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Chris

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Everything posted by Chris

  1. As I see it, the easiest way to encourage base spread is to make it progressively more expensive to build more structures at a base. Maybe claim it's harder to dig into the rock or something. But that encourages the player to build that extra hangar in a new base, rather than the old one etc. I always used to do the single-main-base approach myself though.
  2. 1 and 3 I agree with and we'll deal with when we create the new UI. 2 is to make the UI work properly, as having too many bases would take up too much space on it.
  3. There should be a release this weekend, hopefully.
  4. Thankfully the Desura guys said they were happy to provide free Desura keys for the people who donated on KS. It'd be difficult to do one without the other.
  5. For the buildings, you can't do it yet, but you will be able to when we update the UI. Firing through other soldiers, we've got to think about that.
  6. Just to clarify though - I can however see why people would object to it.
  7. The next build should deal with most of these issues when it comes out. The current build doesn't have UFO power cores in it, which means you can't get your hands on laser weapons (although they are in the build). We'll fix that shortly.
  8. Zurmah - have you downloaded the Desura client? That's an actual program you download onto your PC. That will download Xenonauts and provide an easy way to update it every time we release a new build. If you download it from the links on the actual webpage, then you'll have to download the full 1gb build every time we release a build (we update the links).
  9. It's up to you entirely. The Kickstarter is in the works but does keep slipping so you may be waiting a while. The entry-level price for a pre-order in both cases is $20 though. With Kickstarter we'll get about 92% of the funds after fees deduction, from Desura we get 85% if you click through the links on our pre-order page or 70% if you go direct with them. The difference isn't that major that I would hold it against you if you wanted to play the game now
  10. Yes, it was an attempt to sum up the content of the article in two sentences, without using all the "..." etc. Taking a punchy recommendation from a long article is not exactly easy and I wasn't keen on posting a 500 word essay on the front page of the site. I've met Alec in person and I seriously doubt he'd have any issue with what I did; I know what his feelings were about the game and the rest of the review makes them quite clear. Nevetheless, as it obviously causes some people distress, I have updated the offending word appropriately.
  11. Use the Toggle Roof button next to the crouch and inventory buttons to reduce buildings to one storey high. We're working on making it automatic but you can use it manually in the meantime.
  12. Maybe we'll look at drop pods at some point in the future (I'd prefer them to building non-base structures on the map tbh) but right now we've got to balance the invasion speed etc before we can really see how much of a need there is for this sort of thing. It's difficult to hypothesise too much about WIP systems and I guess this is something for the beta.
  13. Maybe try again from the start, zurmah? Almost every time there's a problem along the way it's down to user error If it still doesn't work, email me at chris@xenonauts.com.
  14. Most people seem to think Iron Man is a bug anyway. We need to add a warning telling people what it does if they try and start a game with it selected, because people frequently report being unable to save as a bug.
  15. It is already possible. Open items.xml in Excel and change the items form Unlimited to Normal. Actually, scratch that. There was another reason why we made ammo etc unlimited - it means we don't have to worry about the UI controls for buying things on the Stores screen, just selling them. Given you buy aircraft / vehicles / personnel on the other screens, the stores screen didn't need any purchasing functionality. You can make the items manufacturable and have those manufactures available from the start of the game, but admittedly it's not quite the same. That's a pity.
  16. The aliens can damage most rooms in base attack missions by blowing up the props inside them. At worst, this will set them to 0% construction so they'll have to be rebuilt from scratch (albeit for free), but they can't be used in the meantime.
  17. Yeah, basically I think we'll just release it when it's done. We're trying to finish it as soon as possible but our timelines have always been notoriously fluid. I want it done as much as everyone else, though, believe me - probably more.
  18. My opinion is that this would be a lot of work and I'm loathe to change anything about the tile system any more because we're already got our hands full getting them done as is. Buzu - that could probably be done actually. You'd just need an overlay tile with a gradient on it (well, one for each direction). I'll have a think about it.
  19. Yeah, the problem right now is that they don't have a doorframe. The door icon is activated when you mouseover part of the door tile with alpha - the big doors just disappear when you open them so you can't close them again afterwards. I'll have to work out a way around that at some point.
  20. This is a good idea. I'll go and log it as a low priority fix to put in in the beta.
  21. It's very easy to mod the starting items so they aren't available in unlimited quantities (takes literally 2 minutes), but it won't be in the starting game simply for ease of use. We'll signpost this a bit better in the new UI though, so someone actually tells you not to worry about stores until you start capturing / manufacturing items. Quite a few vets have been thrown by the current setup.
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