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Chris

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Everything posted by Chris

  1. The air combat isn't turn based so the aircraft heading dot just shows destination rather than speed. At the moment there's no speed setting for aircraft beyond Afterburners on / off. Possibly we should add that, but I'm struggling for GUI space.
  2. The air combat will be getting some love in February according to my milestone schedule. I don't agree that the F-17 looks faster than the MiG but possibly it does look less durable (it already is much more agile than the MiG). The problem you'd have with making the MiG the tougher one is that the F-17 is the one with the cannon, and thus the one that would get exposed to the most fire and the one that needs to be tougher. The current setup should play out like this: lone Scouts - MiGs can catch and destroy with light missiles, F-17s cannot catch fighters - F-17s can dogfight and destroy, MiG's cannot engage due to lack of cannon lone Corvette - lone MiG with heavy missiles / multiple F-17s Corvette with fighter escorts - MiG with heavy missiles plus F-17 escort The alien AI needs work, which should even out some of these issues. Btw, in my experience, the Heavy is actually a relatively low DPS class in TF2
  3. I wasn't particularly unimpressed with what they were doing until I read the bit about only having 4 squad members. To me, that'll really kill things. The other stuff was alternative but not necessarily much worse - having a certain number of actions a turn and having units unlock abilities rather than just their stats increasing both seem cool to me. The actions thing is heavy streamlining, but it could work fairly well. It'd make it easy to manage a lot of soldiers...except you've only got 4. Hmm. The one-base thing is a bit of a shame but not the end of the world either. I imagine there won't be standard base defence missions given the base view screen, but there'll probably be a set-piece mission where you defend part of your base on a preset map (I imagine the upper parts of the base have a preset layout). If that's true, it's losing a little something from X-Com but it's not fatal to the game. Hexes? Yeah, ok. Reimagined aliens and setting? Okay, go on then. Scripted missions? Fair enough. Simplified combat system? OK. Ludicrously unrealistic art style? Fine. But put them all together, it does seem rather like death by a thousand tiny cuts. And the big 4-soldier slash across the neck. What they're making may well be a good game, but it's not looking a lot like X-Com any more. It strikes me as a fairly fundamental misunderstanding of what annoyed people about the FPS reboot - basically, that the game wasn't recognisably X-Com. This is much closer to the mark but it does seem to be a very dumbed-down console-style remake (although it may well be a very enjoyable game). But that heralds well for us, because it's just reinforces our core appeal. Also, Cyberdisks turning bipedal? What's all that about?
  4. Welcome all. I particularly like your username, Horrid
  5. You could just resize the laser images in the /projectiles/ folder to make them longer?
  6. I'm tempted to change my title to God-King now.
  7. UFO Extraterrestrials is meant to be ok if you get the Gold version, which is heavily modded by the community to be better. The later Afterlight / Aftershock / etc games are ok, but they're not turn based combat (it's pausable real-time). If you've not already played them, I'd reccommend you pick up Terror From the Deep (it's more of the same) and Jagged Alliance 2, which is another classic turn-based squad combat game.
  8. The speed setting just affects the speed at which the projectile travels between A and B. The projectile image is a static image, not an animated one (though I do have an animated plasma projectile I really should put in the game instead of the recoloured laser) so this will make it harder to see, but might give the effect of a laser beam. Try it.
  9. Actually, I spoke too soon. The 1280x1024 screen hotfix has been done and I'll push to get the fighter UFO bug fixed up tomorrow too. So it may arrive in the next 24 hours.
  10. Sadly the hotfix probably won't arrive for a couple of days yet. We've been busy with milestones and other things, plus one of the coders is from the Ukraine and I think he's busy celebrating Christmas over there at the moment (they do it after new year). We'll try to get it out soon though, we're all just a bit swamped
  11. I on the other hand am delighted. Hell, I'll almost certainly still buy and play the game but it doesn't look like it's stomping all over our niche any more. In fact, them bringing out this game will likely only make people more interested in Xenonauts because it'll get people talking. Re: the one base thing, I wouldn't dismiss it out of hand. The guy says this in the interview: "Managing research and development at the XCOM organization's secret base can be done at the player's leisure, and all combat is completely turn-based." I only picked up on it because people have mentioned it previously, but it does sound like a single-base system.
  12. Wolfy, if you can't get it working despite trying everything we'll give you a refund. Drop me a PM if that's the case.
  13. Yeah, better formatting would make it more digestable but thanks for your input nonetheless. What resolution were you playing the game at? There are some resolutions where the UI really does not look very good at the moment.
  14. Dunno when the big update is coming quite yet. Difficult to tell so I'm not committing to a date yet.
  15. The flip side of having the AI get tougher as the difficulty setting goes up is that it means you're not getting good value for your development efforts - not many people will see the genuinely intelligent alien behaviour because its only in the hardest game settings. If you have weaker, but still genuinely intelligent, aliens in the lower game settings then everyone gets to see the aliens being smart. But then you get the super-random-insta-death problems you mentioned on higher difficulty settings, which annoy the hell out of me because I always play FPS and strategy games on the hardest difficulty settings these days. The soldier death thing is an okay idea, but to me it is tweaking the X-Com formula a bit too far. It's possible to make the soldiers die less often (vs. being seriously wounded) on the lower difficulty settings, but not allowing soldiers to die at all would be madness even on the easiest difficulty setting.
  16. Well combat fuel consumption is meant to be quite high. It'd be meaningless otherwise. It does need balancing though, admittedly. The values can be changed in gameconfig.xml if people want to do that, and aircraft ranges in aircrafts.xml. I think adding the the intercept course on the Geoscape will ease the problem a lot, though, because aircraft burn a lot of fuel randomly chasing the UFOs when they catch up with them. I'm not going to do the balancing myself until that's in place, as it'll throw everything off when we implement it.
  17. Yes, we're going to try and make the GUI more visual in the coming months. Thanks.
  18. Stanko - yup, we'll be making more use of trailers in the future (admittedly this is not difficult given our current level of trailer usage).
  19. It seems an unexpected threat that this game poses to Xenonauts is to cause our normally-harmonious community to dissolve into pointless circular arguments.
  20. Thanks for these. I've committed your changes to the codebase - if it turns out you've ruined everything I'll just revert them
  21. Yeah but spawn locations are random and early on the only missions spawned are Research missions, which don't have a target - so the UFO just spawns and flies in a random direction gathering data, not necessarily towards land.
  22. It'd be easy enough to collate them into an official patch too, if there are lots of good ones (which I certianly hope there are).
  23. Windex - at the moment, it's best to start with your first base in the USSR or in another large landmass. We'll probably change the AI at some point so it will prefer to fly over landmass but right now it has no preference for sea vs land.
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