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Ljas

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Everything posted by Ljas

  1. It's good for strength training anyway, to have the newest recruit carry all the ammo and explosives.
  2. And Call of Duty is a Doom clone. Seriously, there is zero copyright infringing going on here. GDT is mechanically different enough to be an iteration, and most importantly there is no English PC version of Game Dev Story so I don't give a damn.
  3. As a sidenote, you can drive the vehicle out through the western corner of the cargo bay, for whatever reason. Infantry are also able to walk through the chopper there.
  4. It's an engine limitation, kind of. Same goes for glass windows which apparently stop anything from a bullet to a spinning ball of plasma. It'd be great if they were coded in a way that a passing projectile will destroy them but don't provide cover of any sort. Anyone know if that's possible?
  5. By "a bit of a delay" you mean I probably shouldn't wait all night for the release?
  6. Ljas

    BBC article

    ...You're not giving much to go on, here. I assume there was an article somewhere, by someone. Care to enlighten us?
  7. Having fiddled with the demo for a couple of hours, my biggest gripe is that it's not playable on my laptop. It could run quite well if the devs had the decency of making a proper options menu. Why the flying... fishstick does the low setting have depth of field and ambient occlusion - one of the most resource demanding settings - turned on? Moreover, why does the game crash at the beginning of the tutorial if I try to turn it off from the configs? Yay for suboptimal PC ports.
  8. Firaxis deserves credit just for making a mainstream turn-based tactics game. A shame the graphics options do almost nothing, as I'd have bought it if ithe demo had run better than it did.
  9. Speaking of bugs, it is a known issue that having a vaultable object next to a wall means you can move through the wall, right? Haven't verified this so I won't make a bug thread for it, but it seems this is possible.
  10. The best choice I think would be a subtle indicator and a popup that says something along the lines of: "This icon means the character is bleeding. It means blah blah.." with "Ok" and "Don't show this again" buttons. This way the game clearly tells you about the mechanic, you can't miss it and it doesn't bother you for the rest of the game.
  11. "TBL: WEAPON.GRENADE.MEDIPACK" is the item's name at the moment.
  12. The combat medic in me would never forgive leaving the system as it is now. The more advanced wounding system, the better. The placeholder healing grenades are just that, placeholders. Right?
  13. The way the camera works now is awful and should not be in any commercial release ever, so it's expected to be changed. It also seems to mysteriously miss the death of my units quite often.
  14. The current build does not have an ending (apart from the "you lose"-screen I keep getting ). Yes, there are a grand total of three maps currently, I think. That's just because development focuses more on getting the core mechanics done at this time, and leaving map making for when the game is feature complete. Edit: This forum really needs a "while you were typing a new reply has been posted. You may wish to review your post"-warning.
  15. All right, I may have been playing too much ARMA 2 lately, but the windows as they are now are kind of silly. If I have a 'Naut inside looking out of the window and seeing an alien only three tiles away, all taking a shot at it does is break the window and give it a reaction shot against me. Having to break the window to get a firing position only serves to make buildings less useful.
  16. I think I lost track of the discussion ten or so pages back, but I have this sudden urge to add a couple of points that may or may not have some remote and convoluted connection to the topic at hand. First of all, none of the aliens can currently crouch as far as I know. That kind of hinders everything I understand about suppression. Second, I'm not sure if the aforementioned needs to change. I've been thinking that the game might benefit from the AI War method of doing things: The fight is not supposed to be fair. The enemy is not playing by the same rules as the player. Will an alien be threatened by suppressive fire like a Xenonaut rookie? Does it have any reason to be? It's also worth remembering that the AI will always be inferior to the player. The ultimate goal of AI coding is not passing the Turing test, but being entertaining to play against. This starts making less and less sense the more I type, so I'll leave it there. I might try translating some of this into XCOM-relevant stuff once it's not three in the morning.
  17. That's XCOM physics for you. I'd really like to see some changes made to wall durability, so a single standard rifle round can't destroy one. Windows shouldn't be obstacles at all. The glass breaking effect is cool, but windows stopping bullets isn't an acceptable break from reality for me.
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