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Chris

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Everything posted by Chris

  1. It's probably custom soldiers then. People who have paid money to have their soldier in the game and chosen their regiment accordingly. There's a 10% chance a generated soldier will actually be one of the several hundred custom soldiers instead.
  2. We might buff the cannons a bit. The UFOs dodging cannon shots is a bit rubbish too. We'll think about how we should fix that.
  3. You shouldn't be able to buy Xenonauts on Steam on Mac or Linux, but I think it's possible via the browser. Anyway, we will have Mac / Linux versions on there for the final game but not the development builds. If you want to play on Mac or Linux, you need to download from Desura or Humble Store. If you buy though our site you'll have access to one of those already, but if you've purchased on Steam you'll need to email me at chris@xenonauts.com so I can pass along a Humble Store key for you.
  4. Yeah, I think the work Aaron has done over the last couple of months and the upgraded AI means that it's worth playing now - though possibly I'm a bit biased. There will be future updates but hopefully they'll be lots of small tweaks rather than major sea-changes like we've been doing previously. The repetition of maps is still a bit of an issue. We've only got about 30 of them, which tend to get repetitive quite quickly. Anyway, V19 Stable will be on its way in the next week so that'd be a good time to dip your toe in the water.
  5. When this happens, can you get a screenshot please? Without knowing what wall it is, it's impossible to fix it.
  6. If you encounter any crashes, please post a bug report on them and then link it in this thread to be sure we don't miss it.
  7. We'll try and fix this bug for the next build. It seems "rage mode" is a little too effective.
  8. I think there's a bit of selection bias at work here too - this forum by nature has quite a few more hardcore fans on it who wanted a more old-school approach than what the new X-COM provided. We're not necessarily representative of everyone I probably will eventually pick up all of the DLC and give the game another playthrough with all of that and the Second Wave stuff, maybe in a year or so. Collectively it may change the experience quite a bit (hopefully).
  9. OK. It may also be that there's undiscovered bugs linked to grenade spam, but your first post made it sound like you weren't doing anything unusual Do you know which file it was that didn't validate?
  10. The combat isn't intended to be a realistic model of actual air combat. Actual air combat is three dimensional so realism has to be dispensed with almost immediately. The cannons are indeed meant to be the primary armament of the dogfighter aircraft, not the weapon of last resort.
  11. Prime - again, that sounds like it's something wrong with your local copy rather than the game itself. I've not seen any other reports of frequent random CTDs.
  12. The point is that you're not meant to use torpedoes on everything. You shouldn't be using them on the fighters. Because the fighters take two missiles to bring down, a long re-arm time (unrealistic or otherwise) would prevent players from using torpedoes against fighters. The advantage of the Condor is meant to be that it has a cannon, which will make short work of the fighters. Therefore it doesn't need to use missiles against them. Thus a Foxtrot and two Condors should have 2 x Torpedoes, 4 x Light Missiles and a load of cannon rounds left to deal with the main ship once the escorts have been shot down. Three Foxtrots would only have 2 x Torpedoes left after shooting down both escorts. Would that not work? I've not played the mid-game air combat for a while so I'm not completely up-to-date on what's happening there. In any case, you're not meant to be able to use the same planes to shoot down all the UFOs in a wave, so we'll have to nerf the re-arm times so players actually have to make decisions about where to send their planes rather than just using the same squadron to get them all.
  13. Thus far we're quite happy with the effects of the 50% variance we've added. I think increasing it any more puts us in the realms of where luck may become a bigger factor than the equipment you have, but I think most people agree that we've seen a big improvement from the 20% it was previously. It could be made more complex and and realistic but I don't really think it's necessary, and represents further investment of implementation and balancing time I think would be better spent elsewhere.
  14. Hmmm. The main issue in what I've watched is you've engaging with Foxtrots, killing the escorts, backing off and re-arming and then almost immediately sending the same planes out to shoot down the main craft (I think there was also a bug where one of the fighters magically came back to life, wasn't there?) Anyway, you're not meant to be able to do that. What would happen to your playstyle if the re-arm time on aircraft was set to 6 hours or something?
  15. Yeah, you're right. That's causing crashes again. We'll get that fixed for the next update.
  16. Kimchi - it sounds like an installation error. You should Revalidate your files in Steam (right click on the game).
  17. Polygon have a very interesting article on the story behind it: http://www.polygon.com/features/2013/8/19/4614410/xcom-the-bureau-development-2006-2013
  18. Bear in mind that 9 is the upper limit, and even if you wind up with 9 in a single Light Scout, they don't land - which means up to half of them will have been killed on impact. Statistically you'd be unlucky to get more than 4 on any mission.
  19. Thanks for the thoughts. Are you playing V18 Stable or the Experimental? If you're playing V18 and love it I suspect V19.7 Experimental will blow your mind (and fix a few of the things you've mentioned there).
  20. Old thread - but this forum is much easier to use. We've got a sticky on the Steam forums about Experimental Builds and the RSS feed in the launcher contains all the posts about the new Experimental versions too, so it's not that hidden really!
  21. The weighted average idea is fine, but doesn't necessarily seem an upgrade to me (just equally valid but not what we're using). It makes "special" events rarer, but then I don't think that's necessarily a good thing. Pure random provides more variation and therefore more interesting events.
  22. Hum, good point. Stick them in here if there are any particularly bothering you I guess. We're hoping for the V19.8 Experimental this Friday, and if that's working well we'll use that as V19 Stable.
  23. Cody - the damage variance actually represents the difference between getting shot in the foot and shot in the face. In reality that probably represents more than a + / - 50% increase in damage.
  24. Bad luck sometimes just kills someone. It won't be the most important factor in whether you win or a lose a mission, but sometimes someone is just in the wrong place at the wrong time and gets a critical plasma bolt in the face. That's how life works, and it adds to the tension of the game. If you want your soldiers to be 100% safe, leave them at base.
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