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GizmoGomez

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Posts posted by GizmoGomez

  1. They have acknowledged the problem; just not on here.

    It's not even a problem, per se. I mean, the v19 Stable build has just been finished, basically, and should be going to the porters to be made to work in OS X and Linux.

    As for the wineskin, I never got it to upload properly; something stupid about access denied and whatnot.

    I've tried; maybe I'll figure out what files are being stupid someday. If I do, I'll upload it.

    It's really simple to make one, though. Just download wineskin winery, and make a new wineskin. No fiddling around with settings, nothing. It runs perfectly without needing to modify anything with the wineskin.

  2. BLOOD FOR THE BLOOD GODS!! SKULLS FOR THE SKULL THRONE!!

    ...

    Sorry, that was weird, I dunno where that came from.

    Anyway, I name my bases after the nearest city/town. For example, my first base is in Alexandria, Egypt. So, "Alexandria".

  3. Do you mean this is what the game does for you? It doesn't seem to make any difference to me which way I'm turning' date=' my soldiers will always move horizontal/vertical, and then diagonal. I recreated the above picture ingame again, but this time with the soldier facing east. The default path would see me end up with 13 TUs left; as you say, the turning costs TUs. But now my custom path [i']saves[/i] me a TU, so I end up with 14 TUs on the final square:

    1TUWr3Q.png

    VfhJpUM.png

    Unless I'm being dense again, apologies if so. Does this go from "quality of life" issue to "something that should probably be checked out by someone more competent than me"?

    And to go back to the civs/friendly AI stats mentioned up above: do both civs/militia use the section in aiprops.xml? If they do, then both of them are working with a sight range of 14. If you want them to be more survivable, going the opposite route and bumping that up to 20 or so would probably help, as would tweaking the militia AI so that they get into cover more often. The player can't interrogate AIs to share their LOS so it doesn't really matter. Right now they're aggressive while tending to leave themselves exposed. Then again, they might be doing that because they can't see any enemies, so they think they're safe.

    If the fear is of super militia then you can lower their accuracy, although I don't think it'd be necessary (they have 50 TUs and 50 ACC).

    Fascinating.

    No, I haven't checked it myself, I was only theorizing, hypothesizing. Obviously my hypothesis is wrong.

    Well, I suppose they choose horizontal and vertical movement first every time because it's cheaper, even if it costs you more TUs in the long run. I would guess it chooses the least TU option to move you towards your destination on a square by square basis.

  4. Would it be possible to get more roles set in the code? It doesn't really matter what they are at this point as mods can override them (saves some time in implementation), but only having 5 to choose from is a little tough. Extra1, Extra2, etc would even be fine. :)

    You can make new roles. Just click on the role icon, choose make new role, and select an empty square. You can choose the role icon and name.

  5. Sebillians and androns definitely need to get a melee attack. I mean, they're brutally strong, and they both can be very aggressive.

    Give them a dedicated melee attack like the xenonauts have, and code it so that they'll use it to devastating effectiveness if you're within a certain distance of them.

    If we wanted some kind of sprite animation, maybe we could simply look through the existing animations to see what could be used as some sort of a visual indicator (you know, besides the red letters popping up indicating damage).

  6. When soldiers move' date=' they seem to move horizontally/vertically as much as possible, then diagonal to get into the right row/column. Like this.

    [img']http://i.imgur.com/wl7xtQh.png[/img]

    Maybe we could swap this around, so they move diagonally first? Usually, if I'm moving in a diagonal at all, it's to get a soldier behind some cover as he approaches the fog of war. As you can see in the pic, the shieldbearer won't be behind the hay until the last possible moment. If he gets spotted and triggers reaction fire, he's less likely to have the cover in the way.

    Agreed!

    Oh, I just realized why the computer doesn't do this.

    It's because it'd require another TU to accomplish.

    See, you'd have to turn from SE to E before you actually did any diagonal moving, which would bring the total TU cost up by 1.

    To fix this, simply try turning to the direction you want to move first. This should make it so you move diagonally first, then straight, as it would be the most economical use of TUs.

  7. When we press 'q'/click "launch interceptors"' date=' does anyone else think it'd be more handy if the game brought up the list of aircraft first, and then told us to select location afterwards? (It's the other way around right now.) That way, it's a handy shortcut to check on refuelling/time until repair for various aircraft as well as manual interception.[/quote']

    Yeah, I'd like that; however, currently it shows an ETA next to each of the planes, so that'd have to change if we didn't define where the plane would be flying first.

  8. Just a minor thing about "alien plasma technology" in Xenopedia.

    The article at the end invokes "graviton" that would prevent plasma from dispersing - and that makes little sense. Graviton, if exists, by itself is a virtual particle that mediates a pull, but does not create one. It is the same way in which photon mediates electromagnetic force, but does not create any.

    Besides, why would you use it anyway? Particles leaving accelerator will maintain their momentum (direction and speed). Unless they collide with something, but then not even described graviton would help them. Of course there will be collisions with air and under normal circumstances range of such weapon would be limited to roughly 1 meter (my guesstimate).

    My proposal is to replace it with with high-energy laser (since this technology is already available and fits the lore) that in a very short burst ionizes a path to a target, creating sort of tunnel in which plasma bolt can be sent over a large distance. If there is a demand I could write this part of the article.

    If not, maybe rename it to gravitatium (or something like this) and therefore remove relation to any known physics :).

    Initially, it was a particle of antimatter that created some sort of gravitational field to hold the bolt together. I suggested graviton because it sounds nifty, and because most people won't know what it is. (I, of course, know what it (probably) is– but "they" don't. ;))

    Considering the fact that Star Trek got away with Di-Lithium and Lt. Commander Data's Positronic neural net, I'm pretty sure we can get away with a graviton perpetuating a gravitational field somehow. ;)

  9. Also, there's this to consider:

    If we had leaning, the aliens would have to have it too. Do you want to have plasma snipers firing at you from behind walls? Or, if in your idea you can look around corners but still cannot shoot (which would still be "unrealistic"), scouts seeing your soldiers so plasma snipers can fire at you from across the map.

    Either way, I much prefer not having leaning, if only because it'd be so much more difficult if the enemy could utilize it effectively.

  10. @Aaron:

    How difficult would it be for unarmed friendly AI to have different stats than armed friendly AI?

    By separating the trained, armed NPC stats and behaviors from those of the untrained and unarmed, we can have soldiers that actually are brave, semi-skilled, etc, while still leaving the civilians as cowardly pansies who can't run ten meters without tripping over their shoelaces.

    I'd really appreciate the trained soldiers and policemen not being the same as the untrained panicky civilians.

    I'd suggest making at least two groups, though three would be ideal (and four would be stellar):

    1. Armed, Trained: Soldiers, Policemen
      They'd be the top of the friendly NPCs. Maybe they'd be comparable to a totally green Xenonaut recruit.
    2. Armed, Untrained: Civilians with guns (farmer w/ a shotgun, etc)
      Decent stats (for an NPC); less bravery than the soldiers, but more than the unarmed civilians
      If needs be, combine both Armed into one; but they'd be better being separated and distinct.
    3. Unarmed: Anyone unarmed
      Pansies that cower behind their hay bales and park benches.
    4. OPTIONAL Armed, ULTRA-Trained: One specific sprite (like, blonde farmer with the blue shirt and the shotgun, maybe)
      This ULTRA-NPC would have really really nice stats.
      Basically, he'd be the easter egg; that one random NPC that runs around and does awesome things (like bursting out of a house and executing an alien point-blank as it walked by the door).
      Inspired by this thread.

    It'd make the AI a lot better by giving you more options.

  11. In addition to what GizmoGomez suggested - why not put a cap on funding change? Once you "max" the funding for that month you can leave it, unless it deteriorates again ( alien activity, terror sites, alien bases, etc. ).

    You'd have to communicate the funding per region though.

    I disagree; I mean, what happens when over nine thousand UFOs show up over the middle east, you shoot all of them down, and you assault successfully every one? I'd hate to have all of my hard earned funding points stop accumulating after a certain point.

  12. That'd be hard to implement, simply because the pathing algorithm probably looks for the lowest TU cost move. Because moving along the edges of the squares costs less than traveling corner to corner, it'll always choose the lowest TU option first; that is, move forward. Then, once the algorithm decides it can't travel forward any more without needing to travel to the side (not diagonal, but left or right) to reach its destination, it will do the more costly diagonal moves.

    That being said, I like the idea. Alternate pathing algorithms are one thing I'd really like. For example, one that automatically avoids "hazardous" tiles, and would make you walk around fire, toxin gas (coming soon, I hear), stun gas, etc.

  13. How about the corsairs come in right as the UFOs, escorted and not, speed up enough to not be catchable by Condors? Then you kinda have to upgrade to Corsairs.

    Also, agreed, Corsairs should be the "next condor" by making them cheap, easy to make, and thus able to be spammed a little. We don't upgrade to them because they're not good enough to justify the price. Therefore, drop the price.

    Have marauders be the ultimate, but expensive, craft, but make corsairs fairly cheap, like condors.

    That way you'd be stupid not to upgrade to corsairs, because they're so similarly priced to condors. Also, they would be needed to catch up with the faster craft with the foxtrots. Also, I don't know what their fuel is like currently, but it should at least be that of the foxtrot, probably slightly more. Otherwise they're still limiting the foxtrot. The next plane unlocked (marauder) makes the foxtrot obsolete, so we need the corsair to not hinder/limit the foxtrot concerning speed, fuel, etc.

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