Jump to content

Chris

Administrators
  • Posts

    10,935
  • Joined

  • Last visited

  • Days Won

    496

Everything posted by Chris

  1. This is cool too. Nice to see some people modding the game already.
  2. I'll just point out here that psi defence will be based entirely on the soldier's Morale, plus any items they have that contribute to that (as yet undefined). Obviously different aliens will have different strength psionic attacks though.
  3. If you set an interceptor to 'tail' a UFO, a faster UFO will still be able to fly away although the interceptor will follow it until it catches up with it over land or runs out of fuel.
  4. I'm not sure I'd pre-order based on WINE compatibility. I've heard good things but it's not something we can guarantee (or provide any support on at this end) as we are all set up on Windows on the dev team.
  5. It does need more explanation. I'm trying to think of a good way of making it more intuitive but it does take some getting used to. We also need to pace it better - the MiG is essentially pointless at the beginning of the game. I think we need to add a small Light Scout at the beginning of the game that is slower and easier to kill than the Large Scout so everyone can get familiar with air combat, then have the Corvettes, Fighters and Large Scouts all appear at the same time. That'll mix it up a bit.
  6. The problem at the moment is that the aliens have 360 degree reaction fire and there's no combat shields in the game. I think the new AI model we're working on should help quite a lot...at the moment the AI is just a load of hacks cobbled together and you can tell in situations like this.
  7. Hmmm. The problem is the resolution selection thing is handled by the engine rather than our code, so I'm not sure we can do anything about it. So the game's not letting you select a resolution that will fill just one of your monitors?
  8. To an extent, you can already generate these using the levelsetup.xml file in the assets folder. It won't be in the final game by default but it allows you to set the tileset and specific map and the number and type of aliens you're taking on. Whether we formalise it into a proper in-game feature, I'm not sure yet.
  9. OK hopefully it is fixed now. Give it a try?
  10. Hmmmm. I'll look into that again. It'll be easier now we know it only affects standard guys.
  11. If people want to suggest names, they should be more like 'medal' names rather than 'achievement' names if you see what I mean. Anyways, keep the suggestions coming
  12. So, I'm thinking about implementing the medal system if the Kickstarter fund goes to plan, so I'm taking a moment to sketch out how the system would look if it were to be implemented. The basic idea that I have is simple; the soldiers earn medals automatically for causing (or surviving) particularly memorable events on the battlefield. These would give small stat boosts (perhaps +1 Bravery for each medal?), and would be displayed next to their portrait on the Soldier Equip screen. These aren't intended to make massive differences to the stats of the soldiers and they're not intended to be something you farm. As such, soldiers shouldn't necessarily be able to collect that many of them. They're just little distinctions to help you get more attached to your soldiers. I've got a few ideas for medals which I've listed below, and I thought it'd be good to throw the floor open to suggestions on what else might be worth a medal. Purple Heart - Wounded in action (below 50% health after a mission) - Kill 5 aliens - Kill 3 aliens on a single mission - Win an alien base attack mission Saviour - Win a terror site mission Sole Survivor - Only surviving soldier from a victorious mission There's probably loads more, see if you can think of any. I might remove the alien base / terror attack victory medals as they're going to be very common and could devalue things somewhat, but we'll see.
  13. Stun grenades will be in the game already. I do like the idea of lights on the vehicles too, although I probably wouldn't make them toggleable on and off as there's no real point to that:)
  14. I've been spectacularly lazy at checking the bug reporting forum this week, as I have barely looked at it at all. However, this is not a problem as bugtesting is no longer my responsibility. This makes me a very happy man. Matthew has joined the team on a part-time basis. He works full time as QA and testing staff at a AAA game studio and now works for us in the evenings, and essentially he will have three roles on the project: 1) To internally verify the features our programmers are implenting to ensure they work properly before we release them. 2) The playtest the public builds of the game before we release them to the public. 3) To monitor the bug reporting forums and maintain our internal bugtracker. He's been around for about a week now, and has been checking the forums and the existing records on our bugtracker since then. He's not been commenting on the threads because he's still been getting used to the way we work, but he's now ready to formally take over the reins and that section of the forums. This is a very good thing for the project for a number of reasons. Firstly, your bugs are likely to get fixed quicker and they should certainly all get captured now there is a dedicated person looking after them. Secondly, the public builds should be a lot more stable. After spending hours putting together a build for release, the last thing you want to do is sit down and play it for a couple of hours - so I didn't, I just tested the biggest things. Thirdly, I now have more time to do other things (of which there are plenty, believe me). Therefore I'd like to welcome Matthew to the forums, and ask you give him all the help he needs to do his job. I'm sure you'll be seeing plenty of him in the next few months!
  15. Title - the thread title should be "[Vx (build number) - Ground Combat / Air Combat / Geoscape] Bug Name" ie, "[V7.5 - Ground Combat] Aliens have infinite health!" The version number is found in the top-right of the game launcher. Please note that if you are playing Xenonauts: Community Edition you should not be reporting bugs here - it is an unofficial project and the dev team cannot provide support for it. The same goes for modded games. Post - the post should contain details of what you were doing prior to the bug being caused, what the effect of the bug was, and reproduction steps if you've had a chance to find any. Screenshots and save game files can also be attached if you think it'll help us - save games in particular are useful if the game keeps crashing at a certain point (they are found under My Documents and can be attached under the Advanced Reply forum options). If your bug is technical rather than gameplay-related, please provide details of your PC too.
  16. From our point of view the Desura client is the best way for you to download the game as it is where the most up-to-date versions of the game are, and it allows you to autoupdate the game without downloading the entire thing every time. Therefore, if possible, it's best to download the Desura client and use that if you can. However, not all of you can do this for a variety of reasons, and some of you plain do not want to. With that in mind, the Desura guys have agreed to add a standalone download of the game (in zip form) that can be downloaded as long as you've purchased Xenonauts and have logged into Desura. This is how to do it: 1) Make sure you've bought Xenonauts on Desura. 2) Log into the Desura site. 3) Visit http://www.desura.com/games/xenonauts/download 4) Download the game. 5) Unzip the exe to any directory, and run Xenonauts.exe. As mentioned above, this is not the optimal way to download the game. Updates will reach this branch more slowly as its not our main focus and it's a pain in the ass to upload 500mb of files every time we make 2mb of changes, but they will reach it. My thanks go to Scott from Desura for making this happen, as they certainly didn't have to do it but were happy to help us out nonetheless.
  17. If you've bought the game and logged into the Desura site, you can simply go to this link and download the game without the client: http://www.desura.com/games/xenonauts/download
  18. Within 6 hours you'd be well into the game I'd have thought, unless you play the ground combat very slowly. But even at the start of the game there'd be a lot more variety in terms of tilesets and some variety in aliens, although more of the latter follows as the game advances.
  19. Yeah we do need to add something to control the speed of the interceptors really, else the MiG always flies into combat first. Right now you'll probably have to put the F-17s on afterburner to make sure they get there first, which is a bit ridiculous.
  20. Hmm. Anyone else getting the error Century_Rain is? If not it might just be something timing out along the way. Could you try it again?
  21. Should be fixed now. The site was set to autoupdate Wordpress with our host and that overwrote a couple of important files.
  22. Yeah I don't know what's going on yet. I've emailed the guy who did the Desura / Goldhawk connection to see what's up, I'll let you know when I find out.
×
×
  • Create New...