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DrazharLn

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Everything posted by DrazharLn

  1. I think it would be nicer for the story to be fighting cleaners first, it can build suspense, I think, and the smash-and-grab mission feels like a scrappier start (as well as demonstrating that there are more mission types than in X1/X-COM). You could keep your preferred research order by contriving a mission that drops some of the required materials. Here are some ideas: the existing data mission, but have a crate of alien materials somewhere in the building that is added as an objective after you open a couple of computers (one of your soldiers notices something on the computer screen) (I think this option is most fun) or the cleaners are in the process of cleaning up a UFO crash site (there are no aliens left and not much UFO, so suspense is maintained) or without new art assets you could have us catch the cleaners as they're transporting some alien materials (a normal map with a big truck on it) or the existing data mission but have a message after the mission saying that the data identifies a small cache of alien materials that you automatically collect
  2. You can tell one of the units to move then immediately move to the next one. They'll move simultaneously. Someone else might be able to help with animation speed if you still need that.
  3. Solver, I am the same DrazharLn of WPC I think I'm fairly typical of gamers, Alpha Centauri isn't the only game I play With a demo and a fix for not being able to merge/separate squadrons I might have paid up to £25 for the game, but that's really pushing it. I think $20 is a fair price.
  4. I think Solver's approach would offer the best experience.
  5. Currently, a wall will appear translucent if a live xenonaut or alien would otherwise be obscured by the wall. This is useful, but doesn't help if you want to see what cover, dropped items (are all dropped items even visible?) or alien corpses are adjacent to a wall (and an alien or xenonauts is not adjacent to the wall) I suggest that visible alien corpses, cover and items also make a wall translucent or that there be a way to toggle all walls to translucency.
  6. OTOH, I can pick up all sorts of great games on steam during the sales for <$10 and as a typical gamer have a backlog of hundreds of unplayed or barely played games I could play. If Xenonauts were slightly more expensive I wouldn't have bought it (without an up to date demo, at least).
  7. On a terror mission, one of my soldiers has become unable to move to any adjacent tile (though they may still rotate and crouch/stand up). Save: [ATTACH]4154[/ATTACH] (2nd turn of being stuck) Stuck soldier.sav Stuck soldier.sav
  8. Since v1.03, none of my soldiers have died, despite a few being incapacitated during the mission. On the mission complete page, everyone lives with the soliders I thought killed surviving with less than 10hp and a long recovery time. I've been imagining that the game allows some soldiers to be recovered if you complete the mission quick enough after they die or something, but it seems unlikely that I managed it every time. Is this a bug? What is intended behaviour? If soldiers are incapacitated, can you use medkits on them to stabalise them for a while?
  9. Don't know if the extendo batton is still in, but the reserved TUs after switching weapons is still present in v1.04 Experimental.
  10. If I only have three fighters and UFOs tend to come in bunches of 4 or 5, I would have to choose to leave some UFOs in the sky for longer or get more jets when it feels like it should be quite easy for three jets in the same area to join up or separate between engagements. It's strange behaviour and there's no gameplay reason I can see not to have this feature. I understand that Xenonauts is approaching release and might be feature frozen, but it's a strange thing not to have in the first place that will surprise people who don't remember that behaviour from X-COM. It also seems like it could be a small fix. @Chris, Good to hear that two of the other points will be addressed soon.
  11. (I realise I'm necroposting) I'm not sure this is such a minor issue. Splitting and merging squadrons is a very natural thing to do and, as a new player, I found it very unintuitive that this was not possible. It's often the case that several UFOs arrive at once and, at least in the early game, most of them can be dispatched with a single F-17 but perhaps there's a heavier craft too. The larger craft are difficult to assault with a single fighter and it would make sense to combine several nearby fighters into a single squad to attack a larger ship or to combine several low ammo fighters to attack a smaller craft. This is some of the only unintuitive behaviour I've found in the game so far Other weirdness: * hiring more personnel was initially confusing until I realised they took some time to arrive, this could be improved by a short message under the hire button feeding back that that the personnel have been hired and will arrive in a day or two. * A couple of aliens have not been targetable when initially sighted * No tooltips or information in the encyclopedia about various base facilities (was looking to see if multiple radar might be useful, if garages are required to manufacture vehicles, etc) Overall, the game is a very impressive remake of X-COM. Congratulations!
  12. I think I have the same problem. Please post in this thread when you think the issue might be resolved (I was hoping to play Xenonauts back at home ) The launcher also fails to display a list of possible resolutions (maybe my laptop resolution is too low (1024x768)?). I'm on debain stable, wine 1.4.1, xenonauts v21. Console output: › xenonauts fixme:system:SetProcessDPIAware stub!ALSA lib conf.c:3314:(snd_config_hooks_call) Cannot open shared library libasound_module_conf_pulse.soALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM defaultfixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS)fixme:system:SystemParametersInfoW Unimplemented action: 53 (SPI_SETTOGGLEKEYS)fixme:system:SystemParametersInfoW Unimplemented action: 51 (SPI_SETFILTERKEYS)fixme:d3d:check_fbo_compat Format WINED3DFMT_R16G16_UNORM with rendertarget flag is not supported as FBO color attachment, and no fallback specified.fixme:d3d:check_fbo_compat Format WINED3DFMT_R16G16B16A16_UNORM with rendertarget flag is not supported as FBO color attachment, and no fallback specified.fixme:win:EnumDisplayDevicesW ((null),0,0x33f444,0x00000000), stub!err:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x3a8.err:d3d:context_choose_pixel_format Can't find a suitable iPixelFormaterr:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x40c.fixme:d3d:wined3d_get_format Can't find format WINED3DFMT_R24_UNORM_X8_TYPELESS (0x49) in the format lookup tablefixme:d3d:getDepthStencilBits Unsupported depth/stencil format WINED3DFMT_UNKNOWN.err:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 3 on device context 0x414.err:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x41c.err:d3d:context_choose_pixel_format Can't find a suitable iPixelFormaterr:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x424.err:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x42c.err:d3d:context_choose_pixel_format Can't find a suitable iPixelFormaterr:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x434.fixme:d3d:wined3d_get_format Can't find format WINED3DFMT_R24_UNORM_X8_TYPELESS (0x49) in the format lookup tablefixme:d3d:getDepthStencilBits Unsupported depth/stencil format WINED3DFMT_UNKNOWN.err:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 3 on device context 0x43c.err:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x444.err:d3d:context_choose_pixel_format Can't find a suitable iPixelFormaterr:wgl:internal_SetPixelFormat Invalid operation on root_windowerr:d3d:context_create Failed to set pixel format 7 on device context 0x44c.err:ole:CoGetClassObject class {22d6f312-b0f6-11d0-94ab-0080c74c7e95} not registerederr:ole:CoGetClassObject no class object {22d6f312-b0f6-11d0-94ab-0080c74c7e95} could be created for context 0x1err:ole:CoGetClassObject class {05589fa1-c356-11ce-bf01-00aa0055595a} not registerederr:ole:CoGetClassObject no class object {05589fa1-c356-11ce-bf01-00aa0055595a} could be created for context 0x1err:ole:CoGetClassObject class {6bf52a50-394a-11d3-b153-00c04f79faa6} not registerederr:ole:CoGetClassObject no class object {6bf52a50-394a-11d3-b153-00c04f79faa6} could be created for context 0x1err:ole:CoGetClassObject class {6bf52a52-394a-11d3-b153-00c04f79faa6} not registerederr:ole:CoGetClassObject no class object {6bf52a52-394a-11d3-b153-00c04f79faa6} could be created for context 0x1err:ole:CoUninitialize Mismatched CoUninitialize
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