Snap_Dragon
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I think the research screen thingy misses the point that a lot of sci-fi art does. What purpose does the earpiece opposite the eye piece have? Why is the scientist armed? the military does not typically give non-combatants weapons unless they have been trained and cleared for their use. And what's with the power glove and the ipad on his belt it just seems overly complicated. I could see one or two elements sticking around but they should serve a purpose, less in this case is more. If the guy in the foreground was typing something in to the pad or manipulating something with the glove I'd be more accepting of their presence.
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I have a grenadier I equip with nothing but grenades, even though his belt holds four different kinds of explosives I only have a single quick slot available to me, the second is always blank and does not react to right click.
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ALMOST bought XCOM:EU today...
Snap_Dragon replied to ladlon's topic in Xenonauts General Discussion
I really enjoyed XCOM:EU and I loved the original X-com they both have a lot in common but there are core differences which really grinds the gears of a lot of purists, thus they tend to be dismissive of XCOM and write it off as not a 'true' game. The big difference I found is in pacing and atmosphere: XCOM is fast and dramatic and the music and play-style reflects that. Characters run and shoot, and the move system simplifies things not to take you out of the action. Some elements are simplified not to dumb it down but to preserve the faster, and much more intense pacing. There are two actions per character, four to six characters, once you move a character you have to complete his move or give that move up. There is still a lot of fear and tension when your guys are being shot at off turn on when a new group of enemies move in when you are already pinned down but it is feels like a fast and desperate fight, especially if you are trying to protect an isolated scout or a soldier who is about to bleed out. In some missions the game makes great use of time pressure to crank this tension to the max, like when diffusing bombs, saving civilians in terror missions, or trying to get antidote to poisoned soldier before he keels over. In the original the battles were slow, you were looking through a map covered in the fog of war only to be stuck down by a bolt of energy fired out of the blackness. The music and the atmosphere was slow, deliberate and tense. Troops were slower moving around, they could not move as far, but everything was far more fiddly as you tried to squeeze the most out of each last TU. XCOM has a tension like trying to diffuse a ticking bomb or saving someone dangling from a cliff, while X-com is like a ghost story or a slasher flick where you know the killer is most likely in the dark attic and you are going up there anyway. The change in tone and atmosphere is subtle to most but to call it dumbed down is like calling the original x-com a ponderous micromanagement where you obsessively outfit groups of soldiers like an obsessive mother preparing them for the first day of school. You could have that level of granularity in a slower game without it becoming too much of an issue, although I did find that X-com tended to drag at the point I wanted to shoot down small scouts into the ocean rather than bother sending my second or third line team from my secondary bases at it. I absolutely did not have this complaint about XCOM but I did miss a bit of complexity and fiddlyness of the original. Long story short they are both good games and like comparing the two is like comparing a waltz to a jazz version of the same song. -
[V18.4 Geoscape] Crash on crashsite click.
Snap_Dragon replied to Sathra's topic in Xenonauts Bug Reports / Troubleshooting
Check my other post but I think this is a symptom of loading game with crashsites. -
[V18.4 Geoscape] Crash on crashsite click.
Snap_Dragon replied to Sathra's topic in Xenonauts Bug Reports / Troubleshooting
I had a similar issue but it was after loading a geoscape save from inside a battle, then clicking the crash site. -
[v15.1] Sending Chinook to two targets
Snap_Dragon replied to Snap_Dragon's topic in Xenonauts Bug Reports / Troubleshooting
They were both close to my base, I selected choose new target as it was returning from the first mission. I have not however applied the farm crash fix so that might have been the issue as the crash site was in the midwest.