jazzglands
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I think this was an unmet kickstarter stretch goal. I'd love to see it, but I don't know if the devs will incorporate it.
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V19 Stable Candidate 2 available!
jazzglands replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
Aliens reaction-firing at airborne soldiers is a known bug. -
V19 Experimental Build 4 available!
jazzglands replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
I used to believe as you did, before I became a professional programmer who had to actually sit down and design a complicated project. It's clear you are at best a student of the field and at worst an armchair designer with no experience or expertise and a greatly inflated sense of his own knowledge. If I am wrong and you do have this level of expertise, then I hope you make your own X-COM clone. For a developer of your obvious skill and experience I would expect it no later than September of this year. I look forward to enjoying it. -
Betal 3: Pure Virtual Function Call
jazzglands replied to jazzglands's topic in Xenonauts Bug Reports / Troubleshooting
Doesn't seem like I have that permission. Do you know of a reputable file sharing site? -
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Question / Suggestion for the Devs.
jazzglands replied to Mytheos's topic in Xenonauts General Discussion
Why would they want feedback about balance changes on an old build? Also, I went until the end of october before I got my first game crash. Your mileage may vary of course, but I think you should just stick with it. -
If you hate stat grinding, you could just do what I do and not stat-grind. Same with any optional optimization mechanic: as long as there's a difficulty level where it's not necessary to win, then a player has the option of not doing that thing. It's not like there's a leaderboard or multiplayer or anything so why does it matter that those who wish to stare at their screens grinding all day can stare at their screens grinding all day?
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I endorse this plan. Aliens should be able to shoot down walls and cover like humans can, but there comes a point where it seems silly for them to attempt it. Something as simple as a range restriction or hit% restriction could do a lot to alleviate that. Perhaps the AI could have the aliens advance toward the humans if they can't get a reasonable shot off. That would make it important for the player to act aggressively and take out enemies as quickly as they could (or get themselves set up in a defensive area of the map) in order to keep from being surrounded.
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V19 Experimental Build 3 available!
jazzglands replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
I like this. It removes the prohibitive cost of air combat without requiring the devs to add in a bunch of new mechanics this late in the process. I'd say that advanced aircraft should not be free though. With free condors, the player has all the strategic tools necessary to protect their expensive planes. -
Base attack mission is very hard
jazzglands replied to wongjoe05's topic in Xenonauts General Discussion
Yeah but sometimes they try to shoot through multiple walls from the other side of the base or other such ridiculousness. I get that the AI is probably just trying to blow down the wall with plasma weapons or penetrate them with HV weapons, but it seems like there should be a range or number of walls or something after which the aliens doing bother with that. -
Massive air combat difficulty spike
jazzglands replied to fw190a8's topic in Xenonauts General Discussion
Hah. This is a known thing though. Balancing air combat and the geoscape in general is the next step for the developers. -
Regarding Chris's original design ideas: I like having to deal with staffing, but I don't think my enjoyment would be seriously impaired if I didn't have to deal with it. There's still a lot of strategic play on the geoscape with multiple bases, equipment management, squad management, and so on. I don't think I'd really miss having to hire/fire my techies. A lot of people have been talking about controlling upkeep, but it seems like you could just tie the upkeep cost of labs/workshops to the amount of scientists/engineers currently working on a project. It's the same thing as judiciously hiring and firing your techs, but you don't have to to the busywork of clicking around the hire/fire buttons. Eight soldiers per barracks seems pretty low to me. I'd say the base should start with two and the barracks building should be 1x1 if you really wanted 8 soldiers per barracks. That could just be me and my play style though I guess. Overall, those ideas seem like it would gear the play more toward managing your buildings and less toward managing staff/balance sheets and I think that's a positive change.