-
Posts
11,885 -
Joined
-
Last visited
-
Days Won
660
Content Type
Profiles
Forums
Events
Downloads
Posts posted by Chris
-
-
Yes, we're going to try and make the GUI more visual in the coming months. Thanks.
-
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).
-
It seems an unexpected threat that this game poses to Xenonauts is to cause our normally-harmonious community to dissolve into pointless circular arguments.
-
Thanks for these. I've committed your changes to the codebase - if it turns out you've ruined everything I'll just revert them

-
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.
-
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).
-
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.
-
Incidentally, the last week or so has been very good in sales terms. We do certainly have that advantage too - even if Firaxis make the best game ever and blow us out of the water, you can't buy their game yet.
We're working on some new stuff right now that should make the game much more suitable to show in trailers etc.
-
Some of these are good ideas actually. I'm not convinced by the soldier death and alien reactivity ones, as I think they're important to the game even in easy mode. I rather like the starting base / starting resources one and the alien infiltration mission ideas though, I'll add them to the 'possible things to implement in beta' list.
-
How do you know what signifies ranks in the Xenonauts? They may not follow the same rules as the rest of the world and, frankly, whoever it is that controls a paramilitary organisation with the most advanced technology on the planet will probably still get plenty of respect even if they were wearing a Private's uniform.
The design of the uniforms is more about making it look nice, and having enough detail on it that it can be split into 4 logical steps of difficulty (I think we've done that). It's possibly not completely accurate, but it gets the point across.
And it makes more sense to me that a harder game would have a higher rank. That's pretty much standard for games like this, no? It's meant to represent the level of ability you must have to complete the game, rather than the power you wield.
-
Hmmm, I didn't know that. Let me get back to you.
-
I imagine we'll try and roll out Build V8.61 on Monday or Tuesday, specifically targeting the UFO fighter crash bug, the 1280x1024 mission end hang and the flare/machinegun sprite issues. Those two crash bugs seem the most problematic at the moment.
There'll be a pause before V9 after that (barring any urgent bug hotfixes) because we're gearing up to start work on the new AI model and that's going to involve rewriting some of the code architecture.
-
I don't think that many people are really writing off Firaxis' game as likely to be terrible, just saying it won't be completely identical to whatever we make. Having it slightly watered-down for consoles is also something that might count against them.
We've got a good few months before they hit the market though, so there's time to flex our own muscles. We're not automatically dead in the water because they're making an X-Com style game too.
-
Just reproduced this, thanks. It appears to be linked specifically to the 1280x1024 resolution, which is strange. I've never seen a bug in this game linked to a particular resolution before. I'll get it reported to the combat programmer.
-
OK. Is this a fresh game started in V8.6, or is it an old one from V8.5?
Could you post up the save game too please? That'll make it easier to get it fixed.
EDIT - oh wait, never mind. It's still reproducable in WinterWolves' save game file. I'll just use that.
-
Added a couple of pictures to pretty it up. Previously you couldn't upload pics, but now you can. So if other people want to add more they're more than welcome.
-
EDIT- Damn, too slow!
-
The ammo boxes are also far too light, but I'm not sure where that's changed.
Fair point. I don't actually think this value can be modded at the moment. Really, it should be part of ammos.xml. I'll add that to our to-do list.
-
I'm not sure we'd necessarily include it with the game (unless we put it in a seperate folder somewhere perhaps); but I'm sure we can host the files on the wiki or something so it's easily available for all. Once it's fully-functional, of course

But it's certainly looking good so far, Quartermaster! One more piece of logic I'd suggest - if a weapon type is set to normal, the 'Recoil' attribute should be greyed out as this only applies to heavy weapons.
-
I think the problem comes when the game is not set to the native resolution of your monitor, right? Go to control panel > Display and find out what your monitor is set at, then choose that display mode for the game. Let me know if that helps?
-
Updated this now, thanks.
-
Not yet, maybe in beta. I can see the use but it's not a high proirity issue for me.
-
Odd. Just dropping items on the ground does not cause a crash in itself. Anyone else had this? Had the medpack been used at all?
-
Yeah, I'm starting to draw up some plans and beating them to market is a good idea. Really, the game should be completely feature complete in 6 months and we'd just be doing general polishing and balance work at that point - which means we should be able to release demos and preview builds etc to make it clear we also still exist. Assuming we're not already out by then.
Jet fuel?
in Xenonauts General Discussion
Posted
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.