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Kaiphus_Kain

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Everything posted by Kaiphus_Kain

  1. I disagree with you here, unless you know programming well, specifically the medium Chris and the team are using and how or what would need to be done then you can't suggest it is simple enough, it could be fairly minor or it could mean creating a massive amount of work in all layers of the game to add a system that effects both ground combat and the geoscape etc. What sounds simple enough may in effect be stupidly complicated or time consuming, only Chris and the team can know that one.
  2. Whilst I understand where you are coming from here I believe there would have to be a fairly major re write of large portions of the game to make any changes to the rank anything more than cosmetic, at this point I doubt highly that there is the time or money to do a major overhaul and creation of a completely new way of dealing with the way soldiers work, I could be wrong but based on past posts I cannot see it happening. Edit: To put it another way, currently the Rank system and its names are like painting a wall of your house, completely cosmetic, what you are talking about is rebuilding all the walls while the roof is still on, major engineering.
  3. There is also no good reason to mess with them since they are essentially meaningless, it's an aesthetics point only. You could just change it to something like Operative and Specialist etc, it still wouldn't make any real difference. Edit2: To Clarify, changing the ranks serves no purpose unless you change a hell of a lot more to make it do something other than be a basic visual aid to a units experience/progression.
  4. Ruggerman, I can tell you with 100% conviction and around 12 or so years experience running multiple forums and various forum software, including the one used here that the rank/title system in any forum software is an arbitrary pointless exercise that means nothing at all. Seriously, the standard IPS forum software is purely based on post count, any customisation is normally just the title name or to just stop people spamming for the higher title, the exceptions are normally only moderators and admins though custom titles are possible but have to be set on a per user basis. The only thing that matters on a forum is post content, not post count.
  5. Possibly but you can set a user to a specific rank easily in IPS so that was my thinking. Edit: Could be how long you have been a member of the forum instead of number of posts, not sure if there is a plugin for that but it would fit the bill potentially.
  6. Actually I think the rank I have is likely a backer level in this case, unless the guy running the forum has installed some specific addons the IPS board only uses post count for the ranks (unless manually set for people in groups, Kickstarter Backers for example) I say this as someone who first used IPS forum software when it was originally released and many others before that for many years on quite large sites. Bottom line is though it really doesn't mean anything, its just an arbitrary piece of information that has no value, you can have 30 or 3000 posts, what matters is if the posts are worth posting. (I am in no way saying my or anyone else's posts are better or worse or have more or less value than anyone else)
  7. Its an arbitrary rank based solely on the number of posts, most forums have this function built in and usually it takes quite a few posts to gain the next rank, id guess the next rank up from rookie is between 100 and 200 posts. Edit: That said it is possible there are ranks for backers or the system here is based on reputation instead (this would stop spammers ruining things for post count) Standard IPS Board is just based on the post count though.
  8. I have no interest in crap that goes on in Reddit, I was responding to your comment in regard to my own thoughts and actions, as for the last part, not entirely sure what you are trying to imply but maybe you should think before you post.
  9. If Snapshot had done this and honoured the GOG/Steam keys for backers then yes id not be bothered at all, I personally do not wish to use Epic due to the parent company and a few other factors but I don't have any issues with more competition for Steam as such. That said I really hate exclusivity crap, I think it just causes issues in the industry for no good reason. From what I have been hearing they got enough to cover everything they got from backers and site sales being refunded and keep the lights on for the studio for a year, if that is true then I can certainly understand them taking the deal.
  10. For me it is more that I do not use Epic store, have no wish to and backed the game on the basis I would be able to use it in Steam, not a steam fanboy its just over the years that is where my largest collection of games is and I have no desire to install yet another store system for one game. I'm not a massive fan of Epic but that is not my prime reason for not agreeing with this change by the devs. Your comment about hurt campaign is frankly childish, disagreeing with someone and not wishing to be involved with them after actions you may deem unacceptable is not a hate campaign.
  11. Chris, you guys are awesome so if being a smaller fish releasing great stuff means you can never sell out to Epic then whilst I hope you make loads of money id rather you make enough and keep being you. You will have more fans for longer that's for sure.
  12. Sadly I have had to request a refund on my Phoenix Point backer, I cannot and will not ever support the Epic Store, huge mistake on Gallops part but Epic must have paid them more than the potential Backer money/refunds made. Really disappointing as I have been a big fan since the first days of his games.
  13. Agreed though a very minor bonus on spread of burst fire could be obtained crouching due to the recoil aid but it would be tiny realistically. Defence bonus just makes much more sense, smaller target, harder to hit.
  14. Cant shoot the guy, no reason why that I can see but the weird clipping happened as soon as I went in and now I cant shoot either of them Doh! Better make that can't do anything after my guy died in the ship except move the rest about, no other function works, cant even end turn.
  15. Little buggers shoot and see through Hedges! Guy was shot from the marked spot, looked like the hedge shot him
  16. Just had a CTD on a ground mission, full team in the medium scout UFO, crashed as one of my units died to one of the little creeper grey guys, aliens turn. 2018-11-28 21:50:20,259 [FATAL] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:511) [INITIAL CRASH] System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[Common.Board.Slot].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635 at Common.Board.Board.GetSlot (Int32 addressID) [0x00008] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Board\DataStructures\Board.cs:286 at Common.Board.Board.GetSlot (Address address) [0x00009] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Board\DataStructures\Board.cs:276 at Common.Board.Board.StepOn (Artitas.Entity entity, IEnumerable`1 footprint, IEnumerable`1 natures) [0x00018] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Board\DataStructures\Board.cs:227 at Common.Components.BoardComponent.StepOn (Artitas.Entity entity, IEnumerable`1 footprint, IEnumerable`1 natures) [0x0000a] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Components\BoardComponent.cs:21 at Common.Board.Systems.GenericBoardSystem.<OnInitialize>m__3 (Artitas.Entity entity, Common.Components.FootprintComponent footprint) [0x0000d] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Board\Systems\GenericBoardSystem.cs:61 at Artitas.Family+<ComponentAdd>c__AnonStorey12`1[Common.Components.FootprintComponent].<>m__0 (Artitas.Family family, Artitas.Entity entity, Int32 cID, IComponent rem, IComponent add) [0x00022] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Family.cs:697 at (wrapper delegate-invoke) System.Action`5<Artitas.Family, Artitas.Entity, int, Artitas.IComponent, Artitas.IComponent>:invoke_void__this___Family_Entity_int_IComponent_IComponent (Artitas.Family,Artitas.Entity,int,Artitas.IComponent,Artitas.IComponent) at (wrapper delegate-invoke) System.Action`5<Artitas.Family, Artitas.Entity, int, Artitas.IComponent, Artitas.IComponent>:invoke_void__this___Family_Entity_int_IComponent_IComponent (Artitas.Family,Artitas.Entity,int,Artitas.IComponent,Artitas.IComponent) at (wrapper delegate-invoke) System.Action`5<Artitas.Family, Artitas.Entity, int, Artitas.IComponent, Artitas.IComponent>:invoke_void__this___Family_Entity_int_IComponent_IComponent (Artitas.Family,Artitas.Entity,int,Artitas.IComponent,Artitas.IComponent) at Artitas.Family.UpdateEntity (Int32 entityID, Int32 componentID, IComponent previous, IComponent next) [0x00082] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Family.cs:487 at Artitas.Managers.FamilyManager.UpdateComposition (Int32 entityID, Int32 componentID, IComponent prevComp, IComponent newComp, Boolean added) [0x00044] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Managers\FamilyManager.cs:276 at Artitas.World.MutateComponentOnEntity (Int32 entityID, Int32 componentID, IComponent previousC, IComponent nextC, Boolean added) [0x000b6] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:319 at Artitas.World.HandleDelayedMutations () [0x000c5] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:280 at Artitas.World.MutateComponentOnEntity (Int32 entityID, Int32 componentID, IComponent previousC, IComponent nextC, Boolean added) [0x000e8] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:326 at Artitas.World.HandleDelayedMutations () [0x000c5] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:280 at Artitas.World.MutateComponentOnEntity (Int32 entityID, Int32 componentID, IComponent previousC, IComponent nextC, Boolean added) [0x000e8] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:326 at Artitas.GlobalEntity.AddPosition (Vector3 value) [0x0005c] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Generated\Entity\GlobalEntity\PositionGlobalEntityDSL.cs:73 at Xenonauts.GroundCombat.Systems.GCInventorySystem+<AutoSort>c__AnonStorey1.<>m__0 (Artitas.Entity item) [0x00072] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\GCInventorySystem.cs:179 at Xenonauts.GroundCombat.Systems.GCInventorySystem.AutoSort (IEnumerable`1 items, Artitas.Entity targetSlot, Boolean allowSlotExpansion) [0x00058] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\GCInventorySystem.cs:192 at Xenonauts.GroundCombat.Systems.GCInventorySystem.CreateContainerWithItemsForDroppedActor (IPostCombatantStatusReport r) [0x000cb] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\GroundCombat\Systems\GCInventorySystem.cs:138 at (wrapper delegate-invoke) System.Action`2<Xenonauts.GroundCombat.Systems.GCInventorySystem, Xenonauts.GroundCombat.Events.IPostCombatantStatusReport>:invoke_void__this___GCInventorySystem_IPostCombatantStatusReport (Xenonauts.GroundCombat.Systems.GCInventorySystem,Xenonauts.GroundCombat.Events.IPostCombatantStatusReport) at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Xenonauts.GroundCombat.Events.IPostCombatantStatusReport,Xenonauts.GroundCombat.Systems.GCInventorySystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:151 at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00050] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:49 at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00003] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:26 at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x001c6] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:808 at Artitas.DefaultProcessStrategy.Process () [0x00024] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:751 at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:621 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\DataStructures\WorldManagedScreen.cs:49 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\ScreenManager.cs:149 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:436
  17. More an FYI unplug it if its weird, I normally do so its just chance I had it connected, also yes exactly that on the cursor. Oh, forgot to say in the other post THANK YOU for letting me move my whole team without snapping back to the person I just told to move!! Always hated it doing that in the old game.
  18. Not so much a bug more a hit the old OCD, when you mouse over the Hangar window it only shows the lightened area of the smaller rooms. Second bit, more an fyi, if you have a Steering wheel plugged in the damn thing makes the menu scroll every time you move the mouse over it Mouse cursor and item are out of sync when you drag items, cursor was over the third belt slot, it works fine so as someone else said just looks like a small offset error somewhere for the visual part. Not sure how my pilot passed his flight exams, he clearly doesn't have the minimum IQ.. For some reason he thought the fastest way to the target was to go around the world in the opposite direction. Just to confirm yes he was launched at the UFO Just sent the team out to attack a ground site and threw the Speed up to max which caused the helicopter to bounce around when it got to the site and not actually try landing until I reduced back down to normal time. Just done the ground site only issue was a bit of clipping with the UFO tiles, Visually, loving it, FPS wise its running flawlessly, so far its awesome and exactly what I hoped, Airgame works for me and I really like it apart from finding it looks odd having the bullets from the inteceptors off center flying at angles from the image of the aircraft (just feels odd) other than that so far so good Running max everything at 3440x1440 Tech Specs: Windows 10 Ryzen 1800X CPU Vega 64 Vid Card 16GB G.skilll FlareX 3200 Ram Samsung NVMe SSD No overclocks.
  19. Great news, annoying for the theme/template to revert though!
  20. I am seeing the below on the page, don't click the links folks just in case.
  21. May not have made it as a stretch goal but devs have said modding will be supported as far as I recall.
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