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soapmode

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Posts posted by soapmode

  1. 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.

  2. We need some kind of fanatic cultists who worship the Aliens. Would be nice to fight non-aliens with mixed alien/human equipment from time to time.(

    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 They could perhaps only start to appear once certain countries had been compromised and have withdrawn funding from the XCOM project.

  3. 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.

  4. 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. :)

  5. What kind of cover does those trees provide? Are those trees placed in the center of a tile or on the edge of a tile? And how easy do they break?

    Good questions, I'll check the spectre settings in the submap editor and get back to you. The trees are in the centre, btw.

    Did you just take existing sprites to make these? Would like to play around with the map editor but just don't even know where to begin!

    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.

  6. 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).

    smorchard.jpg

    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).

    smfarmstorage.jpg

    Submap Data (Preferred Folder Name: "SMFarmstorage")

    SMFarmstorage XML

    SMGrassfield20x20.jpg

    Grass Field A basic, large grass field for use with constructing larger farm maps. Size (20x20).

    Submap Data (Preferred Folder Name: "SMGrassfield20x20")

    SMGrassfield20x20 XML

    smorchard.jpg

    smfarmstorage.jpg

    SMGrassfield20x20.jpg

    smorchard.jpg.83dcd144e525e61be6370bce80

    smfarmstorage.jpg.deb279d6641121b05113a0

    SMGrassfield20x20.jpg.a91d0851b32a60955e

  7. 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.

  8. 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...

  9. Soapmode there's a few problems with subtracting from the patient as well. What if he's panicing or unconcious? are you not supposed to be able to heal him then? I guess panicing might theoretically be something that in real life would prevent you from helping him, but not allways

    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).

  10. (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).

  11. 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.

  12. 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. :D

    How do I add my 'standard preorder' badge, btw?

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