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Hansmorg

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Posts posted by Hansmorg

  1. Will the overall founding from the supporting nations be lowered, as we will no longer have to pay millions of dollars to keep our engineers/scientists around? Or will the amount of founding remain unchanged, so we can use it to establish new bases?

    It honestly makes a lot more sense to have "free" workers in your base as you do have the entire world backing you up, so lore-wise this is good. Do you think making these specialized bases will make us more vulnerable to base attacks in the non-military bases though?

    And lastly, will we be able to build structures on the Geoscope? like radars, anti-air arrays, storerooms, etc? (In the future)

  2. They've not even got the product on their webpage any more, I don't think they have any interest in it whatsoever. Thankfully I backed up the installer as otherwise it would have been difficult to get at...

    Sheesh, I hope you have better luck with your next engine.

  3. The frozen synapse dummies seems a bit too much handholding for my taste. Not sure about the grid but it might be a bit too much as well.

    The dummies work well in Frozen Synapse from what I can tell, and they're not hand holding in any way. The problem with dummies (in the frozen synapse sense) is that it would change game-play completely.

    Frozen Synapse makes you create theories based on what you think the enemy will do, and it allows you to test said theories which makes you second guess, a lot (what if "he" does this instead of that? Oh no...). Frozen Synapse plays on your doubt in a different sense than how X-com/Xenonauts does.

    The thing is, that is not X-com, that is Frozen Synapse, it works in Frozen Synapse but it would not work that well in a X-com based game like Xenonauts.

  4. There's not always cover to hide behind. That farm map has a lot of open space' date=' for example. I'm not the world's best tactician though, I'll give you that. (;

    I'll admit I might be working on some wrong assumptions, though. For example, reaction fire being affected by TUs, and only able to take reaction shots if the enemy's in the overwatcher's direct LoS (16 or 17 squares ingame, IIRC). Going back to that farm map, if I can send a scout across the field NE from the drop point while being covered by soldiers who are all the way back from the waist-high wall, then the LoS check's less important.[/quote']

    Try using a vehicle as a scout, at least in early game, because the vehicles are far more expendable then the xenonauts :).

  5. When I move a soldier to such-and-such square only to find out he can't make the shot' date=' I don't feel tense, I feel annoyed. What makes this sort of game tense for me is that the RNG won't always be on my side, and if I make tactical mistakes when the RNG's working in favour of the aliens, the smelly stuff will hit the fan. Usually these tactical mistakes are down to bad assumptions and/or cockiness. ("There's no way I'd run into chryssalids at this point and I can probably take 'em on anyway!") But mistakes caused by lack of information, or misinformation, seem unfair. ("Whoops, that aliens must be 17 squares away, not 16 squares away. Sorry Private Jools, looks like you're getting a plasma bath.") [/quote']

    That example still seems like a matter of misjudgment rather than misinformation, why not have some one looking out for private Jool? Even if the alien/s is/are out of sight for said lookout, he/she can still fire at it/them, and also why would you move your soldier to a location without cover and expect it to go well?

    For me personally if I lose one of my xenonauts it is always because I moved him/her without thinking, or because I was being cocky (there's no way the aliens can stand up to us when we have wolf armour, right? right?!).

    All in all though, different people, different opinions :P.

  6. I have the issue with my most recent save-file crashing, however I have an auto save that has saved the day for me. I also have issues with upper floors. Sometimes they are invisible (can still walk there) and during night missions the lower floor turns completely black if there are no nearby xenonauts, making it a bit of a pain to get my xenonaut back to ground level.

  7. I quite like the idea about a toggle-able line of sight, as that would be really helpful.

    The dummy idea I'm against, simply because I like the tension not knowing gives you. If I could test whether I'd get shot at here/there or not, that would take away a lot from the game for me. However the idea of a dummy sounds cool, you set up a dummy soldier and watch it from afar hoping that those pesky reapers will get attracted to it.

  8. I can think of a simple solution, no more unlimited ballistics. That would mean that your workshop would need to produce ammo and guns the first couple of weeks, until you start with the pew pew weapons.

    The issue with that though is that it makes little sense lore-wise as you are supported by the entire world, and one would imagine they could spare you a handful of guns and ammunition, to fight off the alien menace. It's just an idea though, you did need to buy ammo for the starting weapon(s) in the original x-com after all.

  9. It's a much better idea to just send a polite e-mail asking if they would be kind enough to share the source code, rather than "e-mail bombing" them, as that would likely discourage them from sharing said source code. If everyone sent one polite e-mail asking then perhaps they would go: Ok, so all these people are asking us nicely to share our source code with Goldenhawk Interactive, I guess we might as well then. That of course is a best case scenario.

  10. Gorlom, read the patch notes for V17.6 then :)

    Hansmorg - there is a disable button, but it's in our new launcher which will be in the next build. It didn't occur to us to test the game without an internet connection, sorry about that.

    No need to say sorry, and thanks for making this awesome game. I look forward to getting that disable button. In the meantime though, is there a way for me to disable it in the code or something?

  11. Yes the same results, if you try disconnecting your computer from the internet the game will taker longer to load (first time after disconnecting, then it's instant as usual) and crash if you attempt to start a ground battle. If you connect your computer to the net again you will get the long start up again but the game will not crash when you start a ground battle.

    They use some sort of feedback system to check what weapons we use etc, so they can balance the game properly later :).

  12. The title might be self explanatory but I am going to elaborate on it nonetheless.

    When i try to play this game without any connection to the internet it will try to load ground battles, but as soon as the music starts playing it crashes to windows. At first I didn't know what it was that caused my game to crash so i tried starting a new game, making the UFO crash in different areas but nothing seemed to fix. So I tried to delete the game folder and extract the game again, but that did not work either.

    This was really puzzling to me as everything else worked, except for ground battles. Clicking the quick battle button simply lead me into the full game and crashed it after a short while.

    Now the reason I know it crashed because off the internet connection, or rather the lack of it is because I tried playing the game with connection to the internet. That worked just fine, minus crashing at the end of ground battles at times, but it was playable.

    So my theory is that the feedback system built into the game causes crashes when it's unable to send information about my soldiers stats/eq. That is my theory at least.

    Is there any way to disable that?

    Ps. I'm using the standalone version 17.6. on windows 7.

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