Jump to content

gnarly

Members
  • Posts

    233
  • Joined

  • Last visited

Everything posted by gnarly

  1. Worth looking at this anotherdevil http://xcom.nexusmods.com/mods/18/, specifically:
  2. Nice review from your side Chris (I concur I think on all points; biggest single annoyance for me is almost complete lack (?) of patrolling aliens), I was hoping to see such an examination from the 'competition' as such. Exactly; I never had any thought it would resemble the OG in anything other than spirit, and so I am still enjoying it, albeit with the Warspace Extension mod, which has actually made Classic Ironman much more fun and the firefights much more dynamic affairs, rather than forcing the dreaded 'bait and creep' solution. http://xcom.nexusmods.com/mods/18/. The mod has also balanced the Research and Manufacturing components up much nicer; you really now have to think about which basket to put your eggs in. Though the weapon balancing in this mod is still contentious.... Ballistics are now of more value through most of the game, lasers are more accurate but reduced crit chance, plasmas do massive damage but fairly inaccurate. I think this is similar to a thread discussion somewhere here in Xenonauts, that is attempting to do away with the simple hierarchical weapon model that totally invalidates the previous tier). If this discussion (whether EU or Xeno applicable) interests you have a look at the Warspace mods thread in the above link. I'm simply considering it (XCOM EU) an XCOM-esque filler while I await Chris's beta....., and at AUS$37.50, quite happy. Though the DLC pricing, content and approach simply blows.... Edit: Additionally, I nevertheless think Firaxis have done a great (if a little flawed) job at exposing a TBS (or is it TBT?) game to the mass market. I think that's an awesome thing, and I think it will hopefully inspire some other AAA studios to jump on the band wagon, and produce some (better?) offerings that learn from Firaxis mistakes. Whether their offerings are of interest to this forums lurkers is a different question. Personally, I am most disinterested in the FPS and RTS genres.
  3. Awesome update, and fully agree you will have to manage the expectations of newcomers to Xenonauts by having something stable and working on Desura, rather than scaring them off, before going into beta PR mode (and I guess have a new accessible demo to go with it, as the old one is both very out of date, and also very difficult to find?).
  4. v16.1 update added (apologies, I've been busily fending of the Muton Hordes with my Double-Tapping ArchAngel armoured sniper... Oops, wrong game! ;P)
  5. Is that the first positive post from Game_Tester ever???
  6. The OP has redeemed one of the codes, thanky-you very kindly! I have to just: 1/. Find time to stop playing XCOM: EU and 2/. Get the gf's iPad for more then 10 minutes....
  7. Tx for the heads up and clarification Chris, this info does get lost in the threads. BTW, you still need some Goldhawk Staff icons/badges/thingies..... So newer folk here know that you are the King (and also who are memebrs of your high court)
  8. http://www.rockpapershotgun.com/2012/10/08/xcom-review/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29
  9. Good to hear you didn't get arrested for photographing military installations or anything....
  10. Its neck-to-neck across the 3 primary age groups.....
  11. Couldn't find an existing thread on this. http://pockettactics.com/2012/07/11/aliens-vs-humans-x-com-reborn-on-your-ipad/ Anyone played it? I believe they've just released v2.0, which has moved from purely tactical battles (AvH), into the whole strategy/geoscape side of thing (The Onslaught). Interesting thing they've done: http://www.aliensvshumansapp.com/ [video=youtube;XT9VHgbghUg]
  12. http://au.pc.gamespy.com/pc/xcom-enemy-unknown/1226279p1.html
  13. In addition to Gorloms thoughts, and along a similar line, by Chris adding these community maps to his product, he would therefore be taking responsibility for any issues encountered on said maps. Which I doubt he'd fine appealing, nor the map maker. This again is really the provenance of mods; they are still controlled by the map maker, who can therefore update them as they wish based on feedback they receive, without having to wait for Goldhawk to do another release.
  14. Possibly the most interesting development discussion I've heard yet (Three Moves Ahead Podcast with Jake S). Some very in-depth/hard hitting questions and answers. http://threemovesahead.libsyn.com/episode-188-we-will-be-watching-commander
  15. Not the continuation of the above new series, but an overview of the XCOM series evolution and company shennanigans. Fairly decent overview of the OG, but skip through that if you don't need it retold.... [video=youtube;G-qaKDRukDE]
  16. No, because as I think as has been mentioned before, whilst flying, you'd assume there are some kind of exterior defense systems in action (force fields, close-in-protection systems, some kind of energy absorption (thermal sponges) or reflection system for say lasers, etc)' which which our weaponry is trying to either penetrate or overload. Naval ships certainly already have CIWS systems, and I'm sure other types of countermeasures, if not stealth 'shields'. Underneath this, I wouldn't necessarily expect a heavily armoured skin (if armoured at all) (awful lot of mass to cart across the universe, though I fear the physicists here will now proceed to correct that comment!). Once a UFO is crashed, these exterior 'shield' systems 'off' or non-fucnctional. So penetrating the exterior with hand-held weaponry is perfectly valid IMO. I have been thinking about this thread for awile, and I feel for Chris when he returns to this discussion from his holidays. I firmly with Vjay et al. on this; I thoroughly enjoyed opening the OG UFO cans of worms how I liked, and even at times moving troops safely from one area of the ufo to another externally (where it was guaranteed safe). Having the UFO's as seamless extensions of of ground map allows a myriad of tactical options, whereas having them as separate maps with predetermined entry points (only) removes that. But I don't pretend to understand the programatical/design limitations that this imposes/restricts on Chris and his team.
  17. Why, isn't that a new feature in XCOM: EU? Like multiplayer?? (I'm only doing this to wind you up Xeno, keep fighting the good fight!) Yeah, would be nice, what their rank was, what badges they had, when they died, and kill-counts achieved. Even mission type they died on.
  18. Seriously?; You have any idea how much work that creates for Chris?? That's the whole idea of mods...
  19. Linky and blog by the new AI developer here http://www.goldhawkinteractive.com/forums/showthread.php/2807-The-new-guy-A-I-Developer-42-Discussion-on-A-I?highlight=blog
  20. Also monoko see these for other discussions around this: http://www.goldhawkinteractive.com/forums/showthread.php/2645-Hidden-movement-or-boring-me?highlight=hidden+movement http://www.goldhawkinteractive.com/forums/showthread.php/2389-Directional-Indicator-for-Heard-Events-in-Ground-Combat?highlight=hidden+movement
×
×
  • Create New...