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cleft_asunder

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  1. Typical narcissist from the sound of it. They set you up for a fall because they get off by making others suffer.
  2. Oh my. Couldn't they have copied the XCOM or TFTD engine and reworked it? It's open source, isn't it?
  3. Edit title: I'm not sure how many layers XCOM and TFTD had, but the points still stands: Isn't anyone talking about this? It doesn't seem Xenonauts was programmed to have "layers" between floor heights for soldiers to walk on. This means that you cannot have a soldier in between floor levels, such as in the middle of stairs. If you want to climb stairs that take you from level 1 to 2, you can't position a soldier anywhere in between the next floor or bottom of the stairs. When you see a soldier on the bottom steps, he's still on level 1, he hasn't climbed even a bit! (or does he?) If you want to move one square forward up the stairs to go higher, you can't because the movement doesn't exist due to no programming of additional walkable layers in between floors. You can only climb all the way to the 2nd floor. If you attempt to hit spacebar when a soldier is moving up the stairs to stop him he won't stop because the programming isn't there. Show me a picture of a soldier in the middle of stairs because I bet you can't. Why is this important? Because it's very clumbsy tactically without it. XCOM:UFOD and TFTD both had them in the 90's and worked perfectly well. This also makes me wonder if you can throw grenades in between floor levels, like in the middle of stairs. (shrug) In between floor levels (like 1 and 2, or 2 and 3) there were some 2 or more layers --height levels essentionally. I recall TFTD treating each part of the stairs as a seperate layer. That's how it should be.
  4. Okay, it's part of gameconfig in the assets folder. Let's see if I can add mouse scroll...
  5. I want to make it so that moving the wheel down lowers height, and rotating upward raises it. I feel like this should have been default, while next/previous soldier should have been on the TAB and Shift+tab. Any way, can someone tell me where to find the keyconfig file? Thanks.
  6. I want to mode the LMG to fire 3-round bursts. Is it difficult to do?
  7. That's how I felt when I played x-com terror from the deep back in the 90's. I was perhaps 12 years old, so I was patient and persistant in understanding the game. I learned proper tactics and strategy for the soldiers, and then the game became fun. Xenonauts is a squad-based game, and if you're not into ground combat and smallarms (or are new to them), you will find the game frustrating or uninteresting. You have to move slow, use cover and windows, and provide support with the LMG/Sniper. Grenades are very important too. And make sure you use the right-click-look to get a good field of view from each soldier. I've only put 3 hours into the game so far, but I love the graphics. The map pack is a must to download. Other than that, I find the game somewhat rich in terms of story. I mean you have to read all the stuff in xenopedia, and imagination fills in the rest. Big thumbs down for no ambient noise though. I played TFTD without music - never cared to hear the same track over and over. And when you turn off the music in that game, you can hear the ambient sounds of underwater et cetera. But in xenonauts, nothing.
  8. I'd like to see burst fire added to the minimi. It's strange that you can only fire 10 rounds. It should be 3-round burst/long burst selection. And then this gets me thinking about how awesome it would have been if prone were added, at least for the sniper/LMG class. That bipod is a bit silly without it.
  9. I can't move a soldier to the middle or upper part of a staircase, but only to the bottom first steps. In TFTD you could move a soldier any place on the stairs you want. The only other option I have is to move all the way up, which often gets my soldier killed. Also, the cursor is difficult to find when the walls aren't transparent because it hides behind it. It disappears behind non-transparent walls. Also, I'm wondering if the double-circle cursor should exist at level height 1 like it did in TFTD with the rectangular cursor because it might be easier to use. Raise/lower height should be added to the mouse scroll instead of soldier next/previous selection, or give us the option to add mousescroll up/down to the custom keys. Other than that, I would like to see a 3-round burst for the LMG, because I find it a strange implementation that it can only fire 10 rounds at a time. 3-shot burst/Long burst selection. Great game btw, but it could use one or two more patches.
  10. I'm running my native 1280x800 resolution on a widescreen monitor, and anything native ends up with blurry lines and text. But when I scale down to say 1280x720, it clearer but doesn't fill the screen. It's as if the game wasn't optimized for native widescreen or something. Any way to fix?
  11. The game looks fantastic. Minor gripe, but why does the shotgun hold 12 rounds? The one pictured on steam looks like either a mossberg or remington, so it will hold 7-8 rounds in the tube, plus one in the chamber. Can't wait to play it.
  12. I'd like to see goldhawk make an RTS in the spirit of the original SC. Only a small company that makes games out of love for games can do it. Back in the day, Blizzard was that company, creating warcraft, starcraft, and diablo. They made so much money off of them but they weren't profit-minded as they are now. Now that the original starcraft is (finally) dead, after about 15 years, there still isn't an RTS that is hardcore and balanced like it. Starcraft 2 is not a valid replacement. The balance is sloppy, the units are uninteresting, the tactics and strategy are lacking, and the fully-3d engine should have been isometric 2d or 3d because it's simply out-of-place for such a game. Starcraft 2 is dying in the e-sports arena because it's simply very boring to watch by fans. If a good company were to publically state that they are trying to make the ultimate RTS in the spirit of SC1, people might pay attention. The game needs to be based on RULES and not flashy graphics, that's why DOTA and LOL are so popular. Xenonauts pays tribute to x-com and we need the equivelant for SC, but a whole new game universe should be made. So far no one is attempting it. And the only people who can truly make a game equal or better are those who played SC for years, noting the intricacies of the game engine. A brilliant and note-worthy game that came out a while ago is Laser Squad Nemesis. It is practically dead now because it was play-by-email. You just can't get your strategy fix when you play the game for about 10 minutes, hit send, then you have to wait till later for your opponent to send his turn back. That game is pure quality, and that's what we need, but in the RTS field.
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