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Jean-Luc

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Posts posted by Jean-Luc

  1. On TotalWarCenter submods are subject to the original mod's author's good will.

    Most modders don't restrict submods but a few demand to review the submods first before they allow them to be publicly shared and a few don't allow any submods.

    However it should be noted that on TWC mods get their own sub-forum and sub-mods are shared on that same sub-forum which is controlled by the original mod's dev team.

  2. A corporate lawyer helped us set up a US company and corporate bank account for our

    Kickstarter (rather than have to use IndieGoGo)

    This guy alone may have saved the game. Not saying Xenonauts wouldn't have gotten finished without him but Indiegogo could've been a disaster.

    If the game took 5 years (60 months) to finish and took 10 times longer than anticipated does that mean you initially expected to have it done in 6 months? :P

    In any case a great write up with lots of hard earned insight.

  3. I had dreaded something like "Weaving has always been special to us at Goldhawk. Especially the effect of the industrial revolution. That's why we're developing Dark Satanic Mill Manager..."

    Core features:

    - enclose pastures

    - watch jobless peasants flock to the cities

    - experience the atmosphere of destitute desperation

    - deluxe edition authentic life sized rotten potato replica

  4. Popularity of smoking peaked in the 50s and 60s (in the US at least). You could always see men with whiskey glasses and cigarettes walking about in movies and such. There were few restrictions on tobacco companies so they did a lot to make smoking look cool (Clint Eastwood anyone?) and as something that's simply a part of culture.

    There was even stuff like this:

    [video=youtube;FqdTBDkUEEQ]

  5. Weapon tiers in both the original and new X-Com are all pretty much the same, especially the original where you can get away with using just using laser rifles or heavy plasmas.

    In Xenonauts you at least have different weapon types. Pistols, shotguns, rifles, snipers, rockets, different grenade types, shields, machine guns, vehicles, armours with different functionality all work differently and all are useful. Not many tactical wargames like this can claim that much diversity in their weapon functionality. I'd argue that even the mighty Jagged Alliance 2 (unmodded) falls behind here. UFO Aftermath certainly doesn't outstrip it. It has rifles, snipers, shotguns, grenades, rocket launchers, pretty much everything Xenonauts has. Pistols aren't useful in that game and it has not shields nor jump packs. Grenade Launchers don't really make that much difference diversity wise.

    In fact enterable buildings and destructible terrain place Xenonauts quite beyond UFO tactics-wise.

    You suggestion to introduce a single op weapon is completely contrary to wait you claim to want because opness only makes the game more homogeneous. Besides, Xenonauts does have grenade launchers, they're called hands.

    In any case I suspect your post doesn't bear legitimate intention so whatever.

  6. Congratulations Chris. When I fist encountered Xenonauts it appeared to me that it was an abandoned fan project of sorts but it looked so interesting I kept tabs on it and I'm glad I did. This game really has a great feel and atmosphere worthy of X-Com and is more than merely mechanically sound.

    I know it makes your stomach churn but I'm looking forward to either a conceptual or proper sequel years down the road that will enable you to put to use all you've learned so far and, with a proper engine, realize your vision of a strategic planetary defense simulator to the utmost extent.

    And I totally forgot about Solver's involvement with the forum, much respect.

  7. I always put only as many are needed for excellent progress and then spread them out, you get the most value out of your scientists that way I feel. You can actually micro manage your research. As time goes on less and less guys are needed for excellent progress so you can gradually move scientists from one project to another.

  8. That's how suppression works. Don't know the exact formula but a lot of shots flying near your people makes them suppressed, it simulates being pinned down by a high volume of fire, taking damage has nothing to do with it afaik. Same goes for the aliens. Suppression is the drones' specialty and it's why they fire off so many shots. Just like with human machine guns, statistically it's very unlikely that every single shot will miss.

  9. 1. Destroyed simply means the corpse has been disposed of because it's not needed for anything. It's not related to use of explosives and you're not losing out on anything because of it.

    2. There's a small chance that a soldier will manage to barely survive depending on how far below zero his HP is at the time of "death".

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