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GrumpySage

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Everything posted by GrumpySage

  1. Would be nice if you could tell when constructing a new building if you already have a building and how many. Either in the list of available buildings: Hangar (4) Living Quarters (1) etc. This may be seen as how many are in 'stock' however, unless some more text is added, the space for it is there. It could also be above the list, in the info box for each building.
  2. Clicking on the block of text under "Course Data" (with a few yellow words) plays the 'mouse click' sound and turns the entire text yellow. Could not revert unless I left Personnel screen and returned.
  3. After having clicked on the insane difficulty, going to another difficulty does not remove the check mark in the 'Iron Man Mode' check box. Choosing Iron Man should be a deliberate choice and shouldn't catch some players who doesn't look at that box before clicking "commence operation'.
  4. Soldier was shooting at an alien at least 10 tiles ahead and 1 tile right. This made him spend 1 AP to turn and ended up looking East (from looking North East).
  5. The soldier is standing in front of a fence (from the players viewpoint), however one of fence tile (the one he is next to) is overlaid on his body, the diagonal one is correctly drawn behind him. http://img828.imageshack.us/img828/241/soldierfence.png
  6. Suggestion: Being able to press 'i' at the inventory screen (during ground combat) to exit it.
  7. Not sure if it is a bug or intended, but the alien icon does not become opaque when a soldier has LOS to an already discovered alien, while it it outside his range of vision (the 13 tiles or so?). Makes it harder to judge if a soldier can fire on a faraway alien.
  8. Soldier had 5 AP left and was given a command to move (displayed cost of 7). Soldier did not move, but spent 1 AP (as if he turned). Example: _ _ x _ > _ _ _ _ Example shows Soldier in middle, with adjacent tiles. Facing to the right. Command was to move to tile marked with 'x'.
  9. When an (previously hidden) alien comes within line of sight of the Hunter, the Alien icon in the right side of the screen does not appear.
  10. MIG had fired all missiles and caught up with a fleeing UFO. It proceeded to ram it, destroying itself and doing no damage to the UFO.
  11. Do you want to have a chance to collapse the walls on the ground floor as well? I wasn't sure from your post. A suggestion off the top of my head: I would have a recursive function calculating a chance for a floor tile to fall where at least 1 'support' is missing (support meaning either wall or other floor tile). Pseudo code (Java): floorCollapse(Tile t) { int collapseChance = Random value (%, so from 0-100); int collapsedSupports = number of collapsed supports; if(collapseChance <= (collapsedSupports*4)) { collapse tile; for each adjacent tile { floorCollapse(Adjacent tile); } }} Hope that makes sense, it is not a final solution obviously, in its current form it has the potential to create a huge hole with a single wall destroyed (and one might have to fiddle with some details if you want a greater chance of creating a wedge rather than a hole that spreads evenly in all directions). Also, it isn't currently taking into account your basic assumption of "a floor tile on the edge of a building with any wall tile in an adjacent tile on the level below, would remain standing". Of course, it might end up checking some tiles several times, but on the other hand if you only check a tile once and more tiles around it collapses, it needs to be checked again. I also like Aelius' suggestion of having a weight that is distributed to the walls.
  12. The fastest way to develop the feature of having base defenses shoot when the UFO approaches, would probably be to hook into the air combat system (as mentioned in the OP). Put the base in the middle (stationary of course) and let the goal of the UFO(s) be to reach it. Then give the player access to weapons on the right-hand bar, like when doing air combat. So as a player you only have to choose when the weapons should be fired and at what. The problem I see with having less variables (that only one side is moving and has a set destination) is that it might lead to optimal strategies (such as fire one big salvo against large UFOs and fire in volleys against smaller). Only damaging and not destroying a UFO should still give some benefit, such as slightly less aliens or some being wounded.
  13. Links should be fixed now. I put them on Imageshack as they were very small when uploaded here. I'm glad I didn't delete the pictures as I considered!
  14. Reading this thread and getting some ideas. A slogan (inspired of post #42 by Black_Legion): Through knowledge and research, Through strength of arms, Through xxx, VICTORY! So what are the primary parts of the game? We need to convey that (especially if this is to be used as coverart/to 'sell' the game). I would say primary parts are: -Air combat -Ground combat -Research -Production Through knowledge and research, (research) Through strength of arms, (production) Through air superiority, (air combat) Through tactical ingenuity, (ground combat) VICTORY! I really like the artstyle that wolfpox did. I was thinking a smaller picture before/after each sentence, showing each part of the game (either in that style or the style that the game is already presented in). Two examples, using Paint and whatever pictures I could find online. First has the Xenonauts logo, the other has the Geoscape. http://img37.imageshack.us/img37/2262/xeno1.png http://img853.imageshack.us/img853/5632/xeno2.png One could put a thin white line from each sentence to the corresponding picture. I actually wanted to put the pictures in a single column, but that would make them too small (or the poster too big). Might be doable with art made specifically for this.
  15. Hi everyone! I've been lurking for a week or two and figured it was about time I preordered, especially after the "Paypal Incident" (is that the follow-up after the Iceland incident?). In fact, I stumbled across Xenonauts a long time ago (a year or more?) and made a mental note to check in again, so here I am! I'm ashamed to say I've never played the X-COM series, even though I really like that type of gameplay, but I've played some of the later clones (which was more or less successful). I live in Denmark, working for LEGO as a software developer and my spare time is mostly spent playing computer games and pen-and-paper roleplaying games. During school or in my spare time, I have also manged to develop a few games and my head is always filled with more projects which I am (very) slowly working on.
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