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Posts posted by Chris
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Okay, given this thread a read. Here's my thoughts:
Firstly, I've moved towards a manually-triggered cover system recently, completely independently of this discussion. The trigger was putting in the vaulting mechanics, which basically leads to soldiers autokneeling a lot when you're trying to jump over things and it just gets annoying. Whether or not this discussion had taken place I think I'd be looking seriously at manual triggering, so you guys are in luck as this removes the main obstacle for manual kneeling.
AnotherDevil - your system has some good ideas in it. I don't like the extra rotation cost for being in cover, but the increased stopping value for obstacles is a good idea and probably was the missing piece of the puzzle in my head. It means that kneeling is the ideal thing to do when out in the open in big open battlefield (which would make sense), but if you're trying to snipe an alien oast several obstacles, you want to be standing up. The accuracy bonus vs the increase in cover given to the enemy is a good tradeoff in my book.
I like the suggestion that AP turning cost could be doubled when kneeling as well as in cover too. I don't like penalising people for being behind cover specifically, but having kneeling soldiers require more APs to turn (as well as the 4AP spent kneeling and 4AP spent standing) would cancel out the suvivability gain.
Also, we already plan to put something in where height levels give a reduction to the target's cover save, so that's already on the cards.
In my new system, then, cover would just be a defensive bonus for anyone in that tile. They'd recieve say half of it if they were standing up, and all of it if they're crouching in that tile.
In terms of animations, this is literally going to be the worst thing ever. We've scrapped all the kneeling fire animations, and in this case we'd have to put them all back in. That's no small ask, but I guess if we have to do it then we'd have to do it. Ugh. Something I could really do without though.
I think we'd probably just entirely scrap the cover lean animations as needlessly confusing if we go ahead with this.
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Yea it's in the latest dev build, so it'll be in V8 when it arrives.
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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.
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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.
Flamethrower Mechanics
in Xenonauts General Discussion
Posted
Yeah, but it depends on what is classed as flammable. Stuff made of wood and cardboard would be, but vegetation grass isn't flammable per se.
I guess we might have to divide tiles into 'flammable' and 'burnable' with the latter being destroyed if hit by fire, but not actively spreading the fire.