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AradoX

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Posts 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 :D

    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.

    Oh and Knox, your comparison to the U-boat war makes me feel as if you also played the shit out of Silent Hunter Grey wolves? Am i correct?

    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. When I saw this thread, I thought of the following from our own forum. Nothing special really, but it gave me a cheap laugh.

    Every soldier who survived a few missions in x-com developed their own story over time.

    Jack was the one who took 3 hits from a plasma before managing to take out the last 5 snakemen alone.

    Pierre is the guy who blew himself up with a grenade trying to get that Chrysalid before it got to him, somehow he survived both.

    How the flip did he survive blowing himself up? =p
    I have no idea how he survived, needed two guys with medkits to manage it though.

    He had the weakest armour and ended up in the hospital for a long time.

    Didn't get the chrysalid either.

  4. 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?)

  5. 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.

  6. 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.

  7. others waiting for you at the ufo entrance.... very annoying..... many times lost good soldiers to reaction fire...

    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.

  8. 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...

  9. So we've got:

    - Better UFO Tracking tech.

    - Cruise Missile tech.

    - Shock batons tech.

    Having a think about it, 'Interception Doctrine' does sound good. Half the early problems with lack of tech is not being able to catch UFO's to shoot them down. Some early research to reduce fuel consumption would help with that.

    Either reducing fuel cost for flying around the the Geoscape, or making it easier to catch the UFO's without chasing them around so much (speed boost when near the target?).

    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:

    after.jpg

    Instead of this (as suggested by anotherdevil):

    Before.jpg

    Re. Shock batons I think: not important but ok... You can reason that you want a new military-grade shock baton developed.

    after.jpg

    Before.jpg

    after.jpg.5c25d000faf99c2411c1171dd12fbc

    Before.jpg.9740d81cda8a4f14b716c49cc6de0

  10. 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.

  11. Funny save :) Poor alien hiding behind high-explosives.

    I tried to reproduce this from your save and I don't think it's related to shooting the power source. Can you try something for me? Kill the remaining 2 aliens without hitting the power source. Then when you are back on geoscape, esc then choose Quit Game. For me this either triggers a crash or sometimes I get dropped back to the start menu (not geoscape) with "Ufo 11 has escaped to space".

    I think this is the same problem as a similar crash I have. I note that you also have some problems that look like save/load bugs - that save has the clipped tile at the edge of the map not drawing, as well as doors no longer working (can walk through them).

    More technically, the JIT debug session when it crashes on Quit Game has the same symptoms as my earlier one; edx + 18 points to the value that is in eax and eip at the time of crash.

    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.

  12. I dont completely understand that. I cant find caesan/weapon directory, i have only caesan/noncombatant/weapon directory.

    Go to the caesan\noncombatant\weapon\weapon.AlienPlasmaPistol directory and find the file soldier_spectre.xml

    This file you edit in e.g. Notepad

    There are alot of lines, so the fastest way is to "Search and Replace" (ctrl+H on my computer)

    Find: caesan/weapon

    Replace with: caesan/noncombatant/weapon

    Did that help?

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