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kahvipannu

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Everything posted by kahvipannu

  1. Needles to say, I did start Witcher 3, lol Still playing it tought, it has way too much content, a real time-sucker. But I would like to publish this, and play a bit of Xeno before X-Com 2 hits the market at November(?). It doesn't really look like the X-Com we all knew and loved, but it looks to be quite nice twist on the formula on its own. I was unimpressed with the new X-Com from Firaxis, but the sequel seems to have way more going for it, hopefully. Fingers crossed.
  2. Yeah, I'll try to put up the wip dl soonish. Since AMD finally put theyr new cards out recently, I just got Wicher 3, and I propably will try to force myself not playing it before I get that upload done. Just to keep it as a carrot, and I know after I continue the story of Geralt of Rivia, that is going to take way too much of my free time in the upcoming weeks
  3. Heh, you're actually right, he actually does Unintentionally so tought. EDIT: Couple others, and improved the undershirt, I'll propably focus on stuff like that now instead faces, so if I have time enough I can put up a version for dl: Full: https://farm9.staticflickr.com/8843/18146925483_e1283a3017_o.png
  4. Maybe On serious note, I just haven't had time, for modding, at all, for months. But I did dig this project up some days ago, and I'm slowly doing some progress. I don't like leaving unfinished projects hanging, usually I do finish what I start, but sometimes it takes long time due to the time required for it. My other projects I usually release updates between 3-6 months, sometimes more time between them. Usually I have bursts of progress when I have time, but then there might be weeks no progress/time at all, it just goes to the fact how much time I have, but bottomline, I have usually finished everything I have started, as far as I remeber, heh. But to show something, here is couple reworked backer-faces, more or less looking like the reference ones. There is a lot of them, so this will take time, but just to let you know I haven't lost my interest for this/it's not dead project, altought a slow one. Full: https://farm1.staticflickr.com/304/18144353663_887e97d808_o.png Altought, I'm considering putting out a version which doesn't have all the backers faces for males done yet. They are quite rare, and the vanilla faces align properly with the armors I'm using, with maybe some glitches. I could update it with new ones as I go along. I just would have to rework and polish a lot of the stuff I have done so far, I don't like releasing unfinished stuff, but I think in this case it could work the best.
  5. Wasteland 2 does have some nice art in it yes. You can use own pics for the characters too without too much of a hassle, which is pretty cool. Can't wait to see the modding tools for it, I think they were included in the kickstarter "funding-tier" it achieved. The game could use some new textures and stuff, but even with its a bit spartan presentation besides the art-assets, the writing and gameplay seems superb so far what I have played.
  6. After brake, started playing Xeno again, I'm quite impressed how it has improved in such short time (CE has pretty much fixed most issues I had the game). Altought trying to play Wasteland 2 along the side. What is this madness with all these awesome old-school Pc-games coming out Anyway, doing this alongside again, since I'm playing the game. Some new backer faces examples: Fullsize: https://farm6.staticflickr.com/5600/15316259659_646cf88c13_o.jpg I'm recycling bit stuff, all bold areas are the same, etc. But I try to replicate the main features of the pics, and there is bloody 90 or something like that of them, so taking a bit shortcuts is propably necessary to finish this in the first place. EDIT: I'm considering scrapping the whole "gaming faces" thing, and just make "incoqnito" ones for the genric faces too. Maybe try to make something that could go with the fashion of the particular time the game takes place. But that will come later after finishing the backer ones, and armors. Gaming ones could stay as optional dl.
  7. Just don't put your guys in the place you will shoot own guys. Don't know if you can mod it out, but I can answer it's part of the balance and core-mechanics of the game, even without mods. Personally shooting thru own guys sounds more ridiculous to me than "non-elite" soldiers.
  8. Not dead, just haven't worked on it. I have putted so many hours in this there is no way I'm not releasing this. I just want it to be somewhat complete. I can tell not having everything done is very jarring to look at in-game, same goes for too little variation.
  9. Not dead, just a bit short on time. I have vacation now, but the time little I have been at PC has gone into gaming instead modding, playing a bit Hearthstone, and match or two per day Orcs Must Die:Unchained, but that is it atm. Propably going back to Xeno when I have bigger chunkd of time to spent in it, and alongside finish this eventually.
  10. That is really cool looking Skitso.
  11. Khall has released new faces vanilla style, he does mention planning of doing fems too at the OP, so it might be a matter of just waiting a bit. http://www.goldhawkinteractive.com/forums/showthread.php/11074-Khall-s-More-Portaits
  12. Yeah the belt buckle is supossed to be on the side a bit. But there will propably not be belts once/if I do the "classic/serious" version. About the left face, well, she is a tad tired after devouring all those souls I think she looks mean like that, in a good way, but I can change that if needs to be. For the right one, yeah, original looks a tad meaner, due to the eye-brows. I could had drawn them a bit better, I will propably change that. And yeah, it is free-time we spend on this stuff. But I do think everyone can relate to the fact we do mods, becouse we like to do it, so in a way it is quality time, heh. As long as one keeps it pressure free.
  13. One quick suggestion to show up at the list, if it is ok. (Or even possible?) How about days served (at Xenonauts), 5 or 60 f.ex.,before getting to the Memorial wall? Also, very nice addition in generall, this list was exactly one thing I really wished to be there when playing vanilla.
  14. Regarding what I told earlier for those who wait release before new campaign, that I would propably finish this this week, I'm not sure if I can, simply becouse lack of time, and rest of week will be pretty much work filled. Haven't work on these for few days, but have been trying to do little bit last couple days. So it might take a bit longer, or not, but just to be clear. And just to give some update, fem customs atm, there is just three of them apparently. Again, not really 1:1, but tryed to do something atleast in similar fashion.
  15. We get what your saying, but you don't seem to get what everybody else is saying. It isn't about intro, it is about development. You can play the game without even knowing about the incident, and get the full mood of it. Tone build during the game is irrelevant? To me game like this, going for the unknown is the very key of the atmosphere. I'm in totally different mindset about this, I guess we can agree on that. As stated many times, it is real world 1979, you have a base, aliens are a thing. You could argue beginning of the game is when you pick your base, and you start checking out ok, what we got here? You check the facilities, soldiers, options, and most propably Xenopedia. Then reports start coming up on UFO signs, you might see one, shoot down, or local forces do it, you set up your troops, and go for the unknown. If you getting overhelmed by that, without having (obvious) things hamfisted down your throath, don't blame the devs being lazy or bad game design, it is just different what your used to. I don't know what else there is really to say. Maybe try making a mod for introduction yourself?
  16. You have Xenopedia entry for the incident, alongside other stuff if you want to, hardly 100 pages, and it has even pictures so it won't feel like reading at all (har har)! After that, the game happens, you are Xenonauts, UFOs are a thing, and... Play more to know more, that is it. If missing an opening thrown at you takes away context for the whole experience for you, I don't think the problem is in game design. You call it lazy and failure, yet you see many examples here people having no problem establishing connection to the game and its world.
  17. Oh I see, that is cool. You can get pretty much get quaranteed "rare people" for the starting squad, I like that. Thanks for clarifying that up.
  18. We are talking about props tought, pretty static things. Swaying leaves and such shouldn't necessary need animation skills (Or am I missing something obvious?), but more like picture editing. Biggest challenge there would be making it look good I think, not too busy and distracting, but naturall instead obnoxious with all the grass and such waving in the screen.
  19. Nice read, and very positive one. But that one gripe he has, dragging, I had exact same thing with my first play-thru with normal. It was a lot of waiting, way too much, and once really big ships came out bringing something new to the table, making the game interesting again, it was end game straight away. On Veteran now, but it feels much more better paced right now, your catching up with the aliens, not staying up with them, and eventually surpassing them just waiting. But not near end-game yet so hard to say if that stays the case.
  20. SkaianDestiny actually just posted Rock Paper Shotgun preview here, and taken from Adam Smith there, for the story progression: "The best way to describe what is possibly my favourite aspect of Xenonauts is to compare it to Firaxis’ XCOM. In that game, the narrative of the invasion is told using a few characters, delivering fully-voiced connections between one ‘stage’ of the game and the next. The ‘stages’ might be tied to specific missions, progress or research results, but they serve to provide a connective tissue between the strategic long-game and the scattering of tactical missions that make up a campaign. Xenonauts does something similar, although it isn’t obvious at first. Instead of talking heads, Goldhawk’s game constructs its connective tissue with text and illustrations. Xenonauts contains a lot of text and it’s engaging stuff, whether describing an alien’s guts or the reasoning behind an interceptor’s upgrade costs." And for the caring part: "It’s the reasoning that grips me. Everything in Xenonauts justifies its place, as if a constant demand of the design document were that elements must contribute to the experience and the fiction at the same time. Some people might find that a small detail to focus on but it’s the kind of fine texturing that explains a lot about the project its contained within. Xenonauts strives for credibility, explaining why an alien behaves as it does, and why refitting a vehicle takes so much time, money and effort. That credibility bleeds through into the characters and I find myself caring for them, as individuals, far more than I do for XCOM’s super-marines." Link to the article: http://www.rockpapershotgun.com/2014/07/10/impressions-the-triumph-and-struggle-of-xenonauts/ This is how I feel, he just expressed it in way better way. Xenos stuff is subtle, and non-distracting. I like that way of doing things.
  21. I like the way Xenonauts do it. Story is there if you want it (as stated extras, and you find the first incident info at Xenopedia too), and it is told by the mechanics/events and by the progression of tech-tree. The invasion gets more hectic by time, and you feel you progression in terms of research, expansion, and such. It doesn't try to force it down my throath, but gives it to me if I want it (I did for my first run, and I liked it). In a game like this, more subtle/vague way that doesn't get in the way of gameplay fits game in like this imo. You don't need cinematic to tell me of they are attacking cities now, what next? To realize the invasion is progressing. I already disliked the notification boxes "There is alien here, stun it", or how X-Com was like "Oh look new alien, let me tell you what it seems to be". I have eyes, I know when I see something new, and all that kinda takes away some of mystery/figuring out things already. There is the Lore+ mod, I haven't tryed it yet (I too should propably), and I saw one which gave research and such for different alien-missions and such, but it might be in the Lore+ already. EDIT: If something I think was underwhelming, it was the actual "progression-tree" for main-missions. Stun couple aliens, that is it. And the game sure do like to hold your hand that you won't miss if one of those is in the level.
  22. Just in generall, docks would be cool, tought they would need new props I think (?). I liked the scycraper idea too, if doable. In generall, smaller UFOs crashed in/next to bigger buildings, one idea would ba a shopping-mall. You can have multilevel stuff, parking lots, little stores, wide areas, so on, and so on.
  23. There is custom soldiers thing at the bottom of the advanced options, is that something related to this maybe? I don't know, could be just names or something, but I'm curious about it.
  24. Yeah, I was in army too (Mortar squad leader), and women in generall used make-up and such when we weren't spending weeks at forest playing war. But I don't see it a problem as an option. I haven't had time to do this for couple days, hopefully getting back to it soonish.
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