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Kaguya

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Posts posted by Kaguya

  1. There's no justification for pirating a game. None.

    Don't believe the hype and the press? Guess what, you don't have to buy the game on release day. If you are on the fence, wait a week, a month, or two months. Read up on it and hey, you'll know exactly how buggy it is and what kind of support has been given.

    Don't know how their DLC things will go? Wait a week, a month, or two. News for the first DLCs should be out (if not out already) and you can decide then.

    Still on the fence? Wait a bit more and snag it off a sale for $5.

    If all of above screams "this is bad", don't buy the game. Don't even pirate it. It's not worth your time to begin with. If it is, it's actually worth buying it. Or just risk it on a 5bux sale.

    (And wouldn't the drm and cd key technology cost extra money because of copyrights?That can't possibly be free or opensource, right?)

    Serial numbers are a copyrighted technology? That's all a CD-key is, a serial number. Checking that shouldn't be awfully hard.

  2. Saying that XCOM "completely sucks" is... just weird. Sure, it will suck if you go into looking for a 100% mechanical reproduction of the original and want every single bit to be just like the ~original~ was, but we've known that it isn't pretty much since day 1.

    I've clocked some 70 hours in it, and it's a great game with some issues which probably get addressed (camera controls within UFOs, camera requiring spinning around to select a specific tile you want to move on, and the other bugs (some LoS issues, teleporting aliens and whatnot)). And yeah, the talking heads are irritating, mostly because they take control away, yeah yeah that's an UFO that withstood the force of a crash I've heard it 3 times already shut up and let me move my duders.

    Overall very pleased with the money I paid for it, and I'm looking up for gettin' some DLC.. albeit the first one they announced sounds really shady by adding more scripted missions. I'd be happy with just more maps, especially non-pine forest ufo crashes in Egypt.

  3. What game engine is this?
    The biggest mistake we made was the engine choice. No joke, the engine Xenonauts uses was used to make Diner Dash. It can't handle 3D models. We're stuck with it because our first coder (who left two years back) chose it, and it is hugely unsuitable and we fight it every day. Use something like Unity3D instead - we'll use that for our next game.

    That's from an earlier reddit AMA.

  4. It wasn't really a "demo", but the (then) latest, full alpha build of the game. Since then there's been one major version update that has added some features/bugfixes.

    The changelist for it is here, and there was smaller update to that build, changelist here.

    In short, no new maps yet.

  5. Well. It's how things work (or have worked) in real life. It's not that complicated.

    Just because it works that way in real life means it's the sensible thing for a video game.

    The current system is only "straightforward" within the context of X-Com. It doesn't make any kind of sense, outside of that context.

    Does it have to? Does it make sense that the aliens first come in a huge mothership kind of deal, are nuked, and then slowly trickle in using small scout craft instead of just invading en masse? Does it make sense to operate on a limited budget a project that is the only hope for the whole mankind? Does it make any sense that only the few scientists hired to this organization can research the alien artifacts? Does it make any sense that an elite, cross-nation military force hastily put together to fight the alien menace even has an extremely strict rank structure with kabillion basic grunt ranks?

    If we are to have super realistic rank-porn in the game, why can't we put in super realistic weapon porn as well, or NPCs that react realistically and have voiced dialogue telling where they saw aliens. It's a game, things don't have to make sense, they don't have to translate to 100% realism in all aspects, especially in features that aren't in the core of the game Ranks aren't, and having superduper realistic ranks doesn't make the game any more better -- save for the <adjective describing size> group of people who are bothered by the current ranks, while another <adjective describing size> group of people are perfectly fine with the current system. And then there's the <adjective describing size> group of people violently opposed to changing the current system altogether. :P

    I'm not guessing the sizes of each group involved, and my stance on the 'issue' is fairly obvious. Although, I'm not completely against changing the system, the ranks already are a bit different from X-COM, but none of the suggested "improvements" have really been improvements I'd want to see implemented in the base game.

  6. Also, I hate to be an asshole (sorry!) and point out that your sprite problems would have been (relatively) easily solved by doing some extra groundwork in the beginning of the project

    Pretty sure Chris is aware of that (I'd recall him saying that it's one of the first things he'd change if he was starting just now). The current engine is a relic of the first coder who isn't around anymore pushing it, and when he bailed, it was already too late to start from scratch. Paraphrasing heavily. :P

  7. Well there are several sgt ranks. Staff Sgt, Master Sgt, 1st Sgt, etc. The Air Force even includes Tech Sgt (equivalent to Army's Staff Sgt).

    And allow me to refer you to my earlier posts suggesting that we include the Army's (historically accurate) Specialist (spec 4-spec 9, I think) ranking structure. I know some people have said they don't like "specialist," but it's a once-popular, and still-used rank in the US Army.

    "Leveling up" from 'spec 4' to 'spec 5' doesn't really have the same kick to it that leveling to a whole new "title". Same goes for all the sergeants, it's just derpy, not to mention you'd have to expand the amount of ranks to a goofy amount to cover all that for IMO very little effect.

    The current system is simple and straightforward, I'd rather have that than any of this "veteran specialist 5"-junk in vanilla game, realism be damned (we are shooting aliens in tiny little saucers, anyways).

    Besides, a lot of that stuff is really NATO centric anyways, not all armies have more than 1-2 ranks for basic soldiers, and everything above is officers of some sort.

  8. honestly I dunno why people are complaining about desura so much. You realize that desura is a slow process....and then you move on. It sucks you cant have instant gratification, but its really not such a big deal is it? Just walk away and do something else if it bothers you. Or just play another game at the same time

    When an operation that shouldn't take more than a few minutes at tops takes half an hour, it's more than just slow. Running validation on a 5GB game in Steam takes 90 seconds (and isn't even needed for updates), whereas Desura validating a 1GB game takes 15 minutes, not to mention the update process being instant on Steam save for the downloading part, where Desura tinkers around another 5+ minutes after the download, for even a tiny <1MB update.

    I don't have that big of a problem with it, there's plenty of other stuff to do, but it still is ridiculously slow in comparison.

    (anyways, it's Desura's fault, not Xenonauts'. Either way being the first contact with the service, I have hard time justifying buying anything through them if there are any alternatives)

  9. Scouts always had torpedoes that instakilled your stuff if you didn't dodge them. When fighting scouts, zoom in close up and be ready to pause/roll. When a bit larger than the usual plasma bolt thing called 'Unidentified Object' plops out from the scout, roll. It'll try to home on the fighter, but torpedo turns too slow to actually hit after the first dodge.

    4 sidewinders will kill a scout - 2 F-17s or a MiG. Getting in close with a scout without upgraded weaponry is not reccomended!

    Only on Normal. Veteran leaves a scout at 90% after 4 sidewinders.

  10. Wonder if you'd really need to do them all however. A compromise could be to juggle it in a way that the shield obscures the weapon more or less completely, as an example, have it mounted in inside the shield, with a little gun port for it.

    Alternatively have the weapon holstered/behind the shield except when firing, so you could reuse the same frames for 95% of the time (for one armor type, anyways)

  11. It really is dreadful. And now it's telling me there is a new update again despite having been updated yesterday. I'm actually going to uninstall it and redownload the whole thing. I think that might be quicker than Desuras update method!

    [edit]

    Yeah I think that was quicker. :D

    Yeah, I think it is. I actually timed the 12.1.1 update. 18 minutes validating, about 1 second downloading, and 7 minutes installing. 25 minutes in total. With 10Mbit connection, the whole thing could be downloaded in about 22 minutes. With faster connections the gap will just keep going larger and larger.

  12. Not really a bug. There is only one first name for each nationality in soldiernamesfemale.xml, so there's no alternatives. If you add more names by hand into the file, you'll get more variety.

    Also interesting that 2 same names were generated (smirnov).

    Also somewhat related, since there's only 8 surnames per nationality, so getting two by the same name isn't extremely rare.. albeit the game should keep track of that and prevent dupes.

  13. It makes sense to have a squad made up of all of your most experienced troops, not so much sense to have a squad made up of all majors while your privates or rookies sit back at home.

    How does changing the rank names change that at all, however? Privates and rookies will sit back home, no matter the title of the more skilled soldier, be it ranked as a Gopher, General or Elite.

    Someone who has been promoted to a high rank has, with all the probability, a whole lot of experience, and with that, stat boosts. No amount of new rank names will change that the lower ranked soldiers will be left back at base, only to join once the higher rank folks die / get wounded.

  14. The idea of a deployable weapon is for it to be stationary without needing to use the extra space for a vehicle in the transport. Infantry is always better for the kind of missions we see in these games then vehicles.

    The gameplay is far too mobile for stationary weapons. The same thing as with mines, they'd only serve any real purpose in base defense. In normal crash site / terror mission gameplay, deployable weapons have little purpose. Besides, once the AI actually works, having 2-3 guys huddled over a single, stationary weapon isn't very smart... think alien grenades. And trying to protect it from being naded would require bunch of additional guys huddled around a stationary piece of equipment.

    All the while aliens are shooting civvies.

  15. The sniper thing is pretty much in already. The line of sight is limited, and a scout running up ahead can spot aliens, which the chap with the Precision Rifle can then take down. (which is an infinite boost in accuracy, since the sniper alone couldn't even see the alien).

    I don't see mines working ~at all in a game like Xenonauts, or X-COM. X-COM did have Proximity Grenades, which could be thrown in to place, but actual mines that you'd have to set down.. There really aren't many (any?) scenarios outside of base defence where the aliens are hunting you. It's always you hunting the aliens. As such, mines of any kind, IMO, are bit useless. They are mainly a defensive weapon, not an offensive one.

    Deployable weapons are pretty much.. vehicles. I can't see how a weapon that needs to be assembled and carried around by multiple soldiers is a good gameplay mechanic. The vehicles (I mean, they were named Heavy Weapons Platform in X-COM after all) fill that niche without being overtly complex about it.

    Also Alien Artillery has been around... Blaster Launcher in X-COM. :P Other than that, the terror missions already serve as a larger relations hit, without a need for placing artillery pieces (plus, one'd imagine a larger UFO could do that just as well without bothering to set stuff up).

  16. I wouldn't use it so I would say no, I can just see people basically saving just before attacking a site, doing auto-battle and reloading the game until they get a good RNG and nobody dies etc. granted you could argue that if that's how they want to play then who am I to tell them they can't but you could say that about anything.

    That's easy to prevent, Civilization games (atleast IV, IIRC) store the RNG seed value, so the result doesn't change at all despite savescumming.

  17. Is'nt that kind of the point? That the ranks aren't really ranks but an indication of their experience (and by extention their skill)?

    That really depends on what you want the rank system to be. In X-COM they were largely fluff, and the promotions were given pretty randomly, and at times to the even most incompetent of soldiers. As such, the ranks didn't always reflect their actual skill.

    What you say about the recruit rank seems reasonable... but something buggs me about the xenonaut rank. It feels out of place to me. Especially in the middle like that.

    The idea I was going for with that was that it's given to proven soldiers who have earned the rank. That way there's more of those "grunt" ranks that people were pining for in the thread. I don't have a problem with the current ranks myself, really. Just throwing stuff out :b

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