, this sounds like work Ok, will try ... Some kind of issue tracking (e.g.: Jira, Bugzilla) would be nice here.
  16. Hi, here my findings with V17 Quick Battle /Terror Site 1. first time with no crashes in Hidden Movement - Thanks Minor problems: 1. If civilians have nowhere to run they crouch-get up-crouch repeatedly. Makes for quite a dance 2. some south-east walls are "not there" - aliens, civs and agents can walk right through. Especially with windows or extras on the tile 3. Calculation of APs for walking some place while passing a door do not take the APs for opening the door into account. 4. Had a strange "teleport" moment for one agent stepping from lawn to a bush on the next tile and back - strange animation and sound ?! 5. Only 3 Sebilians on a terror mission ?! Sebilian corpse has pop-up description NON_COMBATANT_SEBILIAN or similar ? 6. still the clipping issue with Hunter standing behind an agent but being drawn on top of him/her Overall I am very happy with the version and will start a full game now most Hidden Move CTDs are taken care of.
  17. Reading Gijs-Jan's previous blog entries I don't think it is such a tall request at all. There can be a behavior for each alien type and based on its possible/configured states it will act accordingly. So a drone may not have any kind of self-preservation value set. Just my interpretation though ...
  18. Keeping my thumbs pressed as per my request a few days ago: http://www.goldhawkinteractive.com/forums/showthread.php/3394-Technical-Question-Resource-Management Wishful thinking regarding game-engine would be to look at the way ProjectZomboid has implemented their isometric engine including map streaming: http://projectzomboid.com/blog/index.php/2012/09/of-pz-payments-map-streaming-and-status-updating-ness/ -- Please don't bash me for pointing it out but some thinking outside the box may sometimes help with your own situation ...
  19. Very nice review that mirrors my feelings about the whole XCOM vs X.-COM debate: http://www.quartertothree.com/fp/2012/10/16/the-xcom-enemy-unknown-review-that-took-18-years-to-write/ I do kind of wish I was back in 94 right now, when I just got introduced to UFO: Enemy Unknown ...
  20. <p><p>To proudly go where STAR TREK fears to tread!</p></p>

  21. Thanks for the info. I will try to look up your previous posts about this.
  22. Hmm, I think it will get more and more tedious the later you switch to it. Especially now with the additional terrains being implemented it would make sense to look at the technical approach early. Well, we'll see. I just hope it the full version will not bog down due to memory and file-handling overload ...
  23. Hi, when installing/unpacking V16 I noticed the huge amounts of files (> 80.000) being unpacked from the archive and I wondered what these files are. Then taking a look at the assets and subfolders I noticed each image (icons, aircraft in various build states, etc. ) are located in separate files! I have seen multiple examples in other games where files contain multiple images and are referenced via x/y offsets. I think performance could be tremendously improved if related images where stored in combined files for different kinds, like icons, aliens, equipment, etc. and separated for tactical and geoscape. I think loading times can be improved and memory and file handle management cleaned up. What do you think ? Regards, Michael
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