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Treetop69

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  1. and if you make each node targetable as objects, you can weaponize each one differently to allow xenonauts to remove certain threats from the overall robot. Thick of a 3 heigh mech, top layer is a rack of missles, mid layer is the cockpit, and the bottom layer is miniguns. you could remove the rockets and miniguns and leave it mobile but weaponless. it does not need to be 10 height tall. Also i have a non-standard keyboard. The keys have virtually no space between them so typos are common. I would appreciate it if you respond to the meat of my post and not the grammar. As lnog as you can unerdatsnd waht was siad tehn the mssegae is caler. So to speak.
  2. just checked the forum to see if game had been updated and what changes had been made, found this thread. "Also, if you're using a sprite that's several "storeys" tall, you need to handle any units getting behind it, unless the height is a trick of perspective and it's just taking up multiple spaces on the base level, which is bad." Why is it bad? You just make a "node" for each level above base, code those nodes to always mimic the XY position of the base level. So now the base level moves, and the top levels follow right after one by one, each level tied to match the level underneath it. Then you have the xenonauts do a check when they aim for what kind of enemy they are aiming at. If it registers as a tall one then it does a 2nd check to see if the xenonaut has height, then if the xenonauts registers a height of greater than 0 you have the xenonaut aiming portion be set to one of the nodes above the base, equal to the height of the xenonaut. Now you have a tall mobile enemy that can be hit at multiple levels. Then you code each node to have that opaque thing that my mind is farting on. When a unit goes behind it is becomes half way see through. If you really want i could mock this whole logic up in pseduo code to demonstrate. And honestly, a tall enemy that is a trick of perspective is better than no tall enemy at all.
  3. what kills my guys is reaction fire. its how i lose guys 9/10 times on missions in general. i am thinking i spent and played badly at the geoscape i have 6 bases, Russia, Aus, Africa, NA, SA, EU. Each base is 3 run ways with 3 condors each with gattling lasers. the bases also have a radar, a living area, a store room, a laser turret, and like 8 guys for a small defense force. The guys started off at my main base and as they rank up i send them off. so each base has a staff of like a major, a feww sgts, a few lts, and a few pvts. My main base is sitting on 20 soldiers, 15 scientist, 15 tech, 3 condor with 3 gattling laser and the dropship. i am on month 4 from start and just learned stun weapons a bit ago. had lasers before stuns. just learned how to do wolf but have no cash for it. i probably failed at the geoscape and now im so far behind its overly hard?
  4. i have a few nades and 2 rockets. my team for the assult was 2 snipers 2 heavys 2 assults 2 rifles, all laser. the heavys each have a rocket launcher and 2 spares, each soldier also carried a spare rocket for like a total of 10 rockets or something. im down to my last 2. grenades are 4 smoke 2 flash 2 frag 1 stun on everyone, 5 clips of laser ammo, and a medkit(cept for heavies) though i do not have as many now after pushing into the base. jackal armor on all cept for the rifles and snipers. i tried laying smoke in the hallway, cracking open the doors, firing rockets and nades in, closing the door, but i get reaction fired and lose guys
  5. what the ♥♥♥♥ am i suposed to do vs ANDRON bases? pic related http://imgur.com/6YKw7j8 i cant flashbang them, their androns i cant supress them some other way i cant open fire and eat a full set of reaction fire from THREE androns at close range. i will lose half my party. I have save scummed and tried. I cant open the door and blast it with rockets from a distance down the hallway. no rockets left, used them all on the preceeeding rooms. at BEST i can stand way back in the hall way, fill it with smoke, crack the door, then slowly creep forward pushing the smoke out. this continues until the androns are inside the smoke themself; then 1 of 3 things can happen 1. The andron moves from cover, takes 3 steps, sees my guy, stops, and uses remaining tu to shoot him at point blank. 2. the andron camps in cover, i move forward one tile at a time, when i reveal him he gets reaction fire(the same reaction fire i dont get when he walks up on me) and kills my guy at point blank 3. i use the smoke to manuver into the room, but avoid the androns, once inside i begin spraying into the smoke hoping to hit at random tiles where i think they MIGHT still be. this burns tons of ammo that i really dont have. esp if i need to do this room AGAIN on the other side of the base with the commander even using smoke in this manner is going ot eat 6-8 smokes. So seriously... What the ♥♥♥♥ am i suposed to do vs androns? just eat it up and die? if that is the case then i will just have 2 or 3 guys turn C4 on to 1 turn then rush them. itd be just as effective as anything else i am trying
  6. When i made my post i had not run into anything at all other than infantry and had owned the game all of 3 days. I was reading around to learn more about it when i found his post, and the tone and vernacular lead me to believe that the entire game start to finish was Cesarans, Sebillians, and Androns, with each race having one "add on" unit. Reapers for the lizards, drones for the androns(after i saw one). Second, im not ok with just copys of the scout car. I meant that for the code side. The game does not care if it is Object.Reaper or Object.HunterScoutCar. to the game, it is just objects, flags, variables, ect. So you copy paste the section of hunter scout car code, hit ctrl f, and change it to behemoth. then you have the pointer for the sprite graphic simply be, a larger graphic. You now have a working behemoth that is 5 stories tall. Then you simply apply a few other lines of code that tell it to not try to go indoors, to not spawn on base defense or base assaults, ect. basic things to keep it outside. For firing lines, yes, it can hit anything it sees because it is SO high up cover is meaningless to it. So you just give it 100% blanket vision, 100% blanket ignore cover. to ensure soldiers can do the same, you put in a line of code that says "if i can see them they can see me". boom. done. now soldiers can fire on the skyscraper anytime it is in vision range. This is really not that difficult at all, you can pre-vis the code out in pseduo-code like you learned in high school out easily enough. It cant be that hard to translate it to real code. I also want to point out, after running into medium and large drones, that those ARE essentially "copies" of the hunter scout car. You could use the same code, the same tile widths, the same stats even if you wanted, just reskin the graphic and boom its a new enemy. Tweak it after its in so it does not feel like an exact replica and your golden. And there is no way this is getting done in a month. From what i have heard from people much later in the game that i have watched stream it, psionics is heavily bugged giving aliens essentially free los past walls, range, ect, making psionics godlike. the battle rifle is one shotting anything even in the best armor at range aliens shoot through the celing in multi level ufos regularly. They also target me through smoke alot of the time it seems. aliens shoot through walls on some maps. like noclip shoot through it. so much of the xenopedia and research screens reads ####. Even on the v20 experimental build. And you would rather they put their time into making new graphics for the menu splash screens rather than put in the scrapped enemies or solve other issues? Im not trying to be an asshole or a jerk. I am trying to be honest, unbiased, and come at these issues from an realistic point of view. Try to be an adult here. There is too much work to do in one month to be ready. The game does not even have difficulty levels implemented. That is not a "quick thing". The game is hardly balanced right now. After filling out the rest of the xenopedia, and putting in descriptions for all the ## it will take at least a month to plan out and implement all 4 difficultys. It will take another 2-3 months of playtesting those and tweaking them to get them to a playable level of difficulty. It could take another 6 months of slow balance changes to get the game into any kind of stable good state that players are happy with. This game will NOT be done by christmas. They simply have too much on their plate to make that deadline. I would aim for summer of next year, maybe spring if they put in overtime very week. They could just finish the pedia, slap some pictures where placeholders are, ship it live with 4 fake buttuons for difficultys, and then patch them in as they finish them post-release quietly. But that is shady and if they got caught, bad pr. They could ship with shit difficulty options and just balance them post release. the more probably option if they aim for christmas. But i dont see the bug fixs being done by then. No way. Not unless they already have them all fixed. im gonna go try to figure out how to deal with androns, another thing that is not balanced right now. feel free to come tell me how much of a dickhead i am in that thread to.
  7. i registered just to make this post Why did you not simply make the Juggernaut a copy and paste of the Hunter Scout car, but give it a really tall graphic? There is no need to program anything differently. Give it a 3x3 base the same as the scout car, give it stats as appropriate, and give it a very tall sprite animation. Program it to only be on outdoor tile sets, and to only stay outside. There is no crazy programming issue with line of sight (the game does not know or care what it sees from. only that it has a radius it can see) or with hit box's. If there is some problem with LOS its simple. Give it flat sight on all tiles in X distance around it. Period. If that means it can see through roofs then it can see through roofs. Heat vision. Whatever. It strikes me as either lazy or incompetent that you run into the problem of multi-story enemies or really a "large" enemy at all and just gave up and scrapped the idea. You can not intend to keep the game to infantry only on the alien side can you? Nothing but 1 tile 1 story enemies because it is too difficult for you to do other wise? Similar to the spider, if a 1x1 tile did not offer the fidelity of detail needed then why not a 2x2 for a small fast light enemy? Why not a 2x2 that spawns much smaller 1x1 enemy's that run at the enemy and explode? As someone with some years of programming training, i am finding myself regretting my purchase of a few days ago and i now question whether or not you are capable of producing this game to the full potential that it has. If i were you i would immediately focus on resolving whatever issue i have with the engine supporting enemy's more than one tile big. Because essentially, this thread says "There will only ever be 1x1 tile enemy's." You already have a game that has no vertical height at all. (so no putting a sniper on the roof to shoot down into a parking lot) Now you are ok with a game that has no enemy's other than reskins of infantry?
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