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Chris

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Everything posted by Chris

  1. Yeah I missed out the vehicle indicator, oops. It's quite hard to mod the GUI, but not impossible (scripts are in the /assets/scripts/ folder) and you might be able to move the GUI elements around if you know some code. For scaling - I don't know yet. I think we'll test it at a variety of resolutions come beta to make sure it supports both large and small as well as possible.
  2. V9 will also have: - Basic AI model - Aircraft in air combat start correctly positioned relative to their Geoscape heading prior to interception - Mod support (designed to deal with autoupdaters) - Tileset-specific civilians - Significantly reduced loading times - the other stuff AD mentioned - more than one map, rather than the same map being played over and over The ground combat GUI update is not definite yet. We've started work on it but I'm not sure how long it'll take - we've got a new coder working on it. It should be a fairly major update all told. No doubt it'll introduce a crapload of new bugs though.
  3. It might not be another few days yet. We've done a lot of work and it's taking some time to get it all into one game and working with everything else
  4. Even I don't have access to the old builds. Basically Desura runs an autoupdater so each build isn't usually a fully seperate entity from the ones before, rather they share a lot of files with one another.
  5. Welcome back, Gazz. At the moment there's no plans to expand the quickthrow icon to medikits but I suppose it is possible. It's just the medikit icon isn't really a very good shape to fit in the slot. It's something I'd look at in beta I think.
  6. Borderless windows aren't possible (yet - we've not looked at it). However the game should be perfectly stable with Alt-tab and if it isn't for any reason then let me know.
  7. I've yet to be convinced to change the AP Reserve; I think the current system will work fine. The idea is that it will be persistent from turn to turn for each individual soldier, but each soldier has their own individual AP Reserve setting. I've sent the detailed implementation instructions to the coder so he can get cracking, and the only thing I've changed is swapping the map and end turn buttons around as you guys are right about the danger of misclicks. Unfortunately, the map won't be implemented in the next build. I'm still not sure exactly how we're going to do it. It is possible for the AP we can have a setting in the options allowing a soldier to use reserved APs to fire during their turn, but I don't want it cluttering up the GUI. Remind me during beta.
  8. I might not be possible to add the outline around the units because of the way the sprites work. I'll need to double check that but it wasn't looking good last time.
  9. Glad you like the game jimbob. To everyone else, I'll have a read of the JA supression fire mechanics that iamkyon posted, and have a think about it. I'm not necessarily averse to implementing suppression as a way to deal with units that have reaction fire. Seems quite a good idea actually.
  10. Yup, what Beagle said - more than happy to read what you think worked particularly well in that game but I don't really have time to do much gaming any more
  11. This is the update for the new GUI design, taking some of the feedback into account from the previous thread here. Unless there's anything dreadfully wrong with it, we'll probably implement it relatively soon and then start working on the aesthetics of it once the functionality is confirmed to work well. The major changes are as follows: - Grenade quickthrow slot: this allows you to throw a grenade from your inventory without opening the inventory screen. This throw costs the normal throw APs, plus an additional 12APs if the soldier does not have an empty hand. - Reload quickslot: this allows you to reload the currently equipped weapon with a single click. The number in the right-hand corner shows the number of clips available. - Squad Stat Bars - the HP, AP and morale is shown for the entire squad along the top of the GUI. If a unit is killed, their bars sink down into the GUI. On mouseover a mini-portrait pops up above the bars to let you more quickly identify the right soldier in the squad. - Camera Control - the element on the right near the End Turn button is the camera level control. The white bars show the current display level selected, in this screenshot at 2. - General Reshuffle - a bunch of the elements have been moved around. Most notably, the inventory, crouch (missing from the previous GUI) and stats have all been consolidated into a bar on the Soldier Information panel. There are three screenshots here: These show the UI with the three variations on the combat window (the grenade one is just a rough approximation at the moment). Essentially the first two are displayed depending on whether a one or two handed weapon is equipped, whereas the final one is displayed once you right-click on the grenade fast-throw box. It displays all the grenades in the soldier's inventory and details on the throw cost. Personally I think this UI should work well - it's got a lot of information on it but it's not actually that cluttered and doesn't take up too much space. Comments welcome.
  12. The geoscape is going to get a graphical upgrade before release. However, I don't think the game you describe would be very fun. Why shouldn't you control your aircraft if you can control your men on the battlefield? Ultimately this is a game about combat rather than assembling the correct array of forces beforehand and then throwing them at the enemy.
  13. The chinook bug should be fixed. I thought I'd fixed the machinegun Basic Armour / Wolf armour sprite issue a while back too, but I'll look into it later to see if I have.
  14. Yeah this is a strange one. It's been reported before but it's never happened to me even when playing the public builds. Was there anything out of the ordinary about the game you played?
  15. Zinn's explanation is most likely. Matthew, it might be worth running a few tests on research projects that take the same amount of time to complete though, just to check the system is functioning correctly. The game does feature diminishing returns but the curve isn't particularly punishing. I think each scientist is 1% cumulatively less effective than the scientist before them.
  16. Well it'd just be a foreign language subforum and you'd put the language in the title of the thread.
  17. Yes, we have had an appreciable amount more interest in our project since the Firaxis remake was announced - well, possibly. I'm not entirely sure. We had a large amount of interest at the end of December due to the holiday season and it's not really dropped off since then. Make of that what you will.
  18. Would other people be interested in this? I can make an extra subforum if people are interested.
  19. Ah yeah this is a missing sprite issue. Bleh, shoulda remembered to clear those folders out before release
  20. Is this a save game from before V8.9 or a new game started in V8.9?
  21. Yes, that's the idea. The dead aliens should start appearing soon but the actual crash damage will be a month or two down the line as we've got other tiles to generate first.
  22. We're aiming to have a basic AI model in place for Build V9. Unfortunately I'm not very good with AI so I just got a specialised AI programmer and told him to code it. I'll have to see what he comes out with, but fingers crossed it'll be something good. I know about it at a high level, but essentially the idea is that we'll hack some kind of basic multiplayer mode into the game and play a few games between the two of us with one person controlling the aliens and one person controlling the humans, and we'll base the AI model on how the humans play the aliens.
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