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Posts posted by Chris
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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?
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Yeah cruise missile tech could be an idea. I don't think we want two radar tech though. Maybe a battlefield effectiveness one might also be worthwhile? Not sure if I can think of anything useful though...
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It should be sent to you at the email address linked to your Desura account when it comes out.
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Mmmmm, it's possible. I was in contact with them about 9 months ago but they turned us down. Admittedly the game looked rather different in those days though. However, I suspect they'd want too much of a cut of the profits to make it worthwhile for us to do it...
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That bit's not finished. There'll be the existing person graphics for the dropship bit in there, except they'll be black rather than white.
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Fair point, actually. The debug version has a 'lose mission' button so it's more that we've just not bound it to a button / menu option yet. Probably should do that.
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There's a weapon in the secondary slot in that first image, Tnoyce, though why it's not displayed in the primary slot as normal I don't know. I have actually seen this happen occasionally too, I'm just not sure what's causing it - possibly it's people dragging weapons into the hands of soldiers and putting them in the secondary slot instead of the primary? I don't really know.
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Or a wider number of people donating money by buying the game, ideally.
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Thanks. Hadn't noticed that before.
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Damaged walls? Hmmm. It's possible that they might have their tile properties set incorrectly I suppose. A screenshot would be really helpful here.
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Yeah, we've had similar issues. Once a save game crashes, it's not loadable any more until I restart my PC. We've done some work on the save feature and hopefully it'll be a bit better come next build.
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Hmm, no, it's not intended to work that way. It's a relatively low priority fix but we'll get it fixed up eventually.
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If possible, try and remember exactly what you did to cause the bug and post it up here. It's difficult for us to work out what's causing it otherwise because it doesn't normally happen

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Well I think the idea about UFO analysis might still be the strongest candidate. It makes sense from a lore point of view because there's lots of UFOs popping up everywhere instead of just one that appeared 20 years ago. That means there'll be a lot more tracking data to play and experiment with.
This would quite easily lead into a way to refine the radar signals in order to get an idea of the size of the UFOs (and whether they have escorts or not). This would also be a good scene-setting project from the lore point of view - the basic premise is that the UFOs are vastly superior to human interceptors but are poorly suited to aerodynamic flight, which makes them vulnerable. If we explain that early then it plugs a bit plot hole right from the opening.
So that's one possible research project. Ideally we'd want another two.

Threat Indicator in Ground Combat
in Xenonauts General Discussion
Posted
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