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Chris

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Posts posted by Chris

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

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