Jump to content

diebagger

Members
  • Posts

    12
  • Joined

  • Last visited

Everything posted by diebagger

  1. This is the same as applying laws and rules that have been created for letters to email and other digital conversation, it doesn't work because it isn't the same. And then again it isn't (not even by law) stealing, it is (again with this strange word) copyright infringement. Well, why do I even bother discussing this in some random forum on a sunday afternoon, gonna let this rest and enjoy my weekend.
  2. See that's the whole point, it isn't. It is illegal (and wrong) but it is NOT stealing. It's copyright infringement and that is something fundamentally different. You can't compare using a software without permission with an actual theft. If I play a cracked version of Xenonauts (which I don't since I have pledged on kickstarter), Chris still has all the source code. I also didn't take away the game from any other player...
  3. As someone who writes software for a living, I understand both sides of the coin... Personally I don't really care. People who can and want to buy stuff will do so. The worst thing you can do is to screw these people (your customers) over just so you can make it harder for those who won't buy it (read: make it harder, you won't ever "win" this battle). Who gives a shit if some kids or students with no money enjoy your game also, you won't get any money for them (now) anyways. Make a good product for a reasonable price and people will buy it. OT: I find it kinda amusing that a developer who just got 150.000 $ from the community (me included) for the sheer promise to write a game takes such offense of this matter. Old-fashioned way of writing games: you write a game, publish it, people go to the stores and buy it.
  4. Yeah that was something I missed too in the Xenonauts alpha...
  5. Ok, so this is not strictly about (but somehow connected to) supression, but I didn't want to open a new thread One of the more (as in really) annoying things that happened in Xenonauts were situations where 2 or 3 aliens were inside their ship which had only one entry (it was a medium ship a bit later in the game, don't remember the name). So this ship had one entry, I knew that the aliens were in there because I had already cleared the map. So I positioned 5 soldiers outside the entry (took me about 5 turns in which none of the aliens moved). When I moved in, I had 2 dead soldiers before I could even get one shot off because the aliens inside took me out with their reaction fire as soon as my soldiers got inside. All in all I lost (i think) 4 soldiers, even though I knew where the aliens were and had every time in the world to prepare for the assault. Lesson learnt, next mission I just fired rockets and grenades inside the ship until all aliens were dead. This might be effective, but far from fun... To counter this, I had the following ideas - Better level design (have multiple entry points) - Blend grendades: Throw one in there to prevent reaction fire for the same round - Lurk around corner: Ability to move from a corner without triggering reaction fire (takes more APs than walking)
  6. Not sure if that was meant for me, but no... I never said anything about a smartphone (in the form of a iphone/android device), but early forms of pocket computers were available in the 1980s already. It's certainly not a further stretch than laser pistols.
  7. People tend to forget that we didn't have google maps (or that new ios thingy ) up until ~5 years ago... I think it would be a great research opportunity (battlefield PDAs). Having the alien technology available could mean that the neccessary technology for good battlefield communication could have been developed much earlier...
  8. Just had a similar experience, for me it was a civilian who died because he ran (!?!) into the fire of a crashed UFO... The game hangs now, will have to force close it (which sucks in ironman mode!!!). The AI loop probably doesn't "expect" this scenario (object dying of anything else than reaction fire) and goes into an infinite loop... (Saying that without having seen a single LOC )
  9. Hi, just wondering if Xenonauts will be available in any languages other than english? It seems that you have a very active and helpful community, so you might get lots of free translations from your users... I personally don't care (prefer english), but I know a lot of people that wouldn't play a game if it isn't available in their native language. I'm involved in an open source project called MediaPortal where we also get our translations from the community, and we recently started using an online translation tool for it (https://www.transifex.net). It really helps with managing translations from many different sources. There's a couple of alternatives as well (I've also used mygengo.com), but imo transiflex is the best option currently available.
  10. Couple of thoughts on your proposal: - Just because the pilot sees it, doesn't mean the team sees it (you could argue that they'd have maps) - You'd have to differentiate between outdoor and indoor (pilot can't see inside buildings) - The pilots might be too afraid to hover for too long as to not getting shot down - If this gets implemented, maybe we could have both types (no overview for night missions, getting the overview when it's a sunny day) Anyhow, I think it's a design decision, you could find arguments for both approaches being more "realistic" ...
  11. Has to feel great to suddenly have 150k at your disposal...
  12. Hi guys, every once in a while I search the interweb for news on my favorite game of all times (guess what -> X-Com ). I'm not really a gamer so I tend to not get the latest news... This time I was really glad to see that so much is going on in the X-Com-Sphere: Two official games, UFO:AI gaining traction again ... and then I found Xenonauts! I think I had this on my radar a while back but now this had become a real playable game... And with a successful kickstarter (will support asap ) there's a real chance of actually getting a fully playable game. So much for the introduction, now here's my 2 cents on the kickstarter demo: 1) It's fun to play Sounds strange, but I think that's one of the most important things. I just plain enjoyed playing the game, which I can't say for every X-Com "successor" or "clone" out there. While I understand that you only stuck with the tile-based architecture due to engine limitations, I think it captures the whole X-Com experience rather fantastic. The graphics aren't too realistic but they have their own style and imo are very well done. You don't need a high-res polygon 3d model to get attached to your soldiers. Sure, the AI needs some improvement, so does the interface, but even in the current state it's fun to play (specially the tactical). 2) Underwater missions would be fun I started X-Com with TFTD when I was a kid so I'm a bit biased, but I would love to see underwater missions. I saw that there was a heated discussion about this and I fully understand that it might be out of scope for (the first release ) of Xenonauts. Noone says that there can't be a Xenonauts: TFTD though . 3) Add some suspense One of the great thing about X-COM was that some missions were borderline horror shows. You'd only see a few tiles because it was deep underwater or night and then along comes a Lobster Man and cuts you in half... 4) The "hidden movement" screens tend to be a bit too lenghty for my taste 5) Air combat It's already a great improvement over the original, however imo it's not using the full potential... Would be nice to have more control over how your planes fly/attack and have more fighters in the air (e.g. 5 vs 3). I'm still in the beginning stages of the demo, however most fights just tend to be "fly to alien vessel and shoot your rockets". 6) Civilians I would love it if the civilians could get a bit more "realistic" ai... E.g. a typical unarmed civilian would run towards the nearing Xenonauts and then seek shelter near the helicopter. And while they're running by, Xenonauts could "question" them, which would result in approximate positions of the aliens that the questioned civi saw while he was running for his life. Soldiers could fire around for no reason (cause they panicked). Some other things I loved How you can move your soldiers from cover to cover How your soldiers "jump" over fences The jeeps The animation of fire bursts The animation of explosions The graphics of crashed ufos and the landing helicopter I might throw in a few more ideas/suggestions/comments when I played a bit longer, for now just keep on the great work!
×
×
  • Create New...