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StellarRat

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  1. On ‎4‎/‎25‎/‎2017 at 3:15 PM, Chris said:

    Yup, I think Jagged Alliance 2 is another classic that could do with some modernisation so it's definitely on our radar (it's not entirely a coincidence that we've included a Tropical biome and a powerful portrait generator this time around). But we've got to finish X2 before we start thinking too much about anything else, so we shouldn't get ahead of ourselves!

    That would be totally awesome!   Someone tried a Kickstarter on this a couple years ago and totally botched it.   I'm sure you guys could actually do the job correctly.  JA2 was one of the best games I've ever played.   "Elliot!  You idiot!"  <slap> <slap>

  2. On ‎3‎/‎16‎/‎2017 at 5:25 AM, Chris said:

    So the pistol is basically just an emergency weapon - although it should hit as hard as a rifle does at close range (as far as I'm aware it has identical stats to the pistol in X1). It's intended only to be used if you run out of magazines for your primary weapon, or your main weapon is empty and you'd rather take a pistol shot than reload it.

    I suggest you make it machine pistol capable of three round bursts or single fire.  That would make it more dangerous at extremely close range and give some suppression ability.  Of course, you should keep the horrible accuracy and weak ammo.  They're the same size as regular pistol and given a choice I doubt any of our troops would pass one up vs. a regular pistol. 

  3. 2 hours ago, Chris said:

    I have no intention of adding armoured cars and tanks to the game like we had in X1 though; I only did that because I felt I had to because the original X-Com had them. They're too big and powerful to work within the scale of combat we're looking to do.

    This probably isn't the right thread to discuss vehicles, drones and other non-living units, BUT I have to point out that vehicles were the only reasonable way to deal with Reapers in the old game without a lot of casualties, at least in my opinion, I would hope that we will have something highly effective against them in X2 if vehicles are not included.  Also, vehicles were also excellent scouts, again, I hope we some piece(s) of equipment that is capable of performing the same function (night vision scopes, motion detectors, binoculars, dogs, etc..).  With some ability to see hidden aliens at the least the chance of being "Reaperized" is reduced if you're careful.  A dog would be cool because they can detect moving and non-moving aliens (maybe at a lesser distance.)  I'd also really like to have something like the old proximity grenade / land mine back AND/OR an autonomous non-moving light machine gun or shotgun ala "Aliens" the movie.

  4. 11 hours ago, Gijs-Jan said:

    Just so you guys know; I'm not even installing Civ 6 until after the release date so we can make it.

    What kind of AI / quality are we getting?  I know there were some things in the old game that you didn't have time for.  Is it going to be brutal without "cheating"?

     

    CIV 6???  There's a CIV 6?!?!?  Oh man!

  5. Another problem, many times a feature is cut after partially completion because the developers find it's much harder and complex to code than they anticipated (this is true in all systems not just games.)  So, the easier, higher impact features are more likely to get into the final product.  If you go back and try to get all the features that would have made the game "perfect" it's probably going to take more time and effort than the amount of money you're going to make.  Old programmer adage, "the last 10% of the code takes 90% of the time." 

  6. Most military organizations are headed up by a civilian. So maybe the top dog should be Director or Secretary or even Minister. Also, as some have pointed out some militaries have 1st and 2nd Lt's or Lt. Jg (Junior Grade) and Lt. Colonels and Colonels (full colonel). In US military there is no Marshal rank, but there are many levels of General and Admiral. There are a quite a few variations on all this stuff and to add to the confusion at least in the US military an US Army Captain isn't nearly as high a rank as a US Navy Captain.

  7. Seeing Paul's post triggered a question I have for anyone who may know the answer. Is it possible to mod XENO to add any of the music from the very first XCOM Enemy Unknown game (1990's)?

    That music was so creepy and atmospheric, especially playing in a darkened room in the small hours sliding past midnight. Xenonauts is, in this area, much better than the new XCOM games, but "... I still love that old time rock and roll"

    Kim

    It could probably be done. If I remember right, the original had the music stored in a different format that isn't used much anymore, so your first job would be to find the original's music files then run them through some type of file converter to convert them to the same format Xenonauts uses. After that it should just be a matter of replacing the current Xenonauts music with old newly converted music. I would imagine you would need to name your converted files the same as the ones they replace then just overwrite the existing files.
  8. Is there a cover system in this game? Do the AI care about looking for cover? From my very short experience there is none. Its all about who shoots first. And of course it will always be the aliens. I've have not encountered soldiers killing aliens on the first encountered but would be curious to know if that has happened? And if any devs are reading. Make your second game at least with a tutorial.
    Hmm... Are you playing the commercial release of the game? Your questions make me think you're playing a very old beta of the game.
  9. My point is if I'm going to get sniped by aliens I can at least know where I am going and make a plan. In this game aliens just stand around and wait for you and snipe at your units. I have not seen them move or take cover just stand around like dummies and snipe at my soldier any chance they get. And it's always. In Xcom the aliens move around, take cover, move around the sides outflanking you. Here is just snipe at the coming soldiers who are lost and have no idea where they are going. That's my point.
    Actually, they move quite often and will try to sneak around behind you even. If you think you're are being sniped too often you are using poor tactics. That is usually the result of leaving your soldiers standing in the open at the end of their turn. Instead you should leave them behind cover and crouched. Also, the Hunter Scout Car and the vehicles that follow it have superior vision range and see the enemy before they can see you in most cases. Provided you move cautiously you should be able to keep being sniped to a minimum.
  10. I can't see hardware being an issue anymore. Computer performance advances seems to have slowed down somewhat a few years ago so it's no longer necessary to upgrade to a new PC to play most new games. My 6 year old system has handled everything up to Divinity: Original Sin with no issues.
    Most of the heavy processing is in the graphics card now % wise. The load your processor has to handle isn't going up that fast. I've had to upgrade my video card about every two years to keep up with the graphical requirements of modern games. For example my Nvidia 650 that allowed me to play Skyrim on "HIGH" everything, was completely inadequate for Witcher 3 even on "LOW", so I moved up to an Nvidia 960. The modern graphics card is really a computer unto itself and quite a marvel at that. It also does a lot of stuff for the developers that previously was extremely coding intensive, so games are easier to develop than they otherwise would be.
  11. I tend more to think that if 80% of all humans including politicians, policemans, soldiers etc. die. Nearly every state would collapse and Warlords would rise. At the other side it could be possible that the Xenonauts do not only battle the aliens but also organise the resistence, rebuild gouvernemts/order, assasinate warlords etc. . That would increase the political power gain (representating order) of the Xenonauts, but also could increase the local resistence (over areas of high order ufos could sometimes get destroyed through local forces or while a terror attack more local militias/soldiers supporting the xenonauts etc.)
    2/3 of the human population of Europe was wiped out by the plague and instead of warlords rising the common man became much powerful politically because many of their feudal masters bit the dust too. Remember the axe swings both ways. Also, society didn't collapse. With less people you have less needs too and less tension, so things are counter-balancing.
  12. I like this whole approach. Very well thought out IMO. I think balancing the all the different strategy paths so that none will be preferred (like air was in X1) will be a bitch, but with enough focused playtesting it will be doable. As far as tactics goes, I think it would be quite interesting if you allowed soldiers to do things they normally wouldn't do because you've "researched" new tactics and doctrines. One example might be: Allowing your soldiers to see aliens they normally couldn't see because you've learned how to look for the telltales of alien camouflage or something along those lines. Little battle hints/tricks that aren't tech dependent at all, but nonetheless have been learned by experience and research. Hearts of Iron allows you to develop doctrine as well as new fancy weapons and better doctrine can often be more powerful than better weapons.

  13. Yes, if you shoot through 12 identical windows each with 10% stopping chance, the chance the shot is stopped is still only 10%. The basic concept is that there's no way that any shot path that passes through the final window could have hit any of the ones before it, so they aren't included in the calculation. (Of course a bullet is unlikely to have enough power to pass through 12 windows without running out of damage first and would probably only break 3-5 of them, but that's not factored into the accuracy calculation.)
    The true chance is easy to calculate if you want to change the formula for this. Personally, I think that combining all the obstacles along the way is more realistic. But if the bullets run out of steam before they get to the target that does partially mitigate the problem.
  14. Yeah, it's possible the doubling will be a bit excessive in practice - but I like the idea in principle and think ultimately we'll just have to try it and see how well it works.

    There's plenty of ways we can change the numbers if we want; e.g. the +100% cover could be a +50% cover instead, or just being adjacent to a prop could give a flat +20% cover irrespective of what the highest stopping chance is, etc. In practice it would all be a relatively small tweak to the numbers of the formula and very easy to do.

    I think this might be covered in the weapons section, but will some weapons be able to penetrate certain covers? I'm thinking that some objects shouldn't do much more than hide you while others do stop bullets, etc... In my car example above I wouldn't expect that to stop armor piercing bullets, but probably stop "regular" bullets (assuming the soldier is behind the engine and wheels.) In JA2 many of the buildings were pretty much useless as far as stopping bullets, but you could still hide in them.
  15. Chris - I understand the necessary amount of extra art and busy work that prone could cause. How about just adding a "full hide" command (or whatever you want to call it)? The idea being that a unit crouching behind a half height piece of cover such as 3 foot wall or car hood would then receive 100% cover just like a hiding behind a building BUT could not fire or see anything in front of the cover. Perhaps this would cost an additional 4 movement points to enter or come out of.

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