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Citizen844

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Posts posted by Citizen844

  1. There is no way Xenonauts can still be on Desura come beta time. NO WAY! I did a fresh install of 17.9 and it literally took 20 minutes to install the game. Unbearable. Just pathetic. Get of Desuar while you still have a game, Chis. Do it now! I'm not running some Gateway junk box either - AMD Phenom II X4 965 w/ 4GB Ram and a GeFroce 460 GTX.

  2. Thank you for the updates. Things may be going slower than expected, but the updates take out the sting. Other games that I've pre-purchased (Prison Architect, Towns, Project Zomboid) fail miserably at keeping their supporters in the loop. The fact that you provide us with regular and honest news, even if it's not the news we want, makes a world of difference.

  3. From XCom Nexus:

    In a recent talk with Joystiq about the upcoming XCOM DLC Firaxis are still being annoyingly tight-lipped and non committal on modding support for XCOM.

    QUOTE

    As for the future of XCOM, Firaxis is open to the possibilities. Regarding the potential for mods and user-created content, DeAngelis notes that "it wasn't one of our core pillars when we started the project," but the team understands how important it is to the community. "It's something that we'd like to resolve going forward, but we still have quite a few things on our plate that have been planned for a while."

    If you're cynical, like me, that reads as "we'll maybe talk about mods after we've milked the DLC for all their worth". Not that you can hold it against Firaxis. After all, they're a business. But for people who care more about mods than they do about lacklustre DLC it's a blow.

    In other modding news, modders have been making inroads in to modding the UPK files for XCOM. While there's little progress on being able to repack the UPK files themselves, advanced modders have been able to mod the UPK files and get them to load in their games. Unfortunately the process is relatively complex and there's no easy way to distribute these mods to the masses. Yet. Work is underway to change that, however, and with Firaxis being less than helpful on the modding front for XCOM thus far this is going to be our best bet at modding the game at least for the foreseeable future. Stay tuned.

    Pretty huge for me. Mods, IMO, are what keep a game going far beyond what would have normally been it's lifespan. Mods keep a game relevant, the community involved and bring additioinal players to the genre/franchise. Games like Rome: Total war, Vampire: The Masquerade and Close Combat are ass old, but mods keep the forums bustling and the community alive; and, often lead to major enthusiasm when part II is announced.

  4. Not beta. still alpha. still likely to be a build or two before beta.

    I think that might actually be a good thing at this point. Kind of a gate check, "you need to be this patient to alpha test this game". So that a lot of people don't turn away from this game just because of a few pre beta crash bugs and start spamming the world wide web with complaints about Xenonauts on ill informed assumptions.

    Do you see why in one of the other threads I posted that I think Introversion's "Charge ~£30 for the alpha, ~£15 for the final product" they've used with their new game is actually probably rather sensible?

    That is just ridiculous to say we should use a mostly broken tool like Desura or a crazy high pre-order price as a way of vetting quality/truly dedicated alpha/beta testers.

    First of all, pre-orders get benefits, not handicaps (higher price pooint), thats the point of a pre-order. We aren't in mid 90's anymore where EBGames would run out of stock, which was the point of a pre-order a decade ago.

    Second, broken sofware (Desura) benefits nobody. To suggest otherwise isn't worthy of your name color.

  5. Just played a 16.1.2 vs. a landed (not shot down) UFO. The briefing said it would be full strength crew - It was a desert map, the two aliens were pretty much out in the open and never took a shot at me. Maybe it was my Rainbow Six shock and awe tactics, but it seems like they'd at least take a shot at me or use the best cover available, which in this case, would seem to have been their intact UFO.

  6. Dwarf Fortress

    Once I built my underground irrigation system I stopped playing. I tried to pick it up again a year or so later, but the graphics made it so counter-intuitive that it was like having to re-learn the game all over again. I've browsed the graphics mods but can't seem to find one that I like and that works.

  7. I wouldn't be opposed to a CoC that is represented on each dropship - One or two Officers, one or two NCO's and the rest being made up of grunts. Only allowing so many Colonels, cpts, Lts, sgts and corporals relative to the number of living quarters would also be acceptable. If a player wants to promote someone up the ranks, he will have to demote a living person or have a KIA spot to fill.

    Is that possible? I don't know. I do know I don't care for a bunch wierd ranks. Maybe this is best left to the modding community once the game is live.

  8. For example, if you wanted to a more "defenders of the earth" theme, you might have:

    Sentry -> Sentinel -> Guardian -> Warden -> Praetor -> Paladin

    Or one more modeled on types of experience, you might have:

    Cadet -> Tyro -> Seasoned -> Veteran -> Specialist -> Master-at-Arms

    Sorry, but these ranks sound like a nightmare version of either He-Man Master of the Universe or a World of Warcraft guild. Leave the realworld ranks. Tweak as needed, but no candyland please.

  9. I prefer difficulty and depth vs. an easy mode spoon-fed baby steps approach.

    I don't see the problem - You said yourself that you've been successful, that the environment is stressful (aka fun) and that you've got a fancyshmancy set-up and that you're one step away from financial ruin. Sounds pretty great.

    I endorse a player’s option, either through stupidity or inexperience, to shoot themselves in the foot.

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