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Posts posted by Chris
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Hmmm. I don't know. I'm not sure it'd really fit the design for the ship unfortunately. It should have doors at the front and back of the troop compartment though, which should give you more options for unloading troops.
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It's possible that a redution of AP cost to fire and accuracy across the board could be useful, as Sathra says. That would add a lot more utility to weapons like sniper rifles that could have much more accuracy added by the zoom levels than at present.
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Welcome to the forums, glad you like the game. You should open that file in Excel rather than Wordpad. It's a spreadsheet and much easier to read that way. In V8.41 it should unlock with those three technologies plus Alien Alloy Fabrication, which requires Alien Alloys and Alienium. That should unlock both the Wolf armour and the laser weaponry.
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Economics is definitely the biggest factor - they had revolutions before the internet and the correlation between economic hardship and social unrest is undeniable. Let's hope we never see anything like the Great Depression ever again.
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I don't think we'll be able to do this due to technical reasons. The utility of the command is pretty low, and it'd cause absolute havoc in terms of the coding. Aircraft and soldiers are assigned to a base and I think the code is centred around that - they basically act as an item in the base stores in most respects. Having them temporarily moving from one to another would open a rather large can of worms, I think. Not worth it for what you want to do there.
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We've added a new loadscreen in the dev version to make it clearer what's going on.
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That'll be a problem with the armour. We've fixed it up in the dev build and it should be fine next build.
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As discussed here:
http://www.goldhawkinteractive.com/forums/showthread.php?492-Cost-of-Aircraft-and-other-balancing
In the next build upfront purchase costs of interceptors will be doubled but maintenance costs halved.
Thanks for your comments Quartermaster. Other people's opinions on similar issues would be valued too.
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Wow, the maintenance costs for the aircraft are waay outta whack. Only just had a look at them. I've halved them in the dev build to $40k pm for the F17 and $50k pm for the Mig, with the Chinook left at $60k.
Purchase cost remains 100k for the Chinook, but up to $200k for the F-17 and $250k for the MiG. I think it's much better to have a more expensive upfront cost then reduced maintenance costs than vice versa.
If you want to make these updates yourself, the maintenance costs are in the aircrafts.xml and purchase costs are in items.xml.
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The damage thing could work though - until you research the UFO it could just have Unknown HP but after researching it you have specifics? The firing arc thing is possible but I think it might make the game a bit difficult. Opinions?
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OK, so I want to make V8 playable when it goes out as a press build. This thread is intended for people to provide suggestions on equipment that is over or under powered, or suggestions on what would make the game more balanced.
This is assuming the bugs get fixed, of course - the Ferret won't have nil fire cost and so on. So what does everyone think? This applies across all parts of the game.
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Yeah it sounds like you're running the Debug / - Groundcombat version of the game. It does that so we can test the GC without shooting down a UFO each time.
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Nah it's still in V8.41 but should be fixed in the next build, as soon as we fix an autosave crash.
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Yeah I'd like to put in a motion sensor. I think it'd be a genuinely cool bit of gear to unlock later on in the game. Let me add it to the funding thermometer list actually

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Fighters should be able to roll too. They're meant to be the most dangerous of all the early game UFOs because they're designed specifically for dogfighting and escort work.
I think I might have to see if we can get the air combat to compile seperately so we can do some fairly extensive air combat testing in the beta.
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According to Battlefield 3, very much so.
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Hmmm. The sidewinders should be able to shoot down Scouts really. If not I need to do some more balancing. Lone Migs with sidewinders are meant to be the counter for lone scouts, but poor against fighters.
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Yeah, I don't want to overcomplicate things too much. All the weapons have their niches so rather than adding a scope to an M-16 you may as well go for the sniper rifle etc. It'd be a pain to balance it all too.
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Half the early problems with lack of tech is not being able to catch UFO's to shoot them down. Some early research to reduce fuel consumption would help with that.
Migs?
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Chris have you approached Matrix Games/Slitherine? They always seem supportive of indie developers.
They've approached us. I'm unconvinced that they can offer us much we can't already do in exchange for the revenue share they want. I suspect I'll get that a lot with publishers.
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Yeah I'm open to ideas on all the colours. Possibly even whether they should be different colours or not - maybe have a different colour for AP and Health and the rest the same colours?
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Hmmm. I hope this is fixed in the build tomorrow, but we'll see. We've fixed one of the bugs relating to wounded soldiers (they'd recover and not be assigned any armour, so the game would crash when it tried to view them) and hopefully it's the same one.
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Yup, this is already fixed in the dev build and it'll be included in the update tomorrow. Thanks.
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I think that's a somewhat overcomplex way to deal with the issue - and in a lot of instances, the fixed costs of an installation would remain the same whether or not it's being used. A storeroom has the same maintenance costs whether or not it's full of stuff, for instance (assuming the staff are still there, which they'd have to be if you want to be able to fill it up again in a hurry). For hangars and vehicles, they wouldn't cost any different if they were empty because vehicles and aircraft have their own maintenance costs

But leaving aside the twisted logic of game mechanics, I don't want to make the game too confusing for a player to run a base - micromanaging every building would be a bit of a pain, particularly across several bases...
You may well have a valid point that bases cost too much to maintain, though - I've made no attempt to balance building maintenance costs yet. Is it pretty crippling?
Any Eta for a Build with Multilanguage?
in Xenonauts General Discussion
Posted
Sadly not. This is something we'll add at release rather than during development. A lot of the translation is done by the local distributors anyway as part of of the distribution deal.