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VJim

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  1. About the issue with to much white : I think it is fine. People may be reacting strongly because of the first screen which is still lacking content and thus may look too bright. Once it is completed, there will be more color and the look will be different in terms of brightness and contrast. The other screens have mostly light-grey panels rather than white and bold well-separated text. They seem lisible enough and not that taxing to the eyes (i find the forum to be too bright by the way). Overall I like those changes. I'm very fond of the new geoscape but hope we can still zoom in on the map.
  2. If those are in a packed file, can't a modder just unpack it to access them ? (Anyway, having to download the standalone in this case is not a big issue IMO) Also AI, UI, and map iterations : great progress =)
  3. Count me in. Let's test those maps lego-style. =)
  4. The only thing that would encourage you to stand still is if you wait for the alien to get out (which can be forever unless the AI is changed to make them not camp a room). At least with a damage over time situation, they have a reason to get out. Like I said earlier, there are other tactical options : - Enter the room with shield-wielding or heavy suits soldiers first. - Blow the door. - Use smoke grenades (give them the property to extinguish fires) I would think the contrary but I'm not the one doing the coding.
  5. Fire build-up inside rooms. Whenever there is a downed scout crash site with severe damage in the description, the circular room at the back is always on fire (for me at least). Before trying to breach that room, i always imagine the soldier may be engulfed by a surge of flames while opening the door because of the fire inside. If we could have a mechanic with fire that would simulate a build-up of heat inside rooms for each turns and then opening or shooting through a door or window could result in an explosion, then it would : - Be spectacular while not being just another classic explosion. - Add a danger condition to using fire-creating weapons or going near rooms that are on fire. With this comes the idea that there is damage overtime for entities inside (not only for standing on a burning tile) and there would be an incentive for using shields and the heavy suits to protect yourself against the flames and extreme heat. The AI should make the civilians try to get out and keep away from the fire and some aliens should also be forced to retreat or get out of cover because of this. You can have some type of aliens that won't be affected by this (androns) or even arsonist aliens that use the fire mechanic against your troops or civilians as a terror mission behavior. Also, fire propagation to adjacent rooms and floors. =)
  6. Aaron should get his cookie. As the others before me, a mockup would make sure we understand this correctly. What about ufo damage with this new layout system ? That is, the following topics : - Hull breaches - Interior destruction - Randomised and/or dynamic change to the layout
  7. Tried the 16.2 patch (file is 79ko) but it still says I'm on 16.1 october and keep getting a ctd on a saved farm land mission.
  8. Thanks zzz1010, That Battleship shape is difficult as it is and the interior will be even more. If they keep the naval analogy, the destroyer would be between corvette and cruiser. As I'm looking at the biggest ships (45X45 and 35X65), if they can come in those 85X65 maps, they still strike me as massive (also 8 levels for the carrier, that's insane ).
  9. Good work again zzz1010. Do you think you could show all the ships for scale ?
  10. Confirmed too. Also : - Click on change role - Click on an unused loadout - when asked to name loadout, press escape - Crash to desktop
  11. @dorphin : According to the original post, they would apply this to all ships :
  12. What sluissa said. I didn't feel the need to voice my opinion recently because everything in this game was either an improvement, a faithfull adaptation of the original, or IMO an acceptable ommission (blaster bombs, human psionics, ...). This is a regression I would rather not have. For me, the ability to attack an ufo from multiple vectors is a very important tactical feature. Even more so if it suffered damage and part of the hull is destroyed, as you can see here : If this is changed from a dynamic and destructible part of the map to a handfull of fixed entry points leading to a base-like secondary map, it will feel like an outstanding gameplay feature sacrificed for eye-candy. So yes, if possible, please make the design of the ufo work with the interior layout, not the other way around.
  13. I don't mind the extra size either. In earlier versions, there was two times I found sebilians entranched inside their scout and thought I really wanted a shield or flame thrower. Grenades are not enough sometimes.
  14. Welcome and thank you for giving life to the backstory. I'm looking forward to read it.
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