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soapmode

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  1. soapmode

    Мaps

    Nice work!
  2. I can clearly remember my first thoughts on finding out about this game. They ran along the lines of, 'huh, a new XCom remake. Hope it isn't some horrible 3D malarkey like those other ones'. And lo, I then saw the screenshots and forked over 20 dollars. The title barely registered. I think Gauddlike nailed it when he said that the original title wasn't much better but simply grew on you with time when you found out what a great game it was.
  3. I don't mind the current name. It even manages to work in the 'X' motif in a reasonably subtle fashion, so is true to its roots without blatantly trying to ride in on its coattails (something the original game was doing with the X-Files, obviously).
  4. Someone suggested implementing MIBs in another thread, though as a resource for XCOM. I think they'd work better in this vein, as alternate enemies (rather like the MIBs in the Conspiracy X RPG). They could perhaps only start to appear once certain countries had been compromised and have withdrawn funding from the XCOM project.
  5. That sounds very useful, Irongamer. Perhaps it could be added to the Submap editor so as to streamline map creation, too.
  6. Added a grass field 20 x 20 groundmap to the first post. Would be cool if other people made some more with the other ground tile options, as they can be pretty time consuming to set up.
  7. Yeouch. OK, I'll probably do a couple and put them up as generics for other mappers to use. Maybe a few more people will create some similar basemaps, and so take a lot of the effort out of future creations.
  8. I notice there's a lot of individual grass tiles which all fit together in fairly specific ways to provide a uniform appearance, but the submap editor only allows for placing one tile at a time. Further, it's a matter of guesswork as to whether the tiles will fit together without the textures producing an obvious seem. Could the submap editor be updated to include some sort of fill option that can be used to cover large sections of ground? I know you can load up one of the premade grass fields, but these are 10x10, so it precludes making larger maps unless you want to go through the painstaking task of filling a 20x20 submap with individually placed ground tiles.
  9. It's possible to alter the object's place on the tile by changing the pivot settings, so those trees could easily be set up to sit on the corner or edge of a tile. If there's a better tree texture in the next update I'll definitely update the map. I like the nostalgia value as well, but I also recall the orchard submap being one of the more tense tiles to explore, as the trees left a lot of room to hide.
  10. Good questions, I'll check the spectre settings in the submap editor and get back to you. The trees are in the centre, btw. Yeah, these were made with the premade spectres in the assets/tiles/ dir of the Xenonauts install. Just read the guide to mapping that's stickied in this forum, it's pretty simple. The submap editor is a tad fussy though and requires a bit of practice.
  11. It's supposed to be an above ground diesel tank that's flush with the wall, though I guess if you know the texture map has another half it could look a little weird. I'll see if there's a better replacement.
  12. After playing around with the map editors a while, I've a couple of simple offerings that will hopefully be of some use: Submaps Orchard Much like the one in the original XCOM game. Size (10x10). Submap Data (Preferred Folder Name: "SMOrchard") SMOrchard XML Farm Storage Shed A single storey concrete and corrugated iron storehouse for fertilizer or diesel. Size (10x10). Submap Data (Preferred Folder Name: "SMFarmstorage") SMFarmstorage XML Grass Field A basic, large grass field for use with constructing larger farm maps. Size (20x20). Submap Data (Preferred Folder Name: "SMGrassfield20x20") SMGrassfield20x20 XML
  13. I had the same problem when selecting soldiers. I think you're meant to favour the 'select next/previous soldier' buttons along with the soldier select buttons that run along the top of the UI (which are going to be more pronounced in a later build, apparently). Mind you, the previous/next soldier buttons seem bugged atm, and don't cycle through the squad correctly.
  14. Could we get the option to decide the layout of the first base? I always went for quite a specific layout in X-COM, with potential alien entry points clustered together near the top of the map, to aid base defense missions later in the game. Also I'm kinda fussy and never liked the inverted Y layout...
  15. The solution would be to still allow a medic to heal a soldier who had zero APs, and only subtract them if they're available. Alternatively, the medikit action could have a base cost which is split between medic and patient, with the medic taking the full cost for a patient who's out of APs (and so simulating it taking more effort to heal a panicked patient, or attempting to heal a patient who's moving and firing etc.). Personally I think it adds a bit more realism (I always read the situation as all soldiers acting at the same time rather than each soldier moving whilst everyone else on the team awaited their turn).
  16. (Apologies if this has already been covered elsewhere, I'm still reading through the forum.) It always struck me as odd in X-COM that you could have a soldier move up to an injured teammate, heal them of their wounds, and then the teammate could go ahead and take his full turn. The same happens in Xenonauts. Wouldn't it make more sense for each use of a medikit to subtract time units from the medic AND the patient, since the patient would have to wait in place whilst they received treatment? Also, I notice that you can use a medikit many times over for very little time unit cost and heal someone up to maximum. Possibly this is a bug or the result of incomplete code, but I much preferred X-COM's approach, whereby injuries would result in a number of location-specific wounds which could each be healed once (and the time unit cost only allowed for one or two heals per turn).
  17. I remember one of the problems I had with X-COM was when soldier psi stats were eventually revealed (through research and construction of a psi training room, I believe). Some of your best veterans would likely be discovered to have poor psi resistance, meaning you had little reason to keep them around unless you wanted the liability of your most skilled marksmen being mind-controlled into acts of friendly fire. Of course they could be mind-controlled before the psi stats were revealed, but once they were on the table you'd be faced with some unpleasant choices. I suppose some would regard this as an added challenge which is fair enough, but I never really liked the added likelihood of having to drop favourite veterans.
  18. Hi guys. I burned through a lot of hours playing the original X-COM on my Amiga 1200 back in the day, so snapped up the standard preorder for Xenonauts almost right away (first game I've ever preordered). Looking forward to the completed package. How do I add my 'standard preorder' badge, btw?
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