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Morgurthion

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  1. Do a Xenonauts 3D Remaster, which is the Xenonauts 1 "story" in 3D with all those changes, redesigns and improvements that you talk of. Then use all of those new strides in Xenonauts 2, which is a continuation of the original story. It could be set some time into the future, where the Aliens return to take revenge, or when we have used the techonology that we aquired to build our own star ships and begun to colonize other worlds. You could maybe lead one of the first colonization missions, settling on a planet with hostile environments and dangerous indigenous lifeforms and just as you get a foothold you are attacked by another, smaller Alien fleet that detected emissions from your FTL-drives and followed you. Perhaps in order to contain these clearly dangerous humans and keep them from spreading their influence and bolstering their power, in wait for the alien harmageddon fleet that is on its way from across the galaxy to end humanity once and for all. Just some thoughts
  2. I'm so in love with Xenonauts right now, can't wait for the last few things to get fixed and sorted. It plays so well with the exception of a few bugs related to the recent changes in LoS, LoF and AI. There are of course things unticked on my personal wishlist for the perfect X-Com game, but you really nailed your vision and made an incredible game. Can't wait to see what Goldhawk will do next, I could think of no better candidate for a proper Jagged Alliance 2 sequel, just saying. In any case, I'm sure I will be playing Xenonauts for many years to come. Thank you for delivering on everything that made me back you on kickstarter and more. The only regret I have is not backing enough to get my own soldier into the game.
  3. I see. Do you expect this to be a problem if you need to do bugfixes or rebalancing after the game ships aswell?
  4. I was wondering when saves will start being trasferable between updates? Now that the game is "feature complete" I would expect this to be possible soon, but maybe there's still issues that would prevent this?
  5. I like it, hope to see a lot more cities on the new map as well. I think that the night area could be a bit darker though, and I agree that the water could be in a little bit deeper blue. But it's still a great improvemebt over the old one.
  6. You're too good to us, Chris. Thank you!
  7. Looks great, just one thing, there needs to be a picture of the soldiers weapons on the Chinook screen. At first, before you get to know your soldiers, it can be hard to remember what role every soldiers has when you have only their names to go by. And that is information you need to have when you place your soldiers in the chinook. I at least find myself having to switch back and forth between the soldier screen and the chinook screen. Perhaps the green icon representing the soldiers in the chinook could indicate which weapon he or she is equipped with?
  8. How hard can it be to just center on the Xenonaut closest to the movement and letting you hear the sound panned to whatever direction it emanates from?
  9. Well yes, apart from the out-of-combat real-time of JA 2, they're pretty much the same except that where Xenonauts goes to a hidden movement-screen when the enemy moves outside of your sight, JA2 would just keep the cam wherever it happens to be and display an "enemy turn"-message at the top. My post may have been a bit misleading, since the discussion was more about how to cut down on the hidden movement thingy. The important difference is really in the way that sound is presented; if a soldier in JA 2 would hear the enemy move, the cam would center on him (at least, that's how I remember it) and the sound would then be panned so that you would hear where it emanated from, also there would be a text at the bottom where it said "Ivan hears a sound coming from the northeast". THIS is clearly preferable to centering on the thing that makes the sound while blocking the view with a hidden movement-screen so that you have no clue where the sound came from. At this point, all the shooting and footsteps you hear during the enemy turn only serves to confuse the player. Also, it would cut down on the hidden movement-screen time, since any enemy/civilian action that generates a sound close or loud enough for one of your soldiers to hear would have the camera show that soldier instead. I'll try to find a video that demonstrates this and then edit this post. (btw, will aliens react to both gunfire and footsteps? If so, will there be any stealth movement option?) *EDIT* Ok, so I might have remembered a bit wrong here. It was during the real-time that sound would be displayed this way. Still think it's a good suggestion though, if it worked the way that I described. Here is how it worked in the real-time phase of JA2 (7:40) Quality is shit, but you get the idea. The yellow text in the bottom left is saying that "soldier x heard a faint noise coming from below" or something like that. (Ignore the soldier saying he heard something, that is not something I want in Xenonauts, even if I thought it possible.)
  10. I was thinking about the hidden movement thing, and I was wondering why the Jagged Alliance 2 model isn't an option? In JA2 the camera position froze on hitting end turn, and was automatically moved to show enemy movement. Also, the way that sound is presented would be less confusing as the camera would center on the soldier that hears the sound (footsteps, gunshots, whatever) and a small text would appear that says something along the lines of "soldier X hears a faint sound of footsteps coming from the north". I rather liked how they handled that in JA2, and it is clearly preferable to the hidden movement screen.
  11. Hm, trying to work out if I should go to bed early tonight and try to get some playtime before school tomorrow, or if I should wait up and try it out tonight. How long does it usually take for Desura to authorize?
  12. Great job, just add bacon and it will be perfect!
  13. I know absolutely nothing of A.I. coding, so here are some noob questions: Will the A.I. ever overreach and go for something that has high risk of death but if succeeded would bring great reward, or will it always go for the "safe" option? And how much of that will be based on the way the battle has been going so far? - For example, if a Muton was trapped in a corner, will it be aware that it is trapped and react to that? Would it ever do a kamikaze charge at my Xenonauts in a desperate attempt to fight its way out or at least take one of my soldiers with him, or will it always just move to the safest spot available? - Will it know that it is doomed and become desperate, basically? PS: I'd welcome you to the forums, but seeing as I am new to this place myself it just wouldn't feel right. Glad to see that they brought on what seems to me (noob, remember) like a really gifted and driven coder to do the A.I. though! PS2: Aah, what the heck. WELCOME!
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