Jump to content

AradoX

Members
  • Posts

    32
  • Joined

  • Last visited

Everything posted by AradoX

  1. I just found out about Xenonauts 2 right now. Amazing! Thanks for the update - I'm looking forward to throwing pre-order-money after you Nice, updated tactical combat sounds great, but I must say, that I'm already deeply in love with the new unique direction that the strategic level is taking. I think it will demand lots of wonderfully hairpulling decisions from the player, and provide a whole new sensation of immersion and involvement in a global conflict.
  2. Volcris: So true, and very well put. Yea, Silent Hunter! I haven't played the newest edition, but the old ones. I've never really been able to explain, why I liked one tiny aspect of the game. Namely I enjoyed sailing out of Kiel (or was it Flensburg) in the (very) early morning, standing on the top of the sub, and going around my homecountry Denmark to get to the hunting grounds. Strange, I know...
  3. I've done 4 - 5 missions too, without any problems (and Desura updated without probs also Well, I noticed that troops are not being deployed correctly. They're opposite of the setup (like the setup is turned 180 degrees), but that's already reported http://www.goldhawkinteractive.com/forums/showthread.php/2836-v14-Chinook-troops-arse-about
  4. Maybe a counter on the crashsite that says something like: "Site will be bombed by local forces in X days XX hours." (or is it random how long the crashsite remains on the geoscape?) Or explain it in the manual/tutorial/tooltips
  5. My daughter came more than 6 weeks too early, so that was a problem. So rather a little late, than too early. Good luck to all of you!
  6. Don't want to hijack the thread, but also a definate vote for randomisation from me!
  7. Nice idea - do you think it would be possible to mod it in? Like pack.wolf said it's not something that needs to be in the core game.
  8. Great ideas! I really like 1 and 3 (the right-click to quickly select weapons and ammo), I also like the exchange idea. Like some of the others, I do not think pick up/drop need quick actions - I might press them accidently... but I would not exactly mind if they were there.
  9. <p><p>Thanks alot! Haha, yep, I'm waiting for him to deliver it any time now - he only has a few hours left! <img src="<fileStore.core_Emoticons>/emoticons/smile.png" alt=":)" srcset="<fileStore.core_Emoticons>/emoticons/smile@2x.png 2x" width="20" height="20" /></p></p>

    <p><p>Btw. congrats on the promotion - nice touch with the avatar!</p></p>

  10. When I saw this thread, I thought of the following from our own forum. Nothing special really, but it gave me a cheap laugh.
  11. No need to apologise! Btw, I also think I read somewhere that damage in tactical combat would hurt your base in the strategic level. So we agree
  12. Great, thanks, I hope the corridors make it into the game in a meaningful way! I'm fine with the idea that the tanks can't roll around the whole base, even if they only fit into their own garage and the hangars, they would still be a nice addition to defense. And if I were base commander under attack IRL, you can bet I'd use them! Re. NoIdidnt, I was planning on using them with machineguns and the like, not aoe weapons, for this reason. Although I don't think collateral damage will be really permanent. Hopefully, you'll just need to repair the affected building (unless it's a critical building like powerplant or commandcenter which would make you loose the mission). Edit: If more structures are open to attack, that also makes it more important to have defensible chokepoints around the critical buildings - and always have a few soldiers spawn there. (I'm guessing that we won't be able to position soldiers ourselves before starting combat?)
  13. In the original game, I would create choke points by having livingquarters as the only link between hangars (and any other surface-access-buildings) and the rest of the base. First I suggest a simple 1x1 hallway building. Single story, for use as chokepoints. Possibly a chokepoint building with built-in cover or even a fixed machinegun emplacement. But just the hallway would be fine. An alternative could be to allow me to choose which buildings have accessways between them. But that might be harder, codingwise. Actually another idea just popped into my head: Will I be able to use my hunter-tanks stationed in the garage in base defence? I think Chris mentioned somewhere that the garage will be made into a 1x1 building with 1 tank in ít. That would be perfect as a chokepoint, as a garage would probably be mostly open space. I could then use a garage as the link between hangars and the rest of the base. Also, do you know which buildings has surface access? I would think only hangars and base defences. I think radar would be the underground control-station linked with cables to the above-ground radar itself.
  14. I think 2 levels might be too complicated to do this far in the development process, but Chris would have to answer that. Of course, we already have multiple (about 5-6?) levels (stories) in a tactical map. So it should be possible in the tactical engine without having to load a "basement" map. Re. Gazz's storage problem, note that the storageroom has infinite capacity, so you won't have that problem in this game.
  15. A realistic behavior. I'd do the same if I were them. And I do use that tactic with base defence. It's annoying because it's effective and therefore realistic. I agree that in the long run, it became annoying combing the map for the last little alien hiding somewhere.
  16. If I can have the rolebadges for easy management/overview, then I definately agree with Gauddlike and FranTorres. Perks will add unnecessary micromangement (having more variables to consider when assigning roles). I think we have enough depth with the stats and experiencesystem already. Maybe we could use some medals but that discussion is in another thread. BTW. I love all Fallout games, but not so much Fallout Tactics - eventhough the concept of the game sounded good...
  17. We weered off a bit, but is this going to be implemented? The Cruise Missile tech is important I think. That way you can get rid of crashsites you don't want to go to. I've been making a X-Com boardgame, and there I called a similar feature "Carpet Bombing". The better UFO detection is good and logical, as per the many reasons stated earlier. Before doing the research you could maybe make the dialog become this: Instead of this (as suggested by anotherdevil): Re. Shock batons I think: not important but ok... You can reason that you want a new military-grade shock baton developed.
  18. Sometimes I can play a farm map fine, other times these white blocks appear. It's no problem to walk/drive on them, so it only seems to be a graphical issue. Screenshots: Savegame: [ATTACH]665[/ATTACH] Whiteblocks.zip Whiteblocks.zip
  19. Re. the OP: I agree with anotherdevil, that if the balancing is right, then it's fine. I just haven't played long enough to know if it is. Re. Friendly Geoscape Fighters I think it would be great if the nations of the world would fight back with whatever means possible. IRL if I put my base in Europe and couldn't reach USA, I'm certain USA would scramble fighters of their own to intercept any hostiles over their territory. I don't really think the aliens should be able to just destroy the nation's airbase - how many airfields do USA have? How many fighters do they have? (rhetoric questions) The friendly geoscape fighters won't have much effect later anyway, as bigger alien ships start appearing. They would probably only engage smaller ufos, and not go on suicidemission against big ships. Along this line, I like the idea about upgrading the friendly geoscape forces with e.g. lasers. Then you could let them handle the small ufos, and concentrate your forces on the real dangers of bigger alien ships.
  20. Confirmed, I also get a repeatable CTD when I do as you say (kill the aliens, finish the mission, press Esc and choose Quit Game). Just curious, do it CTD when you shoot the power source? And you're right, I forgot about the doors not being able to open. They worked first time when the mission launched, but every time I reload they behave as you say. So definitely a save/load bug. I don't really understand the technical stuff, but it's great you include it for Matthew and the others. Info for others: the second alien is standing in a field left side of the alien ship.
×
×
  • Create New...