Jump to content

dekamme

Members
  • Posts

    67
  • Joined

  • Last visited

Posts posted by dekamme

  1. Do you mean adding a randomization raziel?

    What I mean with this: Every playthrough you research say, body X, it has a 30% chance of giving insight to a gland that allows you to produce AP boosting stims, 40% chance of giving 10% damage boost, and 30% chance of unlocking a unique research side-branch into a "tranquillizer rifle" containing poison present in the alien's body.

    If you're only allowed to research every part twice, say "standard inquiry" and "thorough research", this would leave a lot of excitement in every play-through.

    I'd like to see research visually represented in a branching overview as well - not where you're able to see what your research will lead to, but to look back on what you researched, and perhaps see if the next step is an unlocker for new tech (like alien power source) or an end of a tree (final step of laser technology).

  2. Ok, I'm missing something. I've seen the stairs in buildings, but when I instructed my Xenonaut to move onto them, he "disappeared" into the stairway sprite. So I thought, ah well, it's just for looks.

    Also, when I press the 1st level button (2nd level for those nations who don't start floor level count at 0) my view of the building doesn't really change - admittedly I've only tried this outside.

    *edit* your destructible buildings comment made me think about something: what happens when you shoot out ALL the ground level walls of a building? :)

  3. Situation:

    - UFO appears

    - I click Intercept and choose 2 fighters

    - When they just leave the base I click the "fastest speed" button

    - planes intercept, I see combat screen

    - Music plays at double speed, I can't use my afterburners properly (2 fighters on afterburner can't catch up with the enemy ship)

    Related info:

    I tweaked my XML files somewhat to give fighters higher speed - not that much, about 400m/s more.

    Repeatable:

    In the game I started it happened every time. Didn't try this again after a game restart or with the original XML files. Will try this later.

  4. Suggestion: Have the civilians run towards the dropship whenever Xenonauts get close. I could imagine the Xenonauts telling the civvies "run for cover at our dropship". They may get in the line of fire for one turn, but after this they'll be out of the way.

    Makes sense for non-panicking civvies to go to an area cleared by the Xenonauts. Their bio's state they have a history in armed forces, I'd imagine them being experienced in telling civvies what to do to get out of danger.

    Shouldn't be too hard to code this into the AI as well either.

  5. My shadow aliens move, and die, leaving a corpse. Will check the type and what weapon it's carrying next time. I've seen it happen 2 time. AFAIK they did not fire at me.

    *edit* happened again last night, have some screenshots this time. Will opload when I'm home. Now I can confirm one of 2 encountered shadows on a map shot at me, thus they are functional. The issue is cosmetic.

  6. Maybe similar issue:

    I had an alien shoot something at one of my soldiers, after which my soldier was stunned/unavailable. The next turn he turned into an alien and started moving around. I shot this new alien dead, while the corpse fell, a new alien was standing "behind it". This way I killed the same alien about 8 times, each time a new one popping out of the old one. It did not fire at me.

    Is this a chryssalid on steroids, or a bug?

    Every kill left a body, too bad I didn't think about checking the corpses names/contents. Will do if this happens again.

  7. I have experienced similar behaviour:

    - Stuck in firing mode, can be cancelled by clicking another soldier, then switching back to the original solder

    - Grenade: Right-click grenade icon to choose one, press the proper grenade (eg switch from flare to grenade - while the solder wasn't carrying a flare to begin with), should close the grenade choice window. It doesn't. I can throw the grenade though.

    - Seconded on the burst fire oddities. When ending a turn with a soldier selected with burst fire activated, the next round selecting another soldier often switches him to burst as well.

  8. I'm also experiencing this issue. Tried a lengthy first playthrough this week-end, and after some hours of real-time uninterrupted play I couldn't hire any more soldiers. I did not try this work-around, will try it tonight.

    Perhaps connected, but I'll log it as a separate bug report to be sure: When this bug occured, perhaps even before, I wasn't able to place soldiers in new bases in a Chinook. As the new bases did not have any soldiers and I couldn't recruit, I moved about 4 soldiers from my main base (A) to base B. I also moved the chinook from base A to B. When I tried to assign the soldiers, the Chinook 4 option was greyed out.

    The game showed me the right Chinook ID in the dropdown (Chinook 4 was the one I moved around, Chinook 3 was at base A).

    I repeated this process with the same solders & Chinook and base C (moving them there from B), same issue.

    I have a savegame of this issue, didn't try to reload it yet myself. Will fiddle around a bit with it tonight.

  9. I think the human allies death sounds are too.. freaky, for lack of a better word. They almost sound inhuman. It's like they are drowning in their own saliva.

    I'd also like a more directional sound for the "hidden movement" turn, it makes sense to me that when you can't see enemies, you can hear them walking around in the distance. Louder for close by, quieter the farther they are away. Should give a bit of a hint to distance and and direction of threats.

    The music score, on the other hand, is very fitting. Mysterious and complex.

    Ambient sound ideas:

    * the occasional UFO flying over

    * alien chatter (or a voice in your mind "don't shoot, we come in peace...") / human defence forces talking over walkie (depending on who's close)

    * bleeps when inside a downed UFO

    * panicky screams, "run for cover", "what's that? it's coming for us", "oh my god they killed Kenny" from civilians (perhaps region specific, depending in what nation the mission takes place)

    I'll take notice when I'm back on tonight.

  10. I've seen quite a bit of oldie game revival news messages pop up, just to have my enthusiasm break down after a few developer/publisher switches, to have it shattered when it finally gets cancelled (JA & Duke, to name 2). I'm not that old a gamer to have experienced the original XCOM, but have enjoyed JA2, Fallout (the real ones) and MAX, to name a few. If you enjoyed these games as much as I did, I assume we all felt left in the cold the past decade when reading almost solely about cashcow franchises and casual cr*p.

    Seeing the effort you guys already put into this project, and the level of functionality for alpha/beta development, made me pre-order right away. Too bad I did not notice the Kickstarter before or I'd have placed my cash there. 15 minutes remaining on the Desura download timer, can't wait to start!

    For a game that's probably as complex as I'm assuming - which is how I like my games - it will take me a bit to sort through it and the info on the site/boards, I hope I can be of use to the community after that. Any advice on where to start or what to read would be much appreciated.

    So, this post is mainly a cheers & respect to the devs & community, and a general "hi from the noob".

    One small remark : the site seems to load quite slow for me. I'm Belgian, that places me close to UK (where I assume the Goldhawk web server is located); what's up with that?

×
×
  • Create New...