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Donkeyfumbler

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Everything posted by Donkeyfumbler

  1. I really like it. The music was one of the key factors in the original X-com, in terms of amping up the tension and atmosphere, and it does just as good a job here.
  2. I agree with Chris. More tilesets would obviously be better - variety in the missions is important if the game isn't to become stale - but I'd prioritize a jungle tileset over an oil rig one (awesome as I'm sure it would be).
  3. Ah cool - it's been suggested before. Hopefully if it's that obvious, it will be implemented
  4. Thanks for the info Chris. I imagine others could be added once the game is out and everyone buys it (which of course they will), but that's a fairly good list as is. If you do have the chance to add more maps in the near(ish) future, I'm sure it wouldn't be just me who would be grateful. It would certainly make it more likely for me to keep playing into the game and so help pick up on bugs or other things.
  5. Hi, I made this suggestion in a larger post about my first impressions but thought I would post it here in the right forum as well. Would it be possible to have an easy way of overriding the fact that you have reserved APs for reaction shooting? At the moment, you have a great way of showing, via the green/orange/red squares where I can move my men to. If I move them to a green square and then suddenly see an alien and want to duck into cover, but that would use up my reserved APs, I have to go to the slider, drag it back up to the top so I have no reserved APs and then move again. Fiddly and time-consuming, given how often you need to do it. Similarly if I wanted to shoot then and there, but don't have enough APs as they are reserved I have to do the same - go to the slider, move it back up, then shoot. How about allowing us to shift click on an orange square (to move) or alien (to fire) which would automatically disregard the reserved APs without touching the slider?
  6. Gauddlike has it as I mean it. I'm not suggesting that I would do it, even if it were possible - I don't have the skills or time I'm sure - but it never ceases to amaze me how much effort some modders are willing to put in if something is possible. As you suggest, knowing that being able to create a new tileset is possible and then being able to slip it in, either as a random rotation or an area specific thing might be enough for someone to feel it is worth giving it a go. I really feel that it is important to have as much variety as possible in the missions for the game to have decent longevity.
  7. Thanks for clarifying Gauddlike. It's good that level maps can be (relatively) easily created by modders too - hopefully once the game is release and becomes as popular as it deserves to, we will have people creating them. How easy would it be for people to create entirely new tilesets and add them to the rotation?
  8. Are the current plans then just for the two tilesets - farm and industrial? How many did the original X-com have - I think it was more than that wasn't it? I do remember reading that there will be Terror missions so presume there will be a new tileset for those There is definitely going to be tileset randomization though? Rather than a finite number of manmade layouts?
  9. Just pre-ordered after lurking here for months and thought I would scribble down some thoughts as I went through my first hour playing. I'm used to playing X-com and other x-com-like games. 1. Can't tick the tooltips option in the main menu (but they seem to be on anyway) 2. Geoscape is very X-com - nothing here really that seems different or that I can't grasp fairly much straight away. 3. Intercepting UFO's - no idea what to do here or what the options are. Tooltips for some things and not for others. What does it all mean? My Aircraft shoot the UFO down anyway. 4. First mission. Lovely graphics. Try to zoom but I can't - realise that's not possible with the graphics - not really bothered. 5. Great music - very X-com. 6. Hidden movement 7. Like the way of showing how far you can move and the path you will take - very clear. 8. Would be nice if there was a way of forcing movement or firing regardless of whether AP are reserved, rather than having to use the slider (shift click maybe?) 9. Burst/single shot button rarely works - doesn't seem to light up all the time when mouse is over it. 10. Mission over. Like the mission and kill counts, but the vehicles don't seem to increment - mine says 0 for both when it was the one that killed the only alien. 11. Want to build a new base - no idea how much it costs before I do though. 12. Mission 2. The same map (and UFO in the same place) - disappointing. I knew there was only one tileset, but assumed there would be more than one layout. Maybe I just got the same one twice by chance? 13. My men don't have their full AP on the first turn? E.g. one only has 49/57 but the green bar is full on the battlescape under their portrait - assume it's a bug. 14. Full AP on second turn. 15. Nice light effects for dusk. 16. Can't get in the UFO . Hope that changes. 17. Aliens don't appear to shoot back or even come after me (version 9.2). Pop round a corner, shoot one, pop back and then next turn it's still standing in the same place. I know it's only very basic AI but thought it might be a little more clever. Only an alpha though so no worries. 18. Mission 3. Same map - it is just the one layout. Not sure I can keep playing just that 1 map regardless of how good the rest of the game is Anyway, it's all looking good from what I can see. A lot of work left to do though - hope you can pull it all together in time for the release date you have planned (if it is still to release at the same time as Firaxis).
  10. Hi There, Long time lurker who's been following the game ever since it was first mentioned over on RPS and I've now finally bitten the bullet and pre-ordered. I still have my floppies with UFO: Enemy Unknown on (and TFTD and the CD of Apocalypse) and I think I've tried all the various remakes, reimaginings, reinventions etc. at one point or other over the years, without ever quite finding 'IT' (whatever 'IT' was/is). I'm hoping this one is different, but from everything I've seen and read it looks as though it is going in the right direction (hence the pre-order). Have to say I'm also looking forward to the Firaxis reimaging too - more than enough room for both Good idea to make the alpha available - it was the Firaxis stuff that pushed me over the edge from wanting more XCom to needing it now! I look forward to trying it out once it has downloaded and will share impressions on the forums here.
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