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Chris

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Everything posted by Chris

  1. Really, you should also have to build toilets in your bases. But we've not included them because though it would be more realistic I don't really think it would add much to the game. The air combat is not meant to be as involved as the ground combat, so the pilots are basically invisible in game terms. Just like the vehicle crews (and the toilets).
  2. Kefeinzel - are you issuing orders with the game paused? That's the most obvious mistake people make.
  3. Yes. Not a high priority fix (and apparently it's more effort than it sounds) but it's going on my list of usability tweaks to make for beta.
  4. It's a Warrior IFV, actually. But as you can see, it has not fared well
  5. There's a demo coming out on Wednesday. The game should support 16:10 and 16:9 without any problems at release, but I imagine the 4:3 may need bars at the top or bottom due to the way the UI works.
  6. Flashbangs could work if we added suppression mechanics but other than that we can't fit them in the existing mechanics. Fatigue, I'm not really sold on right now. It seems a bit superfluous and probably not worth the time implementing.
  7. The process was straightforward but it required a lot of pestering to get things signed, unfortunately.
  8. No, I think $10k is fine. Given the time it takes I think it is balanced - it doesn't give that much of a boost. If you don't like it, don't use it.
  9. So, it's probably time for a quick update on what's been happening and will be happening over the next week. All the hard work on the Kickstarter has paid off as our US company has been set up and has a bank account that has been authorised by Amazon Payments. The page is set up and good to go - its only the video we're working on now. That's all been shot and we are editing that together. The press builds have been sent out already. They went out on Thursday, but all the preview coverage is embargoed until Wednesday. This is when the Kickstarter goes live, although don't start shouting about it till it goes live obviously. We want to time our coverage so we get bang for our buck. The other good news is about Steam. I'm pleased to say that we've signed a distribution deal with them so all preorderers will have the option to claim a Steam key when the game is released. We'll keep you posted as things progress, but if you're planning to donate to the kickstarter then please do so as soon as possible after it goes live as it'll give us that much more legitimacy as a result.
  10. We're not going to take training out. If you want to level guys up through combat instead then do so. It should actually cost $10,000 to train a soldier though so I guess we made a typo somewhere... Smaller team sizes aren't really possible because the chinook tiles are already done, I'm afraid.
  11. We're not going to increase the chinook range by any appreciable amount. I like forcing multiple bases and teams. Also, increased range is a feature for the later drop ships. Speed we may increase so you can reach landed ufos and terror sites before they disappear.
  12. I imagine we'll change the strength formula so they gain strength if they are over 90 percent loaded rather than having them need to be overloaded.
  13. Hmmm. We need to get that missile consumption bug fixed then. Please report it if you've not already done so.
  14. It's a general thing unfortunately. The power cores arent there if they have exploded, and if you get there early enough there'll still be smoke etc.
  15. "I can't unlock the tech tree because I keep blowing up all the things I'm supposed to research"
  16. Glad you like it. No, the APC starts destroyed. And yeah, once we implement the visual stuff for the height levels then snipers on roofs will be much more valuable!
  17. I don't think there's too much of a problem with the shooting accuracy really. If you use the sniper rifle etc or the high zoom levels for shots they are fairly accurate . Grenades are a mess though, you're right about them hitting intervening terrain too often.
  18. The save problem is difficult because until the game is feature complete we dont know all the data that has to be saved. Its unlikely we'll have the save bug fixed up for the public build. Are you feeling the tension more without saving?
  19. Yes. That too (let me know if it doesn't work).
  20. This isn't really practical in animation terms. I also don't really think it'd necessarily fit the style of the aliens either.
  21. In the final version, not all the soldiers aboard will be killed if the Chinook is shot down over land.
  22. The biggest issue is the camera angle - you need a 30 degree camera with orthographic / isometric projection to match the view we use for our in-game sprites.
  23. I've also added the quantity button hotkeys on the Geoscape, as not everyone seems to know about them.
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