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Osvir

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Everything posted by Osvir

  1. So put a warning text in there. Are the devs supposed to say "Sorry about that" when gamers who try to abuse the system whine about their save files getting damaged as a consequence? Developer: "This is a mode for those who want a challenge!" Gamer 1: "Awesome!" Gamer 2: "This mode ruined my save file when I tried to abuse it!" Developer: "Sorry Gamer 2, we'll fix that for you" What I know of programming is that the ALT+F4 method wouldn't activate the Exit Game function in the same way. [Exit Game] in the game is a [button] that you have to click. So bind the [save State] function to that Button is what I meant. More psuedo-code: IF [Exit Game Button] is clicked = Do [save State Function] first then [Exit Program Function] second Compared to: IF [ALT+F4] = Force Close Program (I.E. Not pressing any "buttons" in the same sense, because you are skipping the [Exit Game Button] which runs the code sequence that prompts the [save State Function]) Furthermore, why would I even press ALT+F4 to begin with when I can just Tab out and copy all the save files as it currently is? And why would I ALT+F4 when I can just, you know, load the last Auto-Save as it currently is? Why would I ALT+F4 at all if looking at the below method, which is what I am suggesting: A) No Auto-Saves B) Save & Quit C) Load & Delete In this example I virtually have no safety of a save file. If the game has a "Warning Text" I'll also be aware. One life. I make a mistake I make a mistake. ALT+F4 wouldn't recover the save file. There are no auto-saves. The only thing I could do to abuse it would be to copy the save file when I've quit the game. It's "rogue-like" in a way. Warning Text could be just this: "If you pick this Mode you'll only save when you exit the game and whenever you load the game the old save is deleted. If you have experienced crashes with this game, this mode is not recommended for you"
  2. And that contradicts what the game is allowing me to do. Two scenarios. A) Just finished a mission. UFO appears. I send a Condor at it, appears to be too difficult, lost a Condor. I can load the auto-save. I'll redo everything I did at the base, no worries (Research/Manufacturing/Equipment). B) So I down the UFO then I send in my units to start a mission. Lost a couple of guys. No worries though I'll just load a game before the mission. I'll redo everything I did at the base, no worries (Research/Manufacturing/Equipment). What I am curious about is if there is a possibility to include two strings in the config file in the "Documents" folder, but it is no big deal really (because I can just do it manually by tabbing out of the game and remove the auto-saves and keep 1 before I quit, as I've already stated). Auto-Save = 1 Save & Quit = 0 Is it possible to "bind" the [save Game] or [Auto-Save] function to the [Exit Game] button? Psuedo-Code~ for "Save & Quit" IF [Exit Game Function] = Do [Auto-Save Function] first then [Exit Program Function] second As for crashes and such, I'd take the risk. The game hasn't frozen and/or crashed on me yet and it's not even complete yet, which only makes me believe it'll get more stable as time progresses.
  3. The only good use I found of Stun Grenades were to throw them into the enemy ships. Got me 2-3 Captured Aliens every map, cus they didn't run out of the ship (probably because I had a Sniper, some shotguns and some rifles waiting for them outside). Took 3 turns and like 6 or 8 Stun Grenades to get them to drop (Insane Difficulty). What was the design idea of Stun Grenades? An idea I get is that Stun Grenades start with 3x3 AoE and then grow a turn at a time til they are as big as the Smoke Grenade/Flashbang AoE. It seems to me that the Stun Grenade Smoke also lasts shorter than Smoke Grenades, but it might just be because of the size difference.
  4. As I said, I'll just do it manually ("Documents\Xenonauts") and delete the Auto-Saves as I go about and I'll keep the last one when I stop playing the game. Not a big deal. That way I'll get to play the mode I want to play. EDIT: Whilst I am in this thread. I noticed that no alien races (except for the Terminators) shoot into the smoke of smoke grenades. This makes most of the game very easy (but very slow). It's feels like I am throwing out magical walls. There's more but first... So I decided to play on Insane, got all the way to the "Base Defense" mission before I decided to take a break. Anyways, the first Terror Site mission I did hit me pretty hard. I only had Jekyl armor and starter guns. All of my units losing morale by the second, enemies shooting everywhere, there were like 5 Discs and 12 Terminators (Sorry I don't know their names... yet ) taking out the entire town. Then one of the Terminators went down, and the morale began to creep up slowly. Another one went down. Then another one. Managed to pick up a couple of their alien guns and the battle truly began. Blew off half a building with a C4 too (got a Termintor in the blast too!). It was so many levels of epic. Lost 4 soldiers though Thanks to what? Smoke grenades. I'd never gotten that far in the game if it weren't for smoke grenades. They act like, previously stated, magical walls against all races (even the Terminator race at times, although they do shoot into it as well from time to time) and it seems to mess up their AI as well (I get Aliens who run straight into my units the second I pop a Smoke Grenade, or just run out into the open, giving me more TU because they are closer to me, but without it they stay in cover or do the hit & run tactic into the FoW). So, Difficulty Level Suggestion/Idea? - Make more races shoot into the Smoke of the Smoke Grenades on higher difficulties, makes them riskier but at the same time more thrilling. The battle against the Terminators was exciting, I thought I would never succeed (overwhelming indeed!), much of that thanks to them shooting into the Smoke.
  5. But that contradicts "Ironman", it is not meant to be a "safety" feature. I'll just do the manual version of it then. By the way, I think the game is awesome thus far very intriguing. The only thing I've really got an issue with is the amount of maps, but I am sure this is something that will grow with time.
  6. I blew up an alien door with a C4, well, technically. It was still intact. But when I opened it, it showed a destroyed door. The C4 was placed at a weird angle though, in the corner of the door.
  7. Ironman suggestion: - Never auto-save after a mission. - Only save when I exit the game (Save & Quit). - When I enter the game and have loaded the save file. Delete it. Otherwise if that's not possible, can I go into some config file and put "Auto-Save" to "0" or "False"? I want to crank up the risk factor a bit.
  8. Is it possible to open a door without running through it? My guys opens doors and takes one step extra, which is not always preferable.
  9. I see. Well, I've got a follow-up idea then. Binos only activating at the end of turn. So you'd have to equip it, then look down towards... let's say North, then as you hit "End Turn" you get the vision (so you can see if there's an alien running past the vision during their turn, or if you're lucky spotting an alien outright. Maybe see a civilian in need, or key locations such as a building or the alien ship), and retain it until the next turn. Now, when the next turn begins you'd have to go into inventory (Pay TU) and equip a weapon if you so desire, when you de-equip the Bino it could return back to normal Soldier vision right away and grey out the Bino vision.
  10. Looking into it real quick in "\Steam\steamapps\common\Xenonauts\assets\units\xenonaut" I see that A) They are all .png files B) There's a TON of em C) Trial-and-Error Coloring attempt with GIMP at "\Steam\steamapps\common\Xenonauts\assets\units\xenonaut\armour.basic\weapon.rifle" using the very first one "burstshoot_e" (copy+pasted it and put it into a placeholder "Backup" folder): Success! You can also paint in GIMP so you could use the existent Soldiers as a "template".
  11. Hi! New member here, I recently bought Xenonauts thanks to . He has some good pointers on it.Anyways, back to the suggestion/feature. I noticed as Yeti was playing that he could explore past the Fog of War and find all the corners on a map. This, in my opinion, is pretty bad. Tactically and strategically it adds a whole different layer of play that is, in my opinion, degenerative. So! What's the idea? If possible, make the mouse pointer interface on-screen stop at Fog of War. In other words, you wouldn't be able to know where the corners are. If that's not possible, maybe do something about the camera in a way that, you can't move the camera away from your troops (too far) or similar. This way you wouldn't be able to move your camera all over the Fog of War. I do think the former would be more interesting though, and it'd make it more difficult for the Player to figure out the map size or layout. Have a great day
  12. Hello! New member here, I did the right thing and clicked that "Buy" button on Steam and now I'm here. So, I watched like 14 episodes of (playing through Xenonauts, great videos and he has some great input as well).These suggestions I am putting forward might already be considered or someone else might've already suggested it (I didn't search). But watching Yeti play made me often wonder "Why are there no binoculars? That seems like it would be something very tactical to use". Binoculars: - Day-time, being able to see further but more concentrated and focused (instead of a wide cone vision-field, it'd give a more straight line of vision). Nightvision Bino's - Same thing as above Thoughts? EDIT: I posted this in the wrong section, sorry. It should go in Suggestions and Feature Requests.
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