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Fish Of Doom

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Posts posted by Fish Of Doom

  1. all from the same combat mission:

    bug 1: pathfinding boo-boo: had a soldier near the edge of the screen. wanted to move him somewhere else, but there was a fence going through the edge of the screen, so he had to go around it. had the screen positioned so that the edge of the map was not visible, and the green and red pathing squares went through the edge instead of around the obstacles. moved the camera, clicked again, and it fixed itself.

    bug 2: corpse sprite boo-boo: was playing from a reloaded combat save where i had already killed 3 or 4 aliens, and the sprites for the living aliens were locked in place over their fallen equipment (with the aliens themselves still dead). they disappeared if i put a soldier over them, then reappeared the next turn.

    bug 3: win condition SNAFU? was unsure if there were any aliens left, couldn't find any others, so i decided to occupy the UFO, but no matter what i did, the mission didn't end. ended up having to close the game, and will replay from a previous save next time.

  2. X-COM is a game that features location-based damage, and the soldier in the image has no helmet. that's a point against it already :P

    that said, i think one of our strongest points for marketing will be wikipedia. edit it to include some juicy data about xenonauts, and sneakily bump it to the top of the remakes list, providing little enough info about firaxis' remake that people won't click on it, but enough so that firaxis fans won't rageedit it to the top instead.

  3. the "frequent questions" thread mentions that the cover system works based on the 8 tiles surrounding the tile where the target is. i would assume that cover that is within the line of fire but not directly adjacent to the target would also qualify, but what would happen if a shot that comes in at a diagonal angle crosses two pieces of cover? (if it's even possible)

    like so:

    cover.jpg

    cover.jpg

    cover.jpg.d3b77a7e4cd8d384b3624f1c6e2175

  4. sup

    thingy 1: would it be in any way possible to be able to rotate items on the inventory screen? (pet peeve when you have stuff like the 1x2 vertical belt pockets and you can't put 1x2 horizontal items on them)

    another (probably easier) solution would be to have exclusively horizontal (or vertical) pockets and items, so that there's never a conflict, or maybe to have 1x2 vertical items be able to be "hung" from the belt, so that you can put them on the middle squares (but only for 1x2 vertical items). thoughts?

    thingy 2: rifle straps. inspired by the "return the rifle to the inventory or drop it" comments from the new combat UI. if it's hanging from a shoulder strap, there's no need to do either.

  5. IMO, big strength increases should reduce endurance (do we even have endurance in-game? total memory fail here :P) and vice versa (same way it works IRL), so maybe you could do a 1-3 point increase in both, but training options that give 4-6 in either don't give benefits in the other, and 7-9 increases give you a -1, etc.

    another interesting way to implement something like this would be to apply it to bravery and reactions, meaning, you can train both mildly, but if you do specialized training to make your guys a lot braver (again, say, 7-9 point increases), they get less twitchy and lose a point or two of reactions, and vice-versa as heavy reaction training makes them more deliberate as they wait for things to react to.

    thoughts?

  6. a toggle, while probably the option requiring the most coding, is always the best way to implement it because it provides all options. why implement either A or B but not both, when you can implement both and let the players choose? more options is always better as long as they don't needlessly overcomplicate the game, and many a game has become annoying quickly due to lack of choice in certain theings (the ur-example being drawn-out cutscenes that you can't skip).

  7. since you mention the homeworld intro as an inspiration (+pi for that), and people mention a sort of xenopaedia artbook, why not make it like the homeworld manual? that was simply awesome. if you set up the thermo, i'd be glad to donate, btw. even if the game ends up having its setbacks, it'll be nothing that can't be fixed in a xenonauts 2 (horror from the depths? :P) or for some features an expansion pack or some post-release DLC, and i'll be damned if i won't contribute to make you guys able to make one :D.

  8. well, it's always annoying having UFOs pop up just as your aircraft come back to base, and having to let it fly around a bit before you know for certain the planes are good to go. happened to me in the first two x-com games as well. (*shakes fist at refuelling aircraft*)

    now that you mention the volume of notifications, though, i'm thinking perhaps you might want to implement it like the notification system in x-com apocalypse? (with the toggles for autopause and such. always liked that one, it was pretty practical)

  9. sup.

    recently noticed that when i go to save my game, if i try to select a pre-existing saved game, the save button will be grayed out and not let me save unless i try to edit the saved game name (and even then, not until i actually modify the existing name, which i can then change back to the original one if i want to overwrite).

    edit: GAH! forgot the description in the title!

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