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Everything posted by Chris
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The reason why the deviation is so extreme in this case is that if you miss, you can't shoot through your target. Thus from one tile away the only option is to shoot through the tiles on either side of them (hence why your guy shot his friend on the adjacent tile). So I don't think this is actually a bug.
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Trash Man - you've mentioned the UFO AI system for cutting up UFOs before and, while it sounds interesting, I think it's a bit too much of a departure from classic X-Com. I also intentionally simplified the early parts of the research tree (merged the Alenium and UFO Power Source projects, for example) to reduce the number of purely lore projects that you need to research before you actually get some goodies. There's already a lag and I don't particularly want to make it worse. The early game has a lot more to do with your workshops now the Hunter, Hunter Missiles, Jackal and Foxtrot are all manufactured items.
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No, the chief scientist is a man who has long hair
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Build V18 (Beta Candidate) released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
You can't, yet - it's only available as standalone. I'm updating the auto-updater versions at the moment. -
I think these are a bit too general and they basically say "be good at translation" I think the translation guidelines need to be more specific, on points like this: General: Make sure you've played the game from start to finish before you try to translate it, as you'll struggle to write about things you've not experienced in-game (though this may not apply quite yet). The tone of the game is serious and generally quite factual and military. The Xenopedia descriptions are written by the Chief Scientist, who is very intelligent but also incredibly arrogant, and very petty. The descriptions are meant to be informative and contain quite a lot of semi-plausible science, but also mildly humorous. Beware of making the research descriptions too long; we don't want them too long that people get bored when reading them. I've had to edit my own entries quite aggressively to convey all the information without making them too long. Names: If the name is a made-up name (like "Caesan") then just use that, but if it is an actual word (like "Reaper") then you should see if there is a better name for the alien in the local language. In German, allegedly the word for "Harvester" might make more sense. Maybe I'll provide a list of what each name is meant to evoke. Etc. If you have further topics for me to explain my feelings on, please post them here.
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Hairyscreech - thanks, but have you thought about using FRAPS instead of videoing your monitor? Having looked at them, I think that particular instance is caused by the aliens having spawned inside the UFO walls and being free to shoot out through them in a way they wouldn't be if they had spawned in the walkable area of the of the UFO. That bug will be fixed up in the next build (it's a mis-set UFO map) but I'm not sure if it's the same as aliens being able to shoot through solid objects.
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I'm not sure I want to move away from the instantaneous arrival time of items, because at the moment the items aren't linked to anything on the Geoscape. This is easier for two major reasons: 1) Stability - less can go wrong in the code that way, so less bugs or potential exploits. 2) Intuition - it is a simple, easy to understand system. The worst-case scenario with it is that people think "hang on, that got there fast!", which isn't that bad a problem. But if you delay the arrival by a set number of hours or link it to the dropship, a lot of people may be confused as to why they can't research what they've just captured immediately. Also, as has been pointed out by others, do we then have to have pop-ups telling you when stuff gets back home and you can research it? So I don't think the current system is any worse than the alternatives, and has the advantage of being simpler too.
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Build V18 (Beta Candidate) released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, back on topic please. -
Unfortunately if you make them any shinier, they look a lot like 3D models (which they are) and generally quite plasticy. So I think matt colour works better!
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We've set it so you just hand the next rookie the remains of his predecessor's armour and tell him to get on the dropship. (It's assumed the engineers just patch it up, I suppose) This is mostly because the final armours are going to be quite an investment and losing them along with the soldiers would be pretty harsh.
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Have you tried using WinRar to extract the archive, rather than WinZip / the Windows decompressor? It's not actually a .zip file. It should be out on Steam in 4-5 weeks though, so even if it doesn't work now then you've not got too long to wait.
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Nah, it's more the fact that bases have quite limited size and it means if you specialise your main base to be the troop-holding one, you need to set up a second base that's more focused on research. Having multiple bases with full squads of soldiers might be a valid strategy, or it might not, but either way you won't have room for everything you want in each base.
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Just posted it for information, use whatever you like. The OpenOffice equivalent of Excel will corrupt the file though, unfortunately.
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You can find it here: https://dl.dropbox.com/u/26290309/LauncherFix.bat Sounds like you've downloaded an old standalone rather than the new one, though, as it's in the beta standalone.
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This is just a small hotfix that fixes a number of bugs in the game courtesy of our ground combat coder and some work from Giovanni. To use it, just replace your existing Xenonauts.exe with the one in the archive file and then replace the existing vehicles.xml in /assets/ with the one in the folder too. If you downloaded the game via the Desura client you do not need this! Archive here: https://dl.dropbox.com/u/26290309/V18hotfix.rar The fixed bugs are: Aliens should no longer spawn inside solid objects. Scimitar is now correctly a 3x3 vehicle instead of 4x4. CTD when you walk through smoke is removed. Grenade throw mode no longer disappears when you mouseover an alien. Grenades should no longer occasionally just disappear when you try to throw them. The auto-generated crashsites now no longer make the radar ranges on the Geoscape disappear. UFOs are a bit less aggressive now. Only the air superiority missions will actively try to shoot down your aircraft. When you click "Go To Aircraft / Vehicle" after you've built a new one, it now takes you to the specific unit just built rather than just to the general screen. Ctrl key is no longer incorrectly "sticky" on screens with quantity arrows, so they'll only max the quantity if you actually have Ctrl held when you press the button rather than having pressed it at any point before the click. We'll be working on other bugs for the remainder of the week, like the shooting through walls or spawning inside UFO walls (separate issue to them spawning in props), but that'll require updates to numerous files so that won't arrive publicly until we release V18.1. Enjoy.
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It's approved now. See the V18 Released thread in the Announcements forum.
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Build V18 Geoscape Balance Discussion
Chris replied to Chris's topic in Xenonauts General Discussion
Nah, valid point. I'll increase the chinook range for the next build, it should be able to reach anywhere in the world. -
OK, you're right. I have managed to repro this now. It doesn't seem to happen if the soldier can see the walls of the ship. If they're not in the LOS of the team, the aliens can apparently shoot through them. Thanks all, we'll get this fixed up then.
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Build V18 (Beta Candidate) released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I don't see any point implementing the dreadnought as an indoor mission. What would it achieve? We already have alien base missions and I don't see any need to conflate the two just in order to add an extra UFO type to the game that you won't actually see anyway (as you'll just be inside it). I'll leave the scrapped art in the game directories so people can mod them in if they want. -
Chinook range will be increased a bit in the next build to prevent this then, it's meant to have global range now.
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Grenade aiming: UI need to be fixed!
Chris replied to a_beorning's topic in Xenonauts General Discussion
Yes, this is stupid. We'll fix this.