Jump to content

ladlon

Members
  • Content count

    112
  • Joined

  • Last visited

Community Reputation

10 Good

About ladlon

  • Rank
    Sergeant

Converted

  • Location
    Canada
  • Occupation
    VFX artist/Animator/Owner of Laer Digital Works
  1. Nevermind, I figured out what I was doing wrong. For those viewers playing at home, it's important to be in ONLINE mode when doing so! Man, I hate how I always seem to figure things out seconds after posting! Oh well... So, how's things?
  2. Hi. I tried getting access on Steam to the experimental beta (via the Properties > Beta screen), but the pull down Opt menu isn't responding. I've entered the code, verified it successfully, but the pull down menu only has Opt Out. What could I be doing wrong?
  3. While in the movement phase of combat, it looks like it would benefit by the ability to select multiple soldiers and move them at once, as moving each soldier one at a time over a long stretch of empty map can be a touch tedious. Silent Storm 2's move method works well for this.
  4. Although there currently is not much option for the player to do things quietly, I DO wonder if firing your gun or throwing a grenade is 'noticed' by the AI (and makes them aware of your position, or can even be used to distract them as a decoy, making them move towards the noise).
  5. I'm assuming it'll be in the final, but I figured I mention that currently Xenonauts needs some sort of LOADING indication (animated message or animated mouse pointer), so you know things are in fact loading (unless final gamesave/section loads are pretty much instantaneous in the final), and that it hasn't crashed or not noticed you clicked.
  6. Does the sound you make give away your position to the enemies in any way, or is that not at all modeled in the engine?
  7. The actual animation for the window entering isn't terribly important. I just figure you jump the guy 1 tile (like a move), with maybe a frame or two of the vault graphic, if needed. Then again, I guess I'm making assumptions about how the engine works! Even if it's treated like entering a door (you just move from one tile to the one beside it) would be fine. Breaking the window or opening it in the process. Sure, you can go around or go to the door, but this just adds another option, which comes in handy when the other two aren't ideal (...large building with a door only on one end... or if you want to cut through the building... or if you are in a room, and the alien is outside the only door, etc).
  8. ladlon

    A bit of inspiration

    Yep, that's the site I was looking at. Sorry, I should have included a link! Thanks for putting that in there. Check out the vids. They get startlingly good animated effects using just the ASCII (and obvious cleverness). The explosions and fog (I THINK it is fog) are quite nice, and the text animation is really quite well done. The motion sensor is nice, too.
  9. Have you guys seen X@Com, the ASCII-based X-Com game? It's actually quite impressive, as far as visual flare (ironically enough). The interface animations alone are pretty impressive, and they do a surprising job of creating atmospheric/pyro effects with their limited graphic engine (ASCII!). I guess that the Xenonaut engine pretty much has static text display, but if not, I'd love to see some sort of animation treatment like seen in X@Com.
  10. ladlon

    The maps get repetitive and boring.

    I'd like to see random placement of things like cars. Define street areas on the maps that CAN be occupied by cars, and then randomly place cars within those areas (or, for each car-sized street 'tile', determine if a car is there or not). From there, randomly determine the type of car, and the state of damage. (and, maybe even if it's on fire or not) Overall, I'd like to see some random tile damage when you arrive, to give a sense of battle/struggle previous to you arriving.
  11. Are mines or traps currently in or planned for Xenonauts?
  12. As I play, I'm sometimes thinking 'It would be great to be able to call in an airstrike or artillery' during tough situations. Not sure exactly how you'd put that in, but it would be a nice option when things are a bit tricky. Maybe it would be an actual unit that you could fly over (as a secondary vehical) to the site, which would then be (supposedly) flying over the battle area (but not seen or dealt with in the actual ground combat), but could be called upon to attack an area of the ground battle map. Kind of like the dropship... you fly it to the site, but once you arrive, it's not something you control (and, unlike the drop ship, it wouldn't even appear on the map). Or, make it even more simple, and just have the ability to call in a strike 'from somewhere', without actually having to deal with the actual source. Either way, I figure I'm going to get the 'it'll throw off the balance' response. But, again, I just figured I'd throw the idea in, in case it sparks some ideas.
  13. ladlon

    Peek around corner

    Wow, look what I started! An interesting debate. Thing is, what I'm suggesting wouldn't change anything, nor require any AI adjustments. I'm basically just saying to have a command to peek around, which in reality (programwise) would just be like a macro/hotkey to do a 'move out of corner, turn around 90 degrees, move back into corner, face the original way again' combo... and treat it exactly as if you did each move manually (as you currently do). It's entirely about visual appearance, rather than changing how things work. Functionally, they are identical (as are the AI reactions to it). I'm simply suggesting it because it APPEARS less clunky than 'step out into the open, turn around, step back into cover, turn around to original orientation'. Purely cosmetic. Does the same thing (in the engine/under the hood), but in one command, and doesn't look as silly as the robotic process of 'step out, turn, step back'. Kind of like replacing a 'get on top of fence, get off of fence' with a 'vault over fence'... same action, just VISUALLY displayed differently, and combined into a single action. Not a huge deal, but then again, to me it doesn't seem like a huge deal to change it (since it won't affect anything else). Just declunkifying the action.
  14. ladlon

    Doors

    BTW, in one session, I had an open door, with an alien on one side (standing in the doorway), and me on the other side of the door (not the doorway, but the door), on the tile beside him/it. He managed to shoot me, even though there was an intact door between us. Shouldn't the door provide cover, and if he actually shot through the door, should the door graphic not be replaced with a damaged/destroyed one? Has that been added, or is this a bug?
  15. ladlon

    Doors

    Hrmm... I must not have right clicked hard enough last time! Okay, thanks.
×