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stx

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Everything posted by stx

  1. During ground combat, when entering an alien ship, if two soldiers are at the entrance, some strange paths become available. This seems to happen only when clicking outside the alien craft with the soldier that is blocked inside by the other soldier. See the screenshot below:
  2. Reaper Hive mission... Wow! But I think a level designer is your best investment, even if I'd like more tilesets.
  3. No, just bonus objectives. Even in the original XCOM sometimes a popup window reported that "XCOM Agents have located a base in (....)". It's just an idea, nothing more.
  4. I like this idea. These objectives, as secondary objectives, could pop up and contribute to: advancement to research (eg save an important scientist) more funding (rescue a vip or politician), early conclusion for base building (again free a captured vip) discover of an alien base location (rescue policemen, secret agents) .......
  5. If you get more funding (I hope you do), I'd like to have more content: More tilesets --> arctic, military base, oil rigs, ships (why not an aircraft carrier)? Mission objectives/more mission types --> attack/defend military base, protect/rescue person x, destroy structure y, resist an attack for x turns, and so on... Female soldiers: nice, but not mandatory. More tilesets/mission types would be better. After wolf armor there would be no differences! Porting to Mac/Linux: not really interested. Too many games get ruined because they must work anywhere. As an example Firaxis XCom has 4 soldier squad, because it has to work on consoles... If porting means only execution through an emulator, such as Wine, then it's ok, as it should not require a lot of work. More content would be best, even if that delays the release for a few months. Just my 2 cents.
  6. I know, it would just be easier if the forum attachment feature worked. However, here is the save file Hope this helps.
  7. I agree. I like to name the aircrafts using a template name like <aircraft model> - <squad number or similar index>.
  8. The soldier in the "soldier equipment" screen does not clearly show the max weight allowed without AP penalty. Adding and removing weapons and equipment, so that there is no AP penalty, is a trial and error process. The player has to try to assign a weapon or item to the soldier. If the weight bar remains green, it's ok, otherwise another loadout should be chosen. In the end this trial and error process gets a bit annoying. I think the equipment/weight management process could be made a bit more immediate. Check the screenshot below. For example: 1) Add a vertical green bar between the green and the red area. The vertical line should be always visible, so that it is immediately clear how much weight the soldier can carry without losing AP 2) Next to the label "Carried Weight" add the max weight that a soldier can carry without losing AP. See the mockup screenshot below Just a suggestion, as always.
  9. See the screenshot below: I am not sure what causes the incorrect soldier icons. Soldier 2 and 6 icons are shown twice, while there are no icons for soldiers 1 and 3. I think that this could be caused by the following chain of events: 1) Soldier 2 goes on a mission and gets injured 2) Another soldier is assigned to position 2 3) The original soldier 2 heals, but it position is not changed whenit is reassigned to the chinook. So now there are two soldiers #2. Note: unassigning every soldier and reassigning them to the chinook restores the correct ordering icons. I also have the save I used to capture the screenshot. Note that the forum attach feature still does not work. (404 error)
  10. If the mouse cursor is on a door when combat ends, then the open door cursor remains in the mission debrief/soldier development screens. The cursor should be reset to the default one before opening the mission debrief screen. Upon returning to Geoscape, the correct cursor is set. I wonder what happens if i force the fire cursor just before the end of the ground combat... See the screenshot below: Just a minor bug.
  11. Chris, there is a small html error in the kickstarter page. In the FAQ question, the answer to "What happens if I've already pre-ordered Xenonauts?" there is your e-mail address. The address link should be "mailto:chris@xenonauts.com" and not "http://mailto:chris@xenonauts.com/". The link does not work correctly.
  12. Yes, absolutely. Just do not have two transfers between bases active at the same moment. There are still some minor glitches, but it is quite stable now. (It's not even in beta)
  13. That's a new one. I blew myself up many times, as the soldier with a rocket launcher likes to misfire. I've seen aliens walk into the fire and die, once an alien fired into its own engine and everything exploded, a couple of times my soldiers were hit by ricochet bullets (that they had just fired). I think what happened here is that the alien fired, its bullet (plasma bullet ???) hit the ship, and then came right back to him, killing him instantly.
  14. For the first one, I also have seen that there are still some problems regarding alien spawning locations. I do not think the second one is a bug. I mean, I believe it's by design that we can see through the alien ship windows. That would explain why you can see inside only from certain angles. But it may also be a bug, I'm not sure. Last one has already been reported and I think it will be fixed in one of the next builds.
  15. Chris, I hoped you could reach your Kickstarter goal... I am myself a great fan of XCOM, it is my favorite game. I had hoped someone would try to do a real remake. As this forum shows, it seems I'm not the only one. Then came the Kickstarter. If it goes on like this, Xenonauts will blow the target funding in a few days! It seem also the aliens are donating money! That's very kind of them....
  16. It seems the Kickstarter has already had a good success... I hope you'll get all the funding you require, and even more than that. Time will tell. The game is already quite good, and it is improving in every build.
  17. They run away in air combat. I was able to take down a couple of light scouts, using the afterburners to close in on the alien ships.
  18. In the latest build (10.2), when a chinook is flying it has its green icon. The same is true when a fighter is flying. The green fighter icon is displayed. When a group is composed of a fighter and a chinook, however, the geoscape icon is the icon of the first plane type selected. If I click on the fighter and then on the chinook in the intercept window, the group icon is the fighter's one. If I click on the chinook and then on the fighter in the intercept window, the group icon is the chinook's one. I think this is a little confusing. When a chinook (or any other chopper) is part of a flying group, then the group icon should at least be always the chinook's one. In order to make it clearer, the chinook icon could also be differently colored if the chinook flies with a fighter. It could for example be blue instead of green. Or it may be just a little different, such as a chinook with an asterisk or another symbol. When many planes are flying, sometimes the action becomes a bit messy. The player should be able to distinguish the intercerptors groups from the transport groups at a glance, even if the chinook has an escort. It's just a suggestion, as always.
  19. I agree that this is a quite rare scenario. After my first lonely chinhook was shot down, I've started to always send it out with at least 1 fighter escort. A survival mission would be cool, however. The injured and/or alive soldiers could also defeat the Alien landing party. There could also be another scenario: when an unarmed chinook has an alien craft in sight, it could simply automatically land. In this way the Chinhook could be recovered undamaged. As also the aliens land, a cool ground battle could start. This would be a standard mission, with the only difference that both Xenonauts forces and the Aliens have landed. Obviously this second scenario could be applied only when the chopper is on a land tile. If an alien craft intercepts a chinook while over the sea, a quick prayer would be the only choice.
  20. The research save/load bugs and the double weight bug were real annoyances. It's good they're gone. Keep up the good work, Chris.
  21. I'm not suggesting that it must be easy to reach terror sites. I liked the way it worked in the first XCOM. Sometimes I had to rush to the terror site, often interrupting what I was doing. Sometimes the time window available to get to a terror site location was more or less around one hour. Sometimes if I waited just a little longer before sending a dropship to the site, the terror site simply disappeared, and a big penalty was added. I never had a situation where I could not get to the terror site due to its distance. On another side, I wasn't even sure this was a bug (as I wrote in the first post of the thread). I mean, Xenonauts is a different game, so different rules apply. I think that in the first months of the invasione it is simply not possible to cover all the world, so these situations can and will happen.
  22. And they say farm aren't scary.... Seriously, I found a situation where a soldier is not displayed at all. Only the triangle above its head is shown. It happens with the stairs in the farm. Ghost soldier... To replicate follow these steps: 1) Move the soldier on top of a stair tile, turned towards the stairs, so that he is ready to go down 2) Press Shift+Tab to show the level below. The soldier is correctly invisible because he is on the upper floor. 3) Move the soldier to the bottom of the stairs. Only the triangle marker is shown. 4) The soldier is not shown until the following turn (or until another is selected, I do not remember) This only happens if the soldier must not turn around or walk before coming down from the stairs. If he has to turn or walk, then the focus is moved to the first floor, the soldier becomes visible. It he remains visible also when coming down from the stairs. It's just a minor bug, but a funny one. Software never ceases to amaze me.
  23. I don't know if this is a bug or a feature by design. I have two bases, one in Northern Africa and a second in USA, and a terror mission starts in ChristChurch. No matter how I try, I cannot arrive in New Zealand with a Chinhook. Even from my nearest base (USA), the Chinhook goes back to the base in the middle of the Pacific. It's not a time problem. I just do not have enough fuel to get to New Zealand. I do not know if this is a bug or not. In X-Com terror mission sites could always be reached. I think that the Xenonauts engine should spawn terror missions not too far away from the bases, so that it is possible to reach them with a Chinhook with 100% fuel. See the screenshots below: In the previous screenshot the target site name is also clipped. Christchurch is too long to fit in the textbox. Here is also the save file. I used an external free file hosting service to post the file. I've never used it before, so I do not know if it works.
  24. I also noticed that. It's not so evident in the beginning because the list cant contain many soldiers without a scrollbar. From my experience this usually happens after an event is fired (scroll, select, focus, change selected item, etc), because sometimes all the listview/datagridview items are fully readded and redrawn. It's easy to forget to set the correct selecteditem after the event is processed. In the end it's a bit annoying.
  25. That was also in my country, until I discovered that Chrysalids could not pinch my soldiers if my soldiers were 1 level above in a flying suit. Then they became "Piece of Cake"...
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