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Posts posted by Chris
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Ah the sprite guy never processed those. I'll get them sorted out in the next few days. Thanks.
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Yeah, I thought you could disable retreat by clicking on it again, or retargetting / issuing new move orders to the UFO. Or perhaps it's both you need to do...can't recall off the top of my head.
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You can press 'Retreat' again to stop it retreating, unless it's out of fuel in which case it's pretty much the idea that the plane can't be controlled any more and is vulnerable...
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Yes, it's unlikely other than that deployable energy shield cover thing. Which is also unlikely, but something I would consider in the beta if I thought there was a persuasive reason to put it in there.
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We've deliberately shied away from players being able to order civilians around because I didn't think it fits. However, the civilian AI does indeed recognise Xenonaut operatives as threats (although less serious ones than aliens) so they shouldn't be in the way so much as before - they'll run away from you and try and hide when they see your soldiers. And yes, there should be civilians on most maps.
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Unbelievably, not everyone who has purchased Xenonauts has played the original X-Com. This means that occasionally people will try to play Xenonauts and have absolutely no idea what's going on, because right now we're concentrating on getting the mechanics in place before we polish the UI so it has things like tooltips to explain exactly what everything does. In fact, even those that who have played X-Com don't always know about all the features in Xenonauts - up til now, the only way to find everything out was to spend about a year hanging about on our forums.
No longer! There is now a manual for Xenonauts. This will be included in all of the builds, and available for download from our website (link below). Essentially it just explains the function and basic controls for all of the screens in the game, as well as a bit of developer commentary on how we'll be developing the screens.
Of course, the forums (and hopefully the wiki) will still remain the best place to get all the detailed information on the game, but hopefully this will allow all players and journalists enough of an introduction to the game to stop them drowning in confusion....
Download link is here:
http://www.xenonauts.com/devfiles/XenonautsManual.doc
Comments, suggestions etc are welcome.
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Wow, I have never seen that before - was completely unaware it existed:
http://www.ufopaedia.org/index.php?title=File:Terrain-mount.gif
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Hmmm yes it looks like this can happen. I'll update the map so it can't spawn there.
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No, the alien AI is currently as thick as a brick sandwich because it's not had any AI coding. It's0 something we're looking at rectifying at the moment.
The SFX etc are more something we'll polish up in the beta, or shift them around so they're more appropriate. They serve their purpose right now, although I admit they're probably not polished enough for the final game yet.
For the grenades, yes, lots of people have commented on how they'd like to throw them from their belt and we'll look at that when we put together the new ground combat GUI.
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Hmmmm. I wonder if this is something to do with the way we've overwritten the default level settings (which is why you get the same map every time). Give me a bit of time to work out what's happening....
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Yup, that's been reported just earlier today. Bit of a strange bug really. Thanks for reporting it, we'll try and get it fixed up ASAP.
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Hmmm. So quitting the GC causes the crashite to escape to space. But loading a saved game with a crash site present also makes said crash site disappear into space?
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Hmmm. I'll try a few things to try and get that fixed up then. Thanks.
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Can you actually see through the walls, or just the cursor turns red? I guess the alien alert icon has appeared...did you damage the walls or anything? I wonder if the wall is incorrectly set up and isn't blocking sight lines...
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Heh. Weird. I'll send this over to the coder and ask him to fix it up.
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Hmmm. The old saves aren't compatible with V8.5 so I think we might have to just let this one lie. Re-report it if something similar happens with the new build.
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Hmmm. Try it in the new build, V8.5. I suspect that there may be a crash from equipping the alien weapon, but there shouldn't be one from putting it in the backpack.
If it crashes from equipping the alien weapons, it's just because I've not put the sprites in. It's a relatively easy fix that I'll make in future builds.
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Good news everybody! I’m pleased to announce that Build V8.5 has been released on Desura. This should be by far the most stable build of Xenonauts yet – I’ve sat down and played through the first two months of the game myself, up to the point where I’d researched the Wolf armour and laser weapons, and had no crashes.
We’ve made a few changes to the autosave functionality, so it would help if you’d go to My Documents and clear your save files from the Xenonauts folder there before updating to stop any confusion or errors arising.
I’ve attached the improvements and bugfix list below:
Improvements:
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The ground combat save should (hopefully) now work. Please give that a test and see how it goes.
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Basic loading screen added to the ground combat.
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The Scout UFO map should now function a bit better. I’ve blocked out the walls in the terrain editor so now the aliens shouldn’t be able to spawn in them and your soldiers shouldn’t be able to walk through them. Let me know if things are still shooting through them.
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UFOs that ‘escape to space’ after being engaged by Xenonaut interceptors now have a 50% chance to return to Earth in the next UFO wave to attempt to finish their mission.
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A “Target Lost” or “Target Escaped to Space” alert should pop up if a UFO being intercepted by Xenonaut aircraft flies outside radar tracking range or finishes its mission and disappears from the map.
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We’ve made a variety of balance changes to make the game more fun (listed below).
Balance changes:
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Aircraft monthly maintenance costs halved and initial purchase costs doubled.
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Sidewinder missiles now turn substantially faster and should be more effective against Scout UFOs.
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Shotguns and sniper rifles have had their damage increased to compensate for a lack of burst fire.
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Wolf armour now offers more protection than before.
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Damage randomisation has increased from 10% of base damage to 20%.
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Caesan Guards have received 5 extra points of armour.
Bugfixes:
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Ground combat:
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Fixed crashbug associated with trying to use grenades.
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Fixed crashbug from opening soldier inventories on battlefield.
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Fixed crashbug from equipping a soldier with basic armour and a stun baton.
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Fixed “ghost” soldier bug where units were capable of moving through the “ghost” unit and it could not be clicked on.
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Fixed soldier inventory bug where a one-handed weapon equipped in the secondary weapon slot would disappear from the game if a two-handed weapon was equipped in the primary slot.
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Fixed bug where the Hunter armoured car could fire weapons without using any APs.
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Fixed bug where pressing “I” with the Hunter selected would open soldier inventories.
[*]Geoscape:
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Wounded soldiers should be assigned armour correctly and therefore no longer crash the game when recovering from injury.
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Ghost crash sites should no longer appear when you load a game with a crash site in it.
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Some UFO types (fighter derivatives) no longer spawn crash sites when destroyed. This will stop crashes when trying to attack crash sites spawned by UFOs not intended to spawn crash sites.
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Autosave should now stick to three autosaves and continually overwrite itself, rather than creating dozens of autosaves in the save game folder.
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Save Games now display most recent first.
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Semi-transparent white line no longer appears through UFO / interceptor name text on the map.
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Fixed crashbug associated with trying to use grenades.
As always, report any bugs on the forums. However, be aware that at this point we've decided to draw a line in the sand and only fix the important bugs so we can concentrate on adding new features instead (it's been a while since we've added anything new and exciting to the game). The remainder of the bugs will be fixed in the beta. If you're going to post up a relatively minor bug, have a quick look at Sathra's master bug list to check if your bug is known already - but if in doubt, post it up anyway.
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The ground combat save should (hopefully) now work. Please give that a test and see how it goes.
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Bibdibop - I agree with some of your points. The horiztonal placement of the various elements could be improved but because there are different numbers of them on either side of the soldier I think the vertical ones are fine as is.
The colours for the bars are quite nice, and I think I'll add a slight background colour to the bars and reduce the darkness of the black border around them so it's a but more grey and blends a bit better. However the actual colours are drawn in-game rather than from set graphics so I'm not sure how hand-painted we can make the colours look (or even if I want them to look like highlighters really).
Regarding the Personnel screen, this will probably be reshuffled a little when we do the new UI. I'm not sure there'll be space for that little window you want to add, but we'll see. Perhaps an alternative would be better colour coding of the stat numbers on the spreadsheet. Against a white background you can afford to be a bit more colourful with them.
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Anotherdevil - you mean on the Geoscape?
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I thought using RPGs against infantry got you called a n00b lamer though? Again I'm basing this all on BF3, which as you can see in the video below is a fully realistic depiction of modern warfare.
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Yeah we'll definitely do a German version. Germany's the biggest market for strategy games in Europe as far as I'm aware.
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Lol @ Mchl.
Yes, we need to do more work on the air combat. The AI needs to be updated and we need to add the later UFOs as well as quite a few small tweaks. Basically, it'll get some love after we've got the Geoscape mechanically complete.
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I'm one of those spider charts haters, I'm afraid. Football manager turned me off them. The other advantage of bars is that we can show the original level and stat increases over time at a glance without interfering with everything else.
[V8.5 Air Combat) Problems with Fighters
in Xenonauts Bug Reports / Troubleshooting
Posted
Strange. Single fighters, double fighters? Escorting larger craft or by themselves? There's some odd stuff relating to the air superiority missions that was causing crashes with the saves, so I wonder if it's anything to do with that?