Jump to content

GlyphGryph

Members
  • Posts

    101
  • Joined

  • Last visited

Posts posted by GlyphGryph

  1. I definitely like having a second base with a second team. Train up replacements, and honestly I don't send the important guys out of escort range from the original base - I don't really like losing important dudes to interceptions for obvious reasons.

    The second team is mostly equipped with (free) fully upgraded shields and second-hand pistols, plus a rocketeer or two. They mostly take out small UFOs, getting a bit of extra cash and training up replacement troops.

    Much of my B team from that base is actually the one that ended up doing the final mission (after getting transferred and equipped) since I lost several people in my A team to a Battleship mission gone wrong. (3 A team members still at base and 1 A team survivor of the mission itself left me a bit short on awesome units, I was very happy to have the non-rookie replacements!)

    Having them at the same base would have meant competing with my A team for easy training opportunities, which would have been pointless.

  2. Personally, I think the amount and severity of bugs in this game on release are about on par with several recent AAA releases... but that's not exactly saying much. :V

    I absolutely loved the game, but also think there's a lot of things that were done poorly or could have been done better and made the game a lot more awesome (things definitely get repetitious and bland, and I know I was personally looking forward to a bit more mission variety to shake things up like the escort/abduction missions that were discussed at one point), but a lot of that is why I'm really looking forward to Goldhawk's next game, where they take the team they've built and the lessons they've learned and apply them from day one. :D

  3. There's a principle in software development called 'You Aren't Gonna Need It' (http://en.wikipedia.org/wiki/You_aren't_gonna_need_it) that states that you shouldn't add unnecessary functionality just in case you might need it later. I myself have been guilty of this in the past but it's something I try to avoid these days.

    I know, and I was debating that with myself, but then, the entire point of the CE project is "Well, I don't need this, but someone else might be able to use it", right? But then I realized that, yeah, you're right - anyone in a position to actually change the wall is also (presumably) going to be in a position to capture that data themselves, because that isn't really 'moddable' via the xml files, so collecting them wouldn't actually help anything.

  4. The soldier itself is deleted upon death so I do have to pick what data is saved. Furthermore, with all the dead soldiers there will be, it doesn't make sense to store a bunch of data in the savegame that will likely not be used.

    It does mean that later modders would have more to work with, and any future changes/enhancements to the wall that used the data (should they happen) would have access to it even for soldiers that had died previously. I suppose it really isn't a big deal, though. Looks good, either way! Super excited to get to see this in action.

  5. I will be storing the dead soldier's country of origin so that if we ever get tiny flags I can display them in front of the name.

    Would it be much work to store the other data as well/is the other data already stored? (headshot, skill stats)

    I'd love to see it get extended later on to something closer to Skitso's expanded view.

    This is great, however. Looking forward to it!

    (I don't like the idea of callsigns though, I can already assign those manually if I want.)

  6. Also worth keeping it mind the foxtrots have decent range and their own built-in radar. If you see events popping up, send them out and see if you can find something to shoot down. On the harder difficulties, I find doing this regularly is practically required if you want to keep your income high until your bases go online, but it may help you here as well. Make sure to keep up your air tech levels, since they increase effectiveness drastically while costing you nothing in cash but the scientists.

  7. Because the player can do it, and it was horribly OP beforehand that you could put a soldier in front of a door and be 100% sure that no alien could come through it to attack you. (I'm wondering whether you thought I meant something else by 'blocked'. I really can't see a good argument for the AI *not* being able to open doors your soldiers are blocking!)

    I thought you meant as in *actually* blocked - as in, you're soldier was in *front* of the door and thus it couldn't open it (presumably to shoot people behind it?)

    Because that appears to be what happens now, and it's... disconcerting, to say the least. Can't the aliens open the doors *without* coming through them, without actually doing it from a distance? I mean, as it stands, putting a soldier on your side of a door still means the alien 100% can't come through it, so it seems the sticker is that they should be able to attack you anyway... I'm not sure how "Able to open doors from multiple tiles away" is supposed to be a fix for that problem?

    But then, I thought when you said blocking you meant the sensible sort of blocking (prevent them from getting to the door and thus prevent them from being able to open it) so there might well be more weirdness that makes this make sense.

  8. First, there was the old problem of the battleship roof not going away until I got inside. This time, however, it's even worse - half of it went away, but the other half still remains!

    In addition, there's an invisible Haridan somewhere around the right wing (southwest edge of map) taking potshots at my dudes, but I can't fire back because he's not actually *there* except occasionally while moving, where I get occasional glimpses. There was actually a second invisible Haridan on the other wing, but I killed it with my tank by guessing where the shots were coming from.

    This is honestly pretty gamebreaking. Battleships are already tough enough when you can actually fire back at people.

    Save included:

    http://www.test.glyphgryph.com/derp/AutosaveIM2014-07-04_17.10.04.sav

  9. Personally, I'd prefer it if they actually had to be next to the door to open it for consistency's sake. But given the choice between being able to open blocked doors at a distance or not being able to open them at all, the former's much better.

    I'm... I'm not sure what the desired case is for being able to open blocked doors? Why *should* aliens be allowed to open blocked doors?

    Alternately, since parity and expected behaviour is important, you could simply allow xenonauts to open doors at two spaces as well - then it wouldn't come as so much of a nasty surprise.

  10. That's interesting, if they look identical to other buildings in the area then it is unlikely to be a spectre problem either.

    Might be worthwhile getting a screenshot of any specific building you see this issue with if you can to make it easier to try and identify the problem.

    Also are you using any map packs or was it a vanilla submap building?

    I love the flying suits, so I run into this problem a lot - things like rooftops that you can't land on despite them looking identical to every other rooftop, and also weird stuff that you *can* land on without a problem (like water, and empty space. the empty space can often even be run across safely!).

    I'll try to take a screen the next few times it happens. I know it's happened more than once with some of the roofs that have ducts/ac units on them.

  11. This is a wonderful feature! I dont know why some people complain about this if this is intuitive. Your in their UFOs what you expect? That UFOs become a dead box for them?

    Would expect them to be able to open/close doors at will, or have to do it the way the Xenonauts do. There's nothing intuitive about being able to do it the way the Xenonauts do... but being able to do it from further away than they can.

  12. Unfortunately, I play on IronMan, so aside from the trivially reproducible bugs (like the cruiser layouts that allow you to see people in the command room from the top left wing room, and which you guys presumably know about and might well have already fixed in the last patch) it's kind of difficult.

    Is there a way to set it to, like, "autosave every turn and shove the save files somewhere" for later reference? Then whenever I encounter something I could just grab the appropriate save from there.

  13. Personally, I think early 3rd level radars are a waste of cash. You can see where ufos are, roughly, once they start generating events, and foxtrots have a decent personal radar range, so I generally end up downing quite a few UFO's outside that range. It's a nice boost, but for the cost building more foxtrots early on is imo a better strategy for achieving air dominance. Along with prioritizing weapon advancement and explosives advancement, it should give you easy dominance over the skies.

    Of course, I'm currently on Veteran running 4 bases with 3 marauders and 3 foxtrots each and I've been practically swimming in cash since forever since all my reps are near maxxed out.

  14. So, I'm not sure if this is a bug or what, but I've become steadily more convinced that aliens have the ability to open doors from a distance (or that doors automatically open if they are close enough). I've had more than one occassion where I had suppressed aliens inside the UFO manage to open doors despite them never actually being adjacent to the door, and occasionally even when I've had units between them and the door.

    Do they have some special ability to open doors at a distance? Is this intended behaviour? Or are they actually pathing to and then away from the door and the game simply isn't showing their movement?

    On an a barely related note, how the heck does door health work? I had a door that survived two full barrages and two plasma grenades just fine, and then had it get killed by the flashbang I threw into the room after deciding it wasn't going anywhere. >_<

  15. I have never had the aliens grenade in impossible situations, myself, but I wouldn't be surprised if they use/abuse the map bugs I've encountered that let me see and grenade into places that would be impossible to reach. Which is admittedly frustrating and super annoying, but isn't a problem with the AI.

    There are a few other instances of "cheating" on the part of the AI I've seen that also honestly look like bugs, though they weren't really important enough to note the details of since overall it works very well. Except their magical telekinetic door control behaviour, which I'm pretty sure is explicitly cheating, though I don't think they have intentional control over it since they only seem to benefit when it happens accidentally, and it could be justified in-lore as being automatic doors. Actually, I should probably start a thread about that...

  16. Personally, I'd rather not see panicking give a boost to morale at all (and perhaps even a penalty that completely negates the turn recover bonus), but rather result in behaviour that has a chance of boosting morale (crouching behind cover, or trying to run back to a group of other soldiers, etc.).

    Like you said, even if panic gave a -10 penalty, they'd still be recovering about 5 morale per turn WITHOUT any other factors impacting things.

    I could understand berserking giving a morale bonus, but honestly I would rather see a panicking soldier need to be calmed down, rather than being to rely on him now being essentially the bedrock of the squad because he's the only one who's already panicked and now has more morale than everybody else.

    Basically, turn panicking into a a tactical consideration with opportunities for counterplay, rather than being a randomized kick-to-the-nuts that can only be avoided that you can't respond to in any meaningful way. (Well, technically, it would still be a random kick to the nuts, but it would be the second with tactical considerations and counterplay thrown on top). By reinforcing the duration for when things go bad, you make it worse, admittedly, but you also make it more predictable and give players something to actually respond to, instead of creating a problem that automatically resolves itself by the time the player can do anything about it.

    Is it completely random whether a given soldier panics or berserks? For the same reason, it would be nice if panicked soldiers where more likely to panic and berserking soldiers more likely to berserk after their initial whatever at least, so again there's some sort of predictability I can respond to there. I might decide to move people in to try and boost the morale of a panicking soldier, but retreat people from a berserking one and just hope he lives long enough to get a hold of himself... but that's only true in either case if they are likely to be continuing said behaviour for multiple turns.

  17. Sorry if I posted it in a thread that moved on, and then the other one got locked - but my main complaint with the system was this.

    I still think switching to a "shooting AP capped, remaining AP can be used for moving" system would be functionally quite similar but make the interface a lot easier to work with. We'd always know exactly how much TU something costs, so it wouldn't need to be constantly tracked, and it would be immediately clear if the end-of-move TU dropped below that amount.

    Agree that if we stick with the current system, symbolic+ap-after (or maybe a symbolic-after to directly represent turns allowed?) seems to be the way to go - Exact TU costs don't matter beyond "can I fire a this thing" sort of stuff. Still means we'd be "feeling around" for where we can shoot from, which can get annoying, but removing the step of having to make the calculation each time would make it feel a lot nicer than it does now.

  18. I am still considering the TU %. I must admit I'm surprised by the negative reactions to it - I thought it was a good change.

    In terms of the arguments against, I can firstly see the argument that it makes moving and shooting more of a chore because the shot costs change on a per-soldier basis. You can use the reserve mode to make this easier, but it's still not as simple as remembering to save 20 TU or 40 TU (or whatever).

    I understand the appeal of this change. I can see how and why it feels better. But I think it also makes things more frustrating in a lot of ways. I have a suggestion, one I was considering making a ways back but I didn't because I thought we were past such major changes, but since we apparently aren't - why not make any TU earned that's above the max weapon-cost TU (TU costs of weapons would probably need to be adjusted, I'd suggest around 60 and have that be the max-aim-cost for the-most-ap-intensive-weapons) be movement-only TU?

    The goal is to allow more TU to mean more mobility, right? Without making them super-powerful-damage-multipliers?

    There's no having to figure out how much TU a weapon will cost (frustrating), there's no feeling that my experienced soldiers are being robbed of progression because if they and a rookie both fire through the turn the TU bonus becomes meaningless (frustrating), it means the predator armor isn't useless for its stated purpose (frustrating).

    Basically, it's all of the benefits of the percentage system, without the parts that people (reasonably) hate.

    It would also be really fun for Androns, since it would mean that instead of standing and firing they would have both the ability and incentive to advance every single turn as an immediately obvious 'optimal' strategy. Mmm, the thought just sends shivers of excitement down mine spine.

×
×
  • Create New...