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screeg

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Everything posted by screeg

  1. UI's should be (ideally) designed for the lowest common denominator. As soon as you start saying "Well, what the user should be looking at is...", you've got a second rate UI with a side of excuses. If the AC identified the planes as A, B, C, or if the game assigned randomized callsigns to the fighters, there wouldn't be an issue.
  2. I rename my planes right from the start so I don't get the auto-designated numbers confused with the randomly assigned 1, 2, 3 on the AC display. In a polished UI, these kinds of confusing details shouldn't come up.
  3. For example the title of the fighter plane armament acting as a link, but not the graphic?
  4. They're right about the firing animations being off, way off in some cases, as in entire animation of machinegunner firing happens and is finished before bullets/sound effects. With him it's not a matter of the animation playing slowly, but starting too early. I have a background in character animation and fractions-of-a-second delays can still look terrible. Forcing players to watch drawn out animations is a pet peeve of mine too, but in Xenonauts the avatars are so well done it doesn't bother me. I don't think they're overly long.
  5. Yeah, what DK said. If you're going to give people a 90%-of-perfect auto-resolve, just give them the perfect auto-resolve. It's a button, right? If people want to fight every combat, they still have the option to do so. Is ground combat airstrike something introduced in v20, or am I missing it?
  6. This is all good advice for dealing with terror missions. I don't equip everyone with rocket launchers, since that sounds kind of dull. For me, using plenty of smoke grenades was the turning point. Having a scout with a riot shield's not a bad idea either, especially for base missions.
  7. This (perfect resolve air combat) sounds like a brilliant suggestion! Yes please. While ground combat could theoretically remain fresh for a long time thanks to the variety of terrain and aliens, air combat definitely does not.
  8. I hope Chris doesn't fall into the indie dev trap of balancing the air combat for people who've been testing the game for two years, and are therefor veterans already. I'm pretty happy with v19. I had to learn the ropes and play carefully with lots of pausing, but it feels fair and is never based on reflexes. The combination of increased maintenance, decreased ability on Condors sounds punishing.
  9. Yes, there was a tiny shortcut corridor between rooms, with a vent panel at either end, and that's where the last guy was hiding.
  10. If aliens are going to start burning up their own ammo, an option to toggle off overwatch would be useful. Might need to conserve alien ammo. Also, the machine gun is still a sloppy weapon (another reason not to have default overwatch). ---- Is v20 stable still anticipated to be released by Christmas?
  11. Do bases without living quarters or without any garrison of soldiers, or any base other than your starter, ever get attacked?
  12. I don't think you answered my second question either. Does the Steam client need to be running independent of Xenonauts in order to launch the game?
  13. It's sitting in stores. In the hangar, there's no icon for new armaments and clicking on the auto cannon does nothing. While I'm here, can someone who's downloaded the Steam version tell me: do you have to run the Steam client to start the game if it's installed this way?
  14. Which raises the question of what does the power core look like? And after the ass-kicking we took it still sucks to get no money. Think I'm going to try an earlier save and killing them again. --- You know, the thing I saw that I thought *should* be a power core, a massive glowing machine in a square room, got blown up early in the mission. ---- Solved: one unit was hiding in a tiny corridor accessible only by vent, which I didn't know was a thing.
  15. I saw a post where someone complained about a room in a Xenonauts base with no doors. That would explain my dilemma.
  16. Just spent three or four hours clearing my first alien base. Now we're stuck with Hidden Movement popups and no living aliens. I've been into every corner, there aren't any left and it sucks. Is this a known bug?
  17. So it's possible to take the Sebilian base out with conventional ballistic weapons (and explosives)? Man are they mopping me up.
  18. I bagged my first Corvette last night, thanks to your advice and tips from the other thread. I have plenty of experience with turn-based tactical games, but I definitely needed the tips for air combat.
  19. I watched some of your video on aerial battles. Haven't had a chance to try out new strategies yet, but I'm sure it will be a great help to me. Once the game is released, I think your videos will be very popular, but you should break them (or at least the air battles ones) up into smaller parts, one per battle type. Also, since you include very little text, it might be an idea to use call-outs (like yellow circles) to show what you're clicking in the interface when you're changing the throttle or launching missiles. Thanks for your hard work!
  20. Ah ha! That's very interesting, especially that Foxtrots can't roll despite having a "roll" button. The enemy seems to (wisely) concentrate fire on one plane and down it. I'll give this a shot.
  21. This is early game. I researched the Foxtrot in a hurry only to find out it has no cannon. Anything better than a Light Scout I can't seem to handle with the Condors. Any advice would be appreciated, or if there's a thread on this topic already point me in that direction. Thanks!
  22. I figured it out by accident. The empty white-outlined box on the black column *seems* obscure, but maybe I'm just blind. Thanks.
  23. Ah, makes total sense! Unfortunately, there is no such tab, although I do have an empty hangar. I'm running v19 since I'm boycotting the Steam client. Maybe that's the issue?
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