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Posts posted by Moonshine Fox
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Honestly? I'd like to see the randomness from XCOM back. I don't really mind the tileset that much. The original didn't have too many of those, after all. But having the exact same layout over and over again and knowing exactly where the UFO is ... it's just enough to knock my enjoyment right out of me. I stopped playing yesterday just because I got that map for the fifth time in a row. It's simply very unfun.
So I'd say more maps. Or at least random maps. Positioning wouldn't help if you know exactly where the UFO is.
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To me personally, map variety is the big bugbear. Whenever I land in a desert area (which seems to be really often) it's *always* the same kind of military base in the desert with one local defender and two civilians, a UFO to the northeast and 9/10 times Sebillians. It's getting very old very quickly. Much much more so than the Firaxis XCOM and it's set maps.
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It's a game that stands on its own and I enjoyed it thoroughly. Still play it occasionally. I'd say you'd be a fool not to pick it up. It's not THE XCOM but it's a good game regardless.
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It's always great if there's a notification whether the attack succeeded or failed. Perhaps a floating text saying "Succeeded!" or "Failed!" depending on what happened?
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Finished it in a couple of hours, while trying to work. Very gripping and insanely hard to put down to get some actual work done. Thank you! Very well made!
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This is precisely how I feel as well.It is impossible to erode the value of "I contributed to this game being made". -
I find myself agreeing with you on almost every points. I also found the interception to be a real snorefest. They actually managed to make it worse than the original, which is quite the feat
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...umm...who's this d*****? I've read this entire thread and you have a severe lack of manners. Welcome to MY ignore button.Well lets have a look shall we? I posted on the 24th September 2012 @ 20:27 and it's took you all of 30hrs to think up that hilarious reply. Say hello to my little friend, the ignore user button.p.s. you don't spell appreciate that way ;-)
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I thought that for a demo it was utter tripe. Two incredibly short missions, of which one was 95% scripted, set on easy. What da?
As for the game itself, combat is absolutely different from the original, but I'm finding that I was enjoying planning and that I actually "commited" more to each move, knowing I only have two moves tops. I liked it and I will certainly like the full game once I get out of that horrid scripted tutorial
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I'm so excited for this game. All I've seen and read up until now have only made me want to play it more. I was very cautious in the beginning, but Solomon's team have really done their best to keep it solid.
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I absolutely adore this game. It's bloody amazing. I just finished it last night, beating the final boss with only a sliver of hull left. Managed to get the Stealth Cruiser and the Zoltan Cruiser unlocked as well. I foresee MANY, MANY hours ahead of me with this game
EDIT: Protip for beating the last boss: Take out it's missile launcher (the first on the right side, from the center) first. Get it out of the picture, and almost anything he throws at you in any phase is tankable with 4 points of shields (aside from the Laserburst flurry in phase 3, but if you have a cloak you can always dodge that).
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It only "cheats" in the sense that it has x1,5 resources and buildspeed. It also has Omni sensors on everything, instead of Visual/RADAR/SONAR. It's not omnipotent as your run-of-the-mill cheating AI is. I'd rather call it "AI with handicap" rather than outright cheating.example of cheating AIsupreme commander on highest level
EDIT: Baah, derail! Sorry >_<
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Yes, I noticed that they appeared after alt+tabbing.
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Seeing this as well.
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I can't see anything because the image is so small.
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You're still burning after 25 pages of bad puns?
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As far as I heard, XCOM will not be a Steam exclusive on PC, so you should be fine if you don't like Steam.
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No prob. Do you mean combat-wise?
I can't really think of examples that spring out; although I know people that designed (learning) combat A.I.'s for Neverwinter Nights.
The problem with game A.I. is that the game industry has become very, very good at creating "good enough" A.I. (An almost direct quote of Alex from GameAIDev.com). There's not much incentive to construct A.I. for the hordes of goblins that will only be on screen for a couple of seconds, or A.I. that is practically invincible. :-)
In other terms, there are games like Dwarf Fortress where aspects of "A.I." (I'm using the term extremely liberal now) really contribute to the game.
I'm going to regret this: Chris M. Parks thesis on designing emergent AI for AI:War. Hopefully, that doesn't detract too much from your work. But it's a damn interesting read, and hopefully, there's something in there you can use.
Also, WELCOME! AI Coders are something of a "hero class" to me. You guys do pure magic with numbers.
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You reminded me of the article on FEAR's excellent AI.
I was thinking the exact same thing.
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//215 - Sylvie Gautier <3
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Now we're talking.
Mouse Hot Spots are TINY!
in Xenonauts General Discussion
Posted
Yes, I've noticed this too. It absolutely drives me nuts sometimes when you have to fight to find the proper spot.