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Posts posted by Chris
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Basically everything said above is correct. For the vehicles, using them as cover would have pretty much the same effect as just standing behind them as they have a 100% stopping value (ie, they stop 100% of the shots passing through the square they occupy).
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Nope, we don't have any knockback weapons yet. It's an interesting idea, although we'd have to think carefully about how it would work in-game. Shooting an alien off the roof of a building would be pretty awesome though. I suspect the animations required would be too much trouble though.
In terms of vaulting over cover and kicking people in the face, I very much doubt that'll be making an appearence in the game
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Flames have a 50% chance of disappearing and turning to smoke each turn, and smoke has a 50% chance of dissipating each time. The fire mechanics we will implement in the final game is that any flammable tile hit by a flamer is instantly destroyed and replaced with a fire, and any flammable tile that ends a turn with a flame tile next to it will automatically catch fire too. Yes, the graphics need an update, we're aware of that.
Morale penalties - yes, this is a possibility. Bring it up in the beta testing part of the game, I think. I'll write a wiki post with the current morale values and how the system works, because I imagine that's something that we'll want to polish up some more too.
There will be alien weapons that behave like flamethrowers, so you'll get flamer upgrades later in the game that behave the same way.
Re: cover, the flamer ignores cover. It only bounces back off structural walls, but will ignore cover (waist high) walls for propogation purposes.
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Yes, well done on fixing my broken quote too...
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I'll allow it for now, but it should really have been discussed in the Modding section.
He's finding his feet!
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Raidsoft - yup, that's what we're working on now.
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Yeah vision cone and visual range is now tied to the armours. We implemented that last week, I think...
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Yeah I'll create a subforum for it shortly.
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Yup there'll be more on the new site
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Nope, we can rule it out at this point. It'd be a LOT of effort and we'd rather just get the game finished at this point
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Ah. The old shortcut was 'W', not 'Q'. I'll go update the wiki.
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You're loading up the _editor version of the build, and pressing Q?
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Yes, we're currently implementing a system where you can shoot specifically at terrain objects - this makes them much easier to hit as their stopping value is assumed to be 100% (as the soldier is shooting at them, rather than shooting over them)...
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Enough with the World Cup discussion. It's been a painful old watch for me.
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And in 140 characters or less. Perfect.
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Although your suggestion to let sub-maps go off the edge of the level would solve it, it'd also allow people to put buildings half on the map, which would look a bit strange. I guess that would just be bad mapping though...
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You're referring to the level editor, right? Unfortunately in terms of making multiple road sections, that's just the nature of the beast really. It's not hard to create those maps in the sub-map editor, but it's hard to fit them together if you using only blocks of 5x5 roads.
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I'm sure it will bear some tweet, tweet fruit...
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The mapping information should be available in the wiki. I have put together a page explaining the basics of how to create and modify battlefield maps in Xenonauts here:
http://xenowiki.goldhawkinteractive.com/index.php?title=Mapping:_Creating_new_in-game_battlefields
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Alright, character limit up to 25,000 and 40 images per post now.
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Gazz, you don't like X-Com?
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OK, so the wiki is meant to be a community tool really. It's not intended that I sit here and populate the entire thing. However, in order to get it started, I'm happy to write a few articles.
What would people like me to write them on? I'm going to start with something on the Terrain Editor as I think it's a shame nobody has done any mapping yet (maybe I'll create a new subforum for it), but what would you like after that?
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For the logo or the Xenonaut badge, the white alien head against a black circle could work. We're sort of missing a logo too, unfortunately...
"Tactical marker" placement & related functions
in Xenonauts General Discussion
Posted
I do intend to implement something where you can re-order the buttons on top of the GUI to put them in any order you like. It's been requested several times and I think it would be a useful feature.