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Oathbreaker

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Posts posted by Oathbreaker

  1. Game hangs when entering a Tactical Mission, still.

    Also still impossible for me to assign scientists to a Research project, the arrow buttons won't work, whether I'm holding down the mouse button or clicking.

    Still no full screen or other resolutions, but I don't think that was intended.

    10.6.8

    iMac

  2. The assets folder got added incorrectly. You need to Show Package Contents, go into Contents/Resources/assets and move assets folder into Contents/Resources. This is made difficult due to the fact there is already a folder called assets in there.

    You could try using the following commands in Terminal.

    mv /Applications/Xenonauts.app/Contents/Resources/assets/assets /Applications/Xenonauts.app/Contents/Resources/_assets

    rmdir /Applications/Xenonauts.app/Contents/Resources/assets

    mv /Applications/Xenonauts.app/Contents/Resources/_assets /Applications/Xenonauts.app/Contents/Resources/assets

    I will make sure we don't have the problem again in the future.

    I can confirm that moving the "assets" folder that actually contains program files into the "Resources" folder makes the game start at least. I did not mess with Terminal due to me being technically challenged.

    Workaround is to re-name, and then name back to the original name, or just move all the actual files into the parent folder, then delete the "child" folder.

    Your final product to get things working should be as such:

    Contents

    /Resources

    /assets

    ...and in that folder, all the "game file"-looking things.

  3. Oathbreaker, your idea was actually done - partially - in the UFO: AfterX series. The problem was that people wanted the numbers behind the names! As it is, people like numbers. As Yahtzee Crosshaw says:

    But anyway. There's also a good playability reason why numbers are preferred to words. When I'm playing a game, if the computer tells me that I have a 30% chance of hitting a bad guy three tiles away instead of a "low" chance of hitting, I'm less likely to look up where the developer is on foursquare, hunt him down and make him eat my shattered keyboard letter by letter because I better understand the absolute figures involved. I may not like those figures and call shennanigans on those figures on a forum somewhere, but I better understand the situation.

    As described earlier - this isn't something that the average gamer will want. I have approximately 12-13 years of military/LEO/bodyguard experience - none of the shots I have ever taken were with the knowledge that I had 63.5% chance to hit - it was always "good shot" or "yeah I can hit that in a few shots".

    Immersion is not for everyone. Some people just like the old RPG standby of having numbers represent everything, and the player having full control and knowledge of who is "5 points better" at this, that or the other thing/skill/magic/axe-wielding than the other guy under your control.

    Immersion for me = being put in the position of the commander having to make decisions. You'd have hit ratios and combat obstacle/range shooting scores to look at, and that's that. Some people get through years of combat training, then get to combat and aren't worth a shit - they just freeze up or can't deal. Others aren't so hot in training but turns out to be THE GUY YOU WANT right next to you when the shit really goes up in flames. It might be the racist, the fuckup, the loser or the stinky guy - but he turns out to be the one you want next to you in the firefight when it happens.

  4. There should be pilot's in the game - fighter pilots. They should get experience in the same way as soldiers. Thus you can have expert pilots for harder alien aircrafts.

    And it should also be crew in the Hunter - for the same reason.

    I think this is a great idea. But there's limited amount of developer time, and the more features that get packed in, the more bugs and the longer it takes. So there has to be a trade off somewhere. Not having pilots in the game isn't that big of a deal. It'd be cool if it was just a name and a nickname and maybe three to four different ranks, with "Ace" after so many kills. No need to even have a picture or implement anything graphically other than

    "MiG-32 Piloted by CDR John 'Bones' McGriffinovskzy".

    This way you would really care if you lost a fighter. It would matter, in a very small, very immersive manner.

  5. Cool ideas!

    I don't know if there are any legal implications with using Google Earth, but there is the open source OpenStreetMap.

    Good solution. Add easily researchable names of major bodies of water like this one: http://www.worldatlas.com/aatlas/lista.htm

    Only half of the ones on that list would really matter, as rivers don't need to be included - just major parts of oceans (South Pacific, Western Pacific, South Atlantic, Sea of Okhotsk and the like).

  6. To make this absolutely clear, again, and once and for all - this is just me irrationally dreaming and maybe possibly getting some people talking. The game is great as is, there's no real need to change it in the direction that I'm talking about - if anything that would possibly LOSE you paying customers, which we don't want.

    That said - Pilot names. Pilot nicknames. Pilot pictures of them standing next to their plane, with one of 50-100 easily done and researched nicknames written under the cockpit like so:

    100520-N-6509M-462.jpg

    Add pilot experience (just one single stat) for some truly nerve-wracking losses when you lose your "ace" pilot. No need to go hog wild on this as a feature, though.

  7. As long as it's not always better to just load up your guys with pistols to train reflexes, I'm okay with whatever system.

    Would love to see Fighter Pilot names and an "experience light" system implemented for them, though. I'd also like an option to hide the attribute numbers on people, and just have them described as "good, average, very good" or similar - more immersive that way.

    If someone wants to run circles with their guys in order to beat the game more easily, feel free - the OP seems to indicate that if there's a loophole-slash-exploit, he feels compelled to use it. I don't. I play to enjoy the game and imagine myself as a real commander.

  8. Workaround for people who would like to be (sort of) notified when a new Mac build is released: Subscribe to this thread and enable weekly/daily email notifications of posting, then at least you'll know when there's a bunch of activity and can quickly find out what's going on. Unless a new thread is created in which case ...SOL.

    For the really desperate, there's a bunch of Youtube people posting videos, see

    Most of which appears to be 12.1. Ymmv. Void where prohibited.

  9. Ok, this will never happen, so no worries. But maybe someone will read it and be inspired.

    No more numbers describing a soldier's attributes. Just their scores on the most recent shooting qualification, their 1.5mi run time and qualifications (medic, sniper school, years of experience, etc).

    No more "45% health left" - just a trail of blood and a guy screaming for help. Shots can insta-kill in certain parts of the body, and people that get hit are generally, but not always, out of the fight.

    Number of APs left replaced by "cautious", "assault" and "patrol" movement - with a hidden percentage chance of the unit getting off a reaction shot based on all relevant factors.

    No more getting rid of base modules for cash - it'll cost you money to demolish, and all you get is small change for surplus sales or junk metal.

    No % chance to hit, just a "Low", "Medium" or "High" chance to hit. Add "Very Low" for when you want to shoot a pistol across the map.

    No "health" % on aircraft, just a real chance to sustain somewhat plausible and halfway-realistic damage that either results in a barely functional, limping aircraft, or a shoot-down with a pilot that needs to be picked up or has a chance of being rescued by locals.

    Each location on the map named via Google Earth, and announced as such: "Air Combat over Juneau, Alaska". "Your base is located in Kuala Mandigo, Malaysia. Would you like to name it after the location?"

    But that's just my idea of most immersive possible gameplay. No doubt most people will prefer Xenonauts in its current form. Still a darn good game, and I look forward to playing it some more once we get tactical combat in the Mac version or I get around to having the cash to build a Windows PC.

    Cheers for the hard work developing this.

  10. Game crash after telling lone Mig-32 to retreat in air combat screen. Can't attach text file.

    Got an email address I can send the crash report to?

    Currently it seems all we Mac users can test is the Geoscape, Base/Management stuff and Air Combat. I suggest we try to get a Base Defense mission to happen, maybe we can get into the Ground Combat that way.

    EDIT: Xenocrash01.txt sent to chris@xenonauts.com - please let me know if that was wrong address.

  11. Permadeath is a defining element of the genre.

    There's always the "Easy" setting. Maybe have it as an easily found option, I'm perfectly ok with that. Then make sure all achievements have a Permadeath (i.e., Normal) version and a no-permadeath (Mr. Restartsalot) version. That way people can't brag without being found out.

  12. 10.6.8 Snow Leopard

    Hardware Overview:

    Model Name: iMac

    Model Identifier: iMac7,1

    Processor Name: Intel Core 2 Duo

    Processor Speed: 2,8 GHz

    Number Of Processors: 1

    Total Number Of Cores: 2

    L2 Cache: 4 MB

    Memory: 4 GB

    No apparent way to play in full-screen. Setting the display to 1280x800 approximates full-screen and makes things readable.

    "Place your first base" the cursor appears to click about an inch below what's high-lighted on screen.

    [Opinion] Refund value for "de-constructing" a base module. Last I checked in the real world getting rid of a building cost money. I suppose selling things for scrap can recoup a tiny bit, but that's counter-intuitive. Nvm, it's not a bug. Sorry.

    Unable to assign scientists to "Alien Invasion" research.

    Unable to hire, scientists or techs or soldiers. I'm guessing the left and right arrow buttons don't work properly.

    "Basic Training" the Start Training button is greyed out.

    When assigning soldiers to aircraft, you have to click the tiny little drop down arrow menu button next to whatever it is that they're currently assigned to, instead of the comparatively much larger screen area of what that is. Not a bug, sorry.

    Game hangs as soon as I start loading the tactical game.

    Ok, off to bed. Cheers for something awesome looking so far. I'll try to stick to bugs instead of opinions and quality-of-life play design issues.

    Day 2, 07 AUG:

    Still unable to assign scientists or click or click-hold on any arrow-buttons. Click-hold doesn't work for me.

    When assigning a location for a base, the base is put where the cursor is, but the area highlighted is about two inches above that. Ok, that should be in pixels, but I wouldn't know how to measure it.

    Unable to "Esc" out of windows that are open on the Geoscape. Wishlist.

    If I select "Abandon Mission" when the Chinook reaches target, then I can't re-target that same crash site with that same Chinook through the menu that comes from clicking on the crash site. Workaround - select the Chinook.

    FFWD buttons on GeoScape are way small. Hotkey/mouseover tooltip is no doubt planned already.

    Black Screen of Death when loading the tactical map. End testing day.

  13. Did you back Xenonauts on kickstarter? You should have gotten a Desura code in your email. might have ended up in your spam folder.

    Make an account at Desura, use that code. Then link the 2 accounts by following the steps in that link I provided earlier.

    Apparently did not back you guys on Kickstarter. Just paid the pre-order and found a Xenonauts.1.dmg on Desura after signing up, it's downloading now at 1.1GB - I should be good to go?

    Anyone care to tell me how much of a p.i.t.a. this will be to get going? Any specific Terminal stuff I need to do to get moving? I kind of sort of know what binaries and libraries are, but ...yeah, that's about it.

    Again, simple instructions = quickly followed by me.

    Edit: It looks like Desura the auto-updating client is not yet Mac-compatible, so I'm guessing it's up to the old grapevine to find out when there's new versions uploaded to download, which I understand is a bit of a pain for the devs. Here's to hoping things work out, I'm in the planning stages of building a Windows PC.

  14. Othbreaker: have you bought the game? could you tie your forum account to the desura account so that it shows a badge?

    http://www.goldhawkinteractive.com/forums/showthread.php/145-How-to-claim-your-Pre-Order-forum-badge!

    I don't know anything about Mac but I can't seem to tell which Mac OS you are using? Shouldn't you provide that info?

    10.6.8 a.k.a. Snow Leopard

    Edit: iMac from about 2006/7 iirc. Never used Desura before.

  15. 10.6.8

    Hardware Overview:

    Model Name: iMac

    Model Identifier: iMac7,1

    Processor Name: Intel Core 2 Duo

    Processor Speed: 2,8 GHz

    Number Of Processors: 1

    Total Number Of Cores: 2

    L2 Cache: 4 MB

    Memory: 4 GB

    Where's the download link?

    Edit: I'm guessing you have to pre-order and/or get a personal email from the devs from speed-reading this thread? Could've sworn I backed the ...nevermind, guess not. I'm not an expert on Terminal but can follow simple directions (former Navy Diver, I'm used to procedures) and I was rather good at X-Com and Chaos Gate.

    If a dev reads this and wants another Mac beta tester, you should have my email.

  16. Hi.

    Oathbreaker (Coldbear back in my WoW days, made movies etc.) here. Been playing X-Com and Chaos Gate forever, looking forward to Xenonauts and the XCOMEU reboot.

    1. No female sprites and asian/african sprite facial colours is a bit of a letdown - here's to hoping you can let someone mod it in.

    2. Love the addition of the small, easy, simple tactical air intercept stuff. I wish you'd have an option to "Remain in the fight despite not enough fuel to return to base." - In the real world people have that choice to make and if there's international cooperation you may be able to land at a friendly air base. Then again, might make things too complicated.

    2.5 I'm sure it's way too late in the development for this, but here's some easy, simple and realistic immersion-driven things for the current iteration of the tactical air combat stuff: A) as above, button to click saying "screw the fuel restriction, I'm chancing it" with a severe risk of having to eject (very likely over an ocean) and lose the pilot, or getting the plane stuck at an unfriendly airport, or crashing the plane; B) when a modern fighter aircraft takes damage, it's usually not incremental - you take damage and the plane is done, or you might be able to take a little bit more and then you're done and have to eject - the whole 1% increments of damage with enemy attacks taking a certain percentage or "aircraft health points" is a game-driven, imaginary UI, solution that's just fine but hardly immersive. Oh well, it's just a game after all and not a simulation.

    3. Carrying big huge heavy stuff in backpacks. Ok, this was done in the original X-Com. But ...really? Stuffing an alien body in your backpack in the same amount of time that it takes you to run 20 feet or fire off your gun on full auto? I have never carried aliens but I have carried other people plenty in the military - they don't stuff into backpacks, generally speaking.

    Finally, huge props for the tactical air combat innovation and the "hey this building has taken so much damage it should fall down" innovation. Thanks, and I'm looking forward to the finished product. As soon as I've finished building a PC I'll get in on the beta.

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