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Orangehat44

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Everything posted by Orangehat44

  1. 18.4 isnt happened to be called DMG /RPM/DEB? I cant see anything yet saying 18.4, just; beta candidate, beta candidate 2 and these v18.0-0 alpha deb, v18. alpha DMG and alpha RPM (only the premiums are availible to me fore download of each of those). But i would love to pledge a lazy sunday to bug hunting for you once i can download edit: forgive my lack of computer knowledge, it appears dmg rpm and deb are for lineux/mac clients correct? no sign of new build on stand alone dl site for me yet
  2. ive had this randomly on light scouts and scouts aswell. scour the map, no aliens, go to the ship and the aliens are lined up face first against the door and wont react till I open the door with a soldier. Maybe when the ship crashed the child locks came on?
  3. Something about strength and tu's gained just doesnt quite feel right as it has a suggestion on how to play or do certain things. With the way soldiers progress give everyone a lmg, or primary + rocket launcher, and be right at max weight and you'll have supersoldiers quite quick as long as you scurry around and use lotsa tu's you'll gain strength, acc, tu's like crazy. Lmg needs something to do with its role vs skill progression. its a suppressing fire weapon and if you gain a fair amount of accuracy just for tooting off shots... on top of it having rediculous range. Maybe just a really short range would help with some tweaks to spread and weapon damage after "range" so it still does its role as suppresssion as bullets in the ball park can cause suppression, but doesnt make your guy mark walburg from shooter in 4 missions. I feel you get Tu's way to quick. I mean these guys are suppose to be coming from military outfits are they going to get 15% faster in 4-5 missions. This character progression is so intertwined with the pacing and feel of early game play makes it a very difficult thing to balance but so critical!
  4. No new UI. Started new game. Base in North America. UFO activity in less than 2-3 days, the alien invasion research project didnt even finish before 2 light scouts popped up. Just finished the first ground combat mission was very smooth. Hidden movement screen seemed quicker but at the same time didnt seem like much was happening. Farm house map never saw a civie or no xenaut human and 3 cesarians 1 in field that reaction fired. last 2 were face against the door the whole time never seemed to move till i got my squad up their. Shotgun guys opened the door to be face to face with the 2 and 1 shotted both of them. Seemed alot smoother all in all but Ive only just scratched the tip of it. Edit: Interesting notes after the first mission I noticed the "Final Mission" Tab is visible and clickable it asked me if i wanted to do it cause you cant go back thing.
  5. http://www.desura.com/games/xenonauts/download <<<< I saw the "beta candidate 2" 18.3 and clicked it hopefully and a download started. Chris said we'd prob get it today. THANK YOU Edit: Extracting now...
  6. both your points also suggest risk aversion that goes against everything that this game is. why not have to escort your cargo and drop ship back.
  7. pray tell what transport or teleportation device they have to bring those home, and regardless if its the drop ship or not it should be vulerable and appear on map. what ever brings the goods home is instantanous currently and i feel should be given some "delivery speed" based on distance from base. In '79 there wernt cargo planes going faster than your f-16(17's)
  8. I was going to say this near word for word, that even tho its alien a medical autopsy would be 1-2 dr's for a few hours, and with reading the autopsy descriptions that the findings are on par with what you might expect from a basic autopsy. My only slightly immersion breaking gripe would be the mission debrief screen says "SENT TO RESEARCH DIVISION" but you get the research popup the moment you get back to the geoscape, could we delay the research popup at least till the dropship gets back with the bodies and gear? I know Im griping on a few hours of in game time when most people are trying to click the 4x fast play button as soon as they get in anyway. But to make those resources that your ground team is bring back not available till they get there makes more sense.
  9. Chris, I've noticed 2 things that may be the same or different problems but i dont have screenshots or video yet but I will try to be mindful to capture some if i recreate it when I get home from work. The first and most obvious is the UFO walls themselves and i've seen it on light scouts and scouts which are as far as ive gotten so far. I've approached UFO's from the sides and my soldiers can uncover fog of war tiles on the other side of the ufo, also if alien present in the ufo you will get the red indicator on side of screen of visible alien and if you slowly move your mouse over all the tiles of the ufo you will get a cross hair to shoot once you mouse over the alien, you the player cant see it cause the ufo roof doesn't hide but if you can mouse over till you find the alien you can shoot and kill him. approaching from the front the door will block shots and LOS, but the rest of the ufo wont. TO the point of "shooting through objects" that arnt the ufo. It seems the aliens shoot thru things but is very hard to prove, but i have a suspicion that the game is struggling with shared alien site out of the fog of war. I will try to video capture some if i see it again and remember but, the easier maps to recreate this are the hedgerow ones, If you make contact with an alien (which you usually do in the field across the road and hedges from where you start) the aliens back by the ufo will take shots from in the shroud of fog of war. Sometimes if hidden movment screen allows you to see these shots (usually if the shot is at your people you see it originate in the fog of war and fly towards your soldiers) you will see these shots originate in the back of the map by the ufo and they will land near your guys, but once you scout the rest of the map you realize those shots would have past thru multiple hedgerows to get there, once you scout the uncover the hedgerows from the fog they block shots, but on maps with definite blockages like hedgrows you will see shots originate out of the fog of war, and once you scout the map you think back and say how the hell did the shot make it all that way. I hope this helps, ask me questions for claification and i'll try to capture evidence but I wrote this up quickly and with out proof reading because I'm trying to be a sneaky ninja at work.
  10. Will try to recreate this when i reload the mission but it was the first small ufo i shot down with the mig. second or third turn, heard shots fire then nothing, let it sit for a few minutes and had to force close it.
  11. First light scout mission. Aliens and my guys could shoot thru and seemingly see thru the ufo walls. Also ground sprite/interior of ufo didn't show and roof wouldn't disappear with camera controls or soldier being in it. Edit: you can also walk thru the walls.
  12. Has happened twice now to me as well, mine was smoke left from frag grenades.
  13. will that file re-enable them since you disabled the disappearing crew ufo type for 17.91 correct?
  14. First ufo was intercepted and was caesian, next three ufo's i have shot down drop ship lands move men first turn hit end turn and debreif screen. 5-6 alloy and thats it, so cant tell what the ones that arnt spawning aliens are.
  15. Your objective is generally to eliminate the opfor on the map not get your doods to the space ship, One of the victory conditions is to hold the enemy ship for 5 turns. Do you play king of the hill with a blind fold on? No, you GENERALLY know where the hill is. You keep trying to defend an old strategy breaking mechanic of old games. Do you keep going to a restaurant with crappy food because they have a nice floor plan? And at the end of the day I was trying to make a feature request (as is the forum group) to the dev of the game not argue against common sense with an OG xcom fanboi. If you enjoy actual strategy maybe you should consider what I've said rather than look for one sentence each post to pick apart.
  16. you dont seem to consider that a grey fog of war does NOT give you a clear marked out objective. Your objective is generally to eliminate the opfor on the map not get your doods to the space ship, and any way you want to theory craft it your guys should know where that is, it was shot down by your own plane and is now burning on the ground if not anything at all you should know its general location by a smoke plume. After that part your statements stopped making sense to me: Regardless of black or grey you will learn the maps and remember them, and their 'longevity and replayability' is not, protected by using black fog, the random stitching of tiles and terrain you mentioned is what gives maps longevity. Also strategic gameplay is what gives the game longevity, I'm not playing the game to slowly uncover map tiles. "That the black fog forces you to play conservativly is a huge part in the immension building for some people. It increases the suspense, which is a large part of this game. " This statement is so bassackwards. Suspense is just as equally created with grey or black fog and arguably is more created with grey. The ultimate consequences of permadeath and equipment loss are what create attachemnt to your troops, attachment to your troops mixed with the black fog is what drives conservative play where you move a few spaces in a big cluster with everyone on reaction. Immersion is built by the attachment to units and will for their survival, conservative play is the outcome because it is the most viable way to play to hopefully not lose people. The game pushing you to play this conservatively is not a strategic simulation, its herding cats until you see something to shoot, and its boring. Grey fog leads to planning and stratgic thinking. Planning out a few turns, taking chances you never would take with black fog: Grey fog: "Hey there is a building on the other side of that field if I can get a fire team there quick I can bring the rest around" and you spring those guys out there, maybe the aliens have an ambush and cross fire. but at the end of the day its more fast paced and fun game play. Black fog: "theres a field here but Im going to slowly plod across it because I dont know if there is a house on the other side. This is a new game in a new era, slowly uncovering every square might have been fun in the 90's but it aint now.
  17. I know the game has both types, I was just suggesting for the whole board to have the grey fog of war from the get go, i disagree that it makes more sense gameplay wise and more fun in the long run as the black can be very immersion breaking and forces me to play more conservatively than i would like. when you have the map with a grey style fog of war you can say 'oh hey this building has great LOS, would be nice to get my longrange/heavies in that to cover the shot gunner/assults advancements. It gives you more fluid planning aswell. With black fog you are forced to cover hop from spot to spot till you find something, and if you do find a building and move all your support into it start to move your CQB guys only to find that building you moved your snipers into has another building blocking it from supporting your guys. At the end of the day I'm trying to say 'grey' fog allows you to develop more strategic plans and use your team more tactically. In this sense its feasible to split your team multiple ways and execute plans that require them to cover each other. 'Black' fog pushes the player to play conservatively, cluster their team together, and play in a constant state of reaction. Im not trying to make this game clone any feature from another game, just the black fog i feel breaks immersion to much and really limits the strategies you can implement in a strategic game.
  18. Hey guys I have been following the game for a while and just preordered this week. Love it so far, though I'm no original xcom vet (I was 5 when it came out) but I was an old fallout 1-2 +tactics vet and love squad tactic turnbased games. I've played the new Xcom and UFO:AI while following this game. I agree with your tension comment Chris, but what about pseudo fog like in UFO:AI where you can see the square of the map and the terrain on it but only see dynamic things when they are in your units field of view( ie aliens and civies) I know its 1979 but I would imagine by the time a team deployed via chinook there would be some aerial imaging available. But at a very least any drop ship will fly over and spot the LZ for saftey before landing so your troops would have seen it from the sky and know there is a barn and a house over there, and frankly they would see the crash site and have a general sense of direction of where to go after disembarking from the transport. Just my 2 cents
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