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Chris

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Everything posted by Chris

  1. Basically the training system we had in mind didn't really add anything to the game, so we removed it. It was a fairly pointless layer of management that did nothing if it was not very powerful and replaced combat (which defeats the point of the game) if it was powerful enough to make a difference.
  2. Hmmm, thought I'd replaced all references to the F4. Let me know if you find it and I'll update. Re: the MiG, it's actually meant to be the MiG-31 but they all basically look the same so I think the artist may have mixed his reference images up a bit.
  3. Usually it's authorised within 6-24 hours. If you have a pre-order it should appear as a little symbol on your Play screen.
  4. What? There's more than one country in Scandanavia? :0
  5. Iron man mode is active by default on Veteran but can be turned off. On Insane it cannot be disabled.
  6. I'm afraid that holds true. This is a nice shout out to the original X-Com too.
  7. Sounds like you've turned on Iron Man mode, or forgotten to disable it.
  8. I'll probably use the second one, to be honest. I like pretty things. Yes, some UFOs spawn with a single escort, but which one is the escort doesn't really matter all told. They're usually different craft so you can just remember.
  9. Both, and yes. About the small talk option, it will unlock further into the game for this character. The other two will talk to you from the start, and basically it gives you some information on the characters background and life in the base. New dialogue options will unlock as more research is unlocked. The people on the Research, Workshop and Barracks screens (the Personnel screen is changing to be soldier focused and being renamed) are the only three people in the game you'll see in any detail, so it made sense to use them as method of giving the character interaction and improving immersion. If you're not a fan of that sorta thing, don't click on it. It won't affect the game in any way. The scientist is meant to be narky, obviously. The other two guys are much friendlier. He'll be more memorable this way, rather than completely generic. It's also possible we can move the clipboard up to show all ongoing research projects up to a cap of 5. No idea why anyone would want more than 5 ongoing at once...
  10. I've added an extra image to the orginal post to show some nicer UFO art rather than the top-down view. Do people prefer that or is the top-down art better?
  11. I want it to, depends on how much money we have and how fast we can get it done.
  12. Heh that was perfectly understandable. I'm glad you like the game
  13. Yeah sorry this'll be fixed on Monday. The right aliens aren't spawning at the moment to get you Plasma Pistols, which you need to set off the weapons / armour part of the research tree.
  14. Heh. That's certainly an interesting spin on things. When the other alien races turn up and you play on other tilesets I'm sure the feeling will go away. But changing the basic suit colour would be a lot of effort I'm afraid and we've got better things to spend time on, like the AI or the UI etc.
  15. I don't really see that being viable. There's too many different permutations of wepaonry, particularly towards the end of the game, that I think the best we can have is the average figure shown above.
  16. Continuing with the theme of GUI revisions (see the new Intercept window here), I've been working on the proposed new design for the Research screen. If you've not been around on the forums long, we're thinking about moving to a more immersive UI design for most of the screens similar to what is seen on the Main Menu screen. This has two benefits - it looks better, and we can use 'tabs' on the speech bubbles to fit more in the UI than we can under the current system. Up til now it's been difficult to illustrate exactly how I want it to look as I've just been using words. Now we've got one of the backgrounds done, I can show off a proper concept of how the screens could look. Here's the proposed new Reseach system. It should all be fairly self explanatory. The navigation is the sign in the top left (each board will light up when mouseovered) and you just click on the speech bubble tabs to travel to them. The clipboard will always show three current research projects, but if you have more of them then you can show them by moving your mouse to the bottom of the screen to look down the clipboard. Let me know your thoughts, suggestions and feedback. Concepts below: http://www.xenonauts.com/devimages/research_intro.jpg http://www.xenonauts.com/devimages/research_manage.jpg http://www.xenonauts.com/devimages/research_hire.jpg http://www.xenonauts.com/devimages/research_advice.jpg http://www.xenonauts.com/devimages/research_talk.jpg
  17. It's not planned, no. But I hear Laser Squad had it as a feature and it worked rather well. I don't quite see how it would be implemented though - how it would be better than firing a burst directly at the target?
  18. That's looking very nice now. Should be a handy tool once it can edit files - I imagine I'll probably use it at my end too.
  19. As part of the milestone list I'm working on, most of the UI screens are getting a revamp. Often this is just visual or small tweaks, but on the Geoscape there are two windows that have come in for quite a lot of stick because they don't present enough information. I'm redesigning them now with the hope I can get them in V9. The first is the Intercept window, the second is the Launch Interceptors window. Here's the proposed new Intercept window, launched when one of your squadrons closes to intercept range with a UFO squadron: Essentially this just provides more information visually for the UFOs, and gives you more information on whether your ships are up to combat. The combat fuel level being in seconds should be useful, and hopefully we'll mirror this on the air combat UI when we update it. Comments welcome. I'll get the Launch Interceptors screen re-concepted up soon too. EDIT - here's a new version that uses the actual art for the UFOs rather than the top-down art. Anyone have any comments on this? (the top-down art isn't detailed enough on some of the UFOs to be used in this window without the red tint). Better or worse than the previous ones?
  20. The alien ships are unlocked when their ticker reaches a certain score, which is gained by their ships completing missions etc and possibly just over time. If you do a good job, you'll keep their ticker relatively low. If you do a bad job the invasion will start to cascade out of contol and overwhelm you quickly. There's no 'rubber-banding' to artificially speed up the invasion if you're doing well. The only thing stopping you from totally dominating the aliens if you're a really good player is that you're reliant on the new UFOs spawning toget your hands on new tech, so you'll never have end game tech much before the final UFOs start appearing. You just want to make sure you have enough time to research everything and build enough bases to keep ahead of the curve.
  21. I don't think we'll have time to implement this. I understand the reasons why, but it's a very minor request and we've got a lot to do if we want to beat Firaxis to market..
  22. Strange. I just did an air combat in V8.62 and shot one down where I finished it off with guns over land and it seemed to spawn a crash site fine.
  23. In the new build all the troops are Androns so plasma pistols are not spawning properly, and therefore the techtree won't be completable. The upcoming hotfix should sort it out.
  24. Because the training system was originally going to be a much more extensive system, but now it's been streamlined and doesn't require building for it any more. So we removed it.
  25. Yeah I expect it Monday. The ground combat coder doesn't work Sundays, and appeared not to notice my emails on Saturday.
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