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Everything posted by raziel1981
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Base space - Personally I don't mind much if the bases are 6x6 or 7x7. Either way I'd go on an expansionist strategy. Living space - I think that abolishing the living space that scientists and engineers take is a good idea. I don't understand why would anyone want to bother with those kind of details but that's just my opinion. Prebought scientists/engineers with labs - I just dislike the idea and I can't really put my finger on the why. It just feels...I don't know, to easy? It just gives a very lego-like feel to the base building process. Scientists and engineers wages - I think this should as it is. Tech-personel is a monthly issue that should be on the player's mind all the time. Radar building - should be limited on a per base basis to avoid two bases for the entire planet. I saw that it was mentioned earlier in this thread to be 4, I'd cut it down to 3. Its unrealistic of course but I dont really mind it that much either. Garage building capacity - sounds fine to me. Initial equipment - I'd say start with no hunters at all since they are a very obvious bonus to the initial encounters which are already stacked in favor of the player. Finally - suspending resources to an existing structure sounds like a great idea to me as a way to balance monthly costs vs the online abilities of an operative base.
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Chris, whats the ETA for the beta then ?
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I had no idea this was in development. This is awesome news. I was a complete nut for AoW 2 and AoW shadowmagic
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Xenonauts: Crimson Dagger (a novella by Lee Stephen)
raziel1981 replied to Chris's topic in Xenonauts General Discussion
I didn't enjoy such a read in a long while (plus it was a great way to kill those 5 hours I had in Phili's international airport while I was waiting for my flight home). Honestly, a truly spectacular addition to the Xenonaut' fictional universe. This is just the kind of things that can turn something like this from just another computer game, to a full-scale fictional universe. -
Xenonauts: Crimson Dagger (a novella by Lee Stephen)
raziel1981 replied to Chris's topic in Xenonauts General Discussion
this is great news, now i'll have something to read on my flight back home on Thursday ! -
1) Two lone Xenonauts within an alien UFO, back-to-back on their last ammo clips facing Reapers that are coming at them from all the corridors, el la "Aliens" style 2) A Xenonaut taking cover while his crew mates evac to the chinook with a half dozen nades and some C4 armed and counting down on him while Androns are about to overwhelm his position
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16:10 1920X1200 dell monitor - I see it just great here. Awesome animation ! win 7 64 bits, nvidia 670 gtx
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Max_Caine that last one was nothing less then awesome. Pure wallppapper epicness!
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The Truth is in Here - 3 - The Sebillians
raziel1981 replied to thothkins's topic in Xenonauts General Discussion
thats quite an impressive post thotkins, great material for fan fiction/xenopedia- 5 replies
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- conspiracy
- geopolitical
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Raziel reporting as plasma sniper preferably with Ghost armor, at your disposal
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Franklyn or Ol' Ben
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I'd be more then happy to help as much as my time irl allows it. I am a PhD student in Chemistry after all, got enough scientific babble in me for this game and 2 sequels at least
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Quick Update on our Current Priorities!
raziel1981 replied to Chris's topic in Monthly Development Updates
I say leave the air combat as is, only add a kamikaze maneuver to it as well ! -
Hedgehogs FTW!
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I hate to say this, but this is really impractical from any tactical perspective. I mean how would the Chinook manage to outmanuver the guns/missles/etc of any truly massive UFO? It would be hopeless unless the combat fighters would distract it for the time it would take it get close enough for boarding. Its a fun idea but extremely impractical when considering the facts of such a task.
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just wanted to say that i absolutely LOVED the new ground combat UI. Great work!
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[17.5 Ground Combat] Hang up on Alien Turn
raziel1981 replied to thothkins's topic in Xenonauts Bug Reports / Troubleshooting
just wanted to confirm i had the same problem in a terror mission in what seemed to be like a suburban region. Also invisible aliens/missing sprites and had some difficulty with clicking on the arrow bars for more engineers/scientists in the UI (10-15 clicks till the game registered the clicks).- 4 replies
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- alien turn
- desert
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Did you use maneuvers while fighting scouts? Splitting your squad into different vectors? Rolling away from Missles, etc ?
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wonder if the community will manage to mod this out of the game
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If i would have a heads up on a hive mission I would just bring in as many incendiary and HE rockets as I could and basically rocket launch my way through the hive, with any civilian casualties considered collateral damage without a blink. Hated Chrysalids in X-COM with a flaming fury (or should I say fusion bomb fury?). Sure as hell gonna hate them twice as badly in Xenonauts. But by god, what a mission it would make to have a reapers' hive mission *drools*
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nice to know i'm not the only one (besides thotkins that is) that still wants the hive missions in the game. Great work zzz1010!
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I'm afraid this is going to be another x-com clone that bites the dust before ever being released. To bad, I really enjoyed the first one's gold edition
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Good point regarding the women - there are really no women at all (even in the background) in the new UI
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+1 metric
- 79 replies
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- imperial
- measurements
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I agree with AusWillies and xracer about the medals bit. Makes the medals aspect of the soldier info into another steam-like achievement list