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Chris

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Everything posted by Chris

  1. 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.
  2. 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?
  3. Should be fixed now. The site was set to autoupdate Wordpress with our host and that overwrote a couple of important files.
  4. 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.
  5. Hmmm, only just noticed these messages, sorry. I'll look into them.
  6. I bought that book last time I was in Waterstones because of the excellent cost:page number ratio it provides. Been about ten years since I read it, but I'll pick it up again at some point in the future.
  7. Stik10 - nice work with the site. Hopefully there'll be a translation into plenty of languages around release, including Portuguese. I can't commit firmly to that yet though.
  8. I'm glad someone enjoyed them But seriously, I'm glad it didn't degenerate into everyone getting very upset with each other.
  9. Violent crime and abuse in real life and violent crime and abuse in an anonymised online environment when you can just turn off your PC and walk away if it all gets a bit too unpleasant are not the same thing. The 'anonymised' element is mentioned (an important) in case anyone wants to bring up cyber-bullying, which is generally an extension of real-world interactions between people know know each other in real life. Also, I wouldn't consider the Wikipedia entry on 'griefing' a reliable source of pschological data, as I can pretty much guarantee the vast majority of the people editing and contributing to it will be gamers rather than psychologists. Assuming someone is a sociopath because they were a bastard to you in an online game is not the same as that person being diagnosed by a qualified medical practicioner as a sociopath. There's a reason why you have to do exams and all that to diagnose people with mental illnesses.
  10. No, training will be in the next release. We implemented it a couple of days ago but it's not made its way to the public versions yet.
  11. In retrospect a 3D Geoscape might have been a good idea but it'd be a royal pain in the ass to code it all again (lots of stuff relies on 2D map co-ordinates), so we won't. That's it in a nutshell I'm afraid.
  12. Maybe you'll have to reinstall the client. Thankfully as you mentioned you can just run the game from the directory, but it is a pain. Working fine for me tho.
  13. Putting all the maps, aliens and UFOs in the game and adding the rest of the research tree accounts for a lot of it, but I'm working on a milestone list that I might post up on the wiki in the future. There's quite a lot left to be done, AI being another major thing that springs to mind.
  14. Yup, but not for this game. I agree F2P multiplayer can be rather interesting if done well though.
  15. Not sure buildings actually are moddable. I'll ask the coder when I see him.
  16. Kickstarter fund will likely be coming with this update. This will just make the game look a lot prettier and thus make people more interested, I think
  17. Yeah only the main ship ever gets shot down and causes a crash site. The other ship will just explode. This won't happen yet but it will in the next build.
  18. Yeah, scouts spawn in pairs now after the first week or so. This is not a bug
  19. Handily for you, standalone installer should be released either today or tomorrow.
  20. You'll have to rely on other opinions as I'm biased, but it is playable. The next update coming in a few weeks should make it a lot more fun though - we're adding a second alien race, a second tileset and a significant graphical update.
  21. The population line is probably not going to be in the final game, I'm afraid (sorry for wasting your research). There's too much information there if it is, and the screen ends up too cluttered.
  22. Ugh, all the crouch animations seem glitched. How did that happen?
  23. Yup, you can. You can also hide behind the hedge and fence although they offer a much lower level of protection (the hedge in particular does largely obscure anything hiding behind it and makes it harder to hit). There should also be things like haystacks and possibly feed troughs etc lying around to offer more cover in the middle of a field, which is what I was referring to before. IceVamp - yes, it is possible. It's not our highest priority but there's no reason why we can't do it and I think it'd be cool to have a couple of maps like that in the final game.
  24. Welcome, Edraii. Basically there's no cover in that screenshot because the props for that map haven't been done. Expect there to be more random bits of cover dotted about in the fields, and some of the fields to have tractor garages etc on them. As well as there being the odd barn etc. We're also getting larger 20x20 ground tiles done for the UFO crash site and dropship landing sites, which can have more buildings or cover around them. For the Industrial tileset the Chinook will probably be landing in a car park, and on the Farmyard one it'll be landing on a concrete loading bay or a stone courtyard. There should be 2-3 variations of each to keep it interesting.
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