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Chris

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Posts posted by Chris

  1. Sorry to rain on everyone's parade but the UFO hulls will be indestructible. It's not feasible to make them destructible due to the amount of tiles that would be required to do it. Plus it also wouldn't make sense you need air-to-air missiles to shoot the damn thing down but then can crack it open with personal battlefield weapons...

    However we will be implementing C4 charges complete with timers like in X-Com. They'll go boom, and be good fun. Just like old times.

  2. I'm not sure we'd have a specific mission about this....but it is an interesting idea. If you attack a landed UFO you could find a bunch of civilians spawned inside one of the rooms with some weird machinery (or body parts) in it or something, as if you'd found an abduction in progress. I'll see if we have time for that but it would be a nice bit of atmosphere.

  3. Basically you're free to mod in various types of ammo for various types of weapons (I think alternative ammos can be added, if not we can probably add some code for it) but it's not going to be in vanilla Xenonauts. Ammo management isn't particularly fun and the role of the shotgun is basically to kill things at short range, while the rifles kill things at longer range. The fun should come from the tactics rather than having precisely the right ammo in your gun at the right time.

    If people want to make a JA1.13 mod then that's cool with me but the average player shouldn't have to become a walking encylopedia on weapons to stop the alien invasion.

  4. Shots may be tweaked to be less accurate and cost less APs, in fact it's more than likely. Sight range, I'm not fully sure yet. It's something we'll look at in the future.

    For the soldier window situation - yes, there's something like a 20% chance of hitting the window at the moment. I think we'll have to add some code preventing obstacles in adjacent tiles to the shooter affecting the accuracy calculations (unless a unit is actually in cover behind them) as presumably soldiers would be smart enough not to fire their bullets directly into something less than a yard away...

  5. The idea for the motion tracker is that a soldier has to end the turn with it equipped in one hand (it costs quite a lot of AP to equip) and then the following turn it'll place an overlay on the normal display highlighting areas of movement within the range of the scanner.

    We do want to implement it. It's still a way away though.

  6. Yeah I missed out the vehicle indicator, oops. It's quite hard to mod the GUI, but not impossible (scripts are in the /assets/scripts/ folder) and you might be able to move the GUI elements around if you know some code.

    For scaling - I don't know yet. I think we'll test it at a variety of resolutions come beta to make sure it supports both large and small as well as possible.

  7. V9 will also have:

    - Basic AI model

    - Aircraft in air combat start correctly positioned relative to their Geoscape heading prior to interception

    - Mod support (designed to deal with autoupdaters)

    - Tileset-specific civilians

    - Significantly reduced loading times

    - the other stuff AD mentioned

    - more than one map, rather than the same map being played over and over

    The ground combat GUI update is not definite yet. We've started work on it but I'm not sure how long it'll take - we've got a new coder working on it.

    It should be a fairly major update all told. No doubt it'll introduce a crapload of new bugs though.

  8. I've yet to be convinced to change the AP Reserve; I think the current system will work fine. The idea is that it will be persistent from turn to turn for each individual soldier, but each soldier has their own individual AP Reserve setting.

    I've sent the detailed implementation instructions to the coder so he can get cracking, and the only thing I've changed is swapping the map and end turn buttons around as you guys are right about the danger of misclicks. Unfortunately, the map won't be implemented in the next build. I'm still not sure exactly how we're going to do it.

    It is possible for the AP we can have a setting in the options allowing a soldier to use reserved APs to fire during their turn, but I don't want it cluttering up the GUI. Remind me during beta.

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