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bonds0097

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  1. I like that you got made fun of on SA so now you're complaining about this on the official forums. There was probably a UI re-design at some point and it's scaled for 16:9 and not the aspect ratio that only 10% of the steam userbase uses. Why would you take the time and money to re-work the UI for an aspect ratio that at most 10% of people run? Also, nice thread title.
  2. Thank you so much for posting this, it was very insightful. You gave us a lot to think about and it sounds like you learned a lot from the experience.
  3. The scrollbar works identically to that in the other soldiers screens, modifying the functionality of core UI elements is out of my reach sadly.
  4. That's correct, the gameplay should not be affected. Where things were made moddable, the defaults were set to the originally hard-coded values.
  5. That's correct. For the time being I've chosen to include any changes/features I make as part of X:CE releases so that I don't have to host my own releases (and to avoid fragmenting the playerbase).
  6. Some mission types that I think would work: - Military base missions (aliens attack a base, X-COM shows up to defend). - MIA Rescue missions (soldiers who are MIA have a random chance to send out an SOS, prompting a rescue/retrieval mission, this ends up being a VIP mission a la FiraXCOM that makes sense in the context of Xenonauts). - Evacuation Missions (similar to Terror missions except that civilians are actively leaving the map and you just have to survive long enough for every civilian to evacuate and then get your team to dropship). The military base missions can either be a 'kill-all' or 'evacuate'. I imagine there's more if we spent some more time thinking about it. Regarding pilot sprites, I think that's doable as well if I can get a good sense of GH's exact spriting process and if they were willing to share the base soldier model (so it just becomes an issue of modeling pilot gear and spriting, something I can do). A UFO mission could also potentially spawn 'defense' missions under the assumption that we recover some intel/transmission during the mission that gives us advanced notice of an attack on an installation, city, etc.
  7. Hi Guys, How would you feel if the UFO Engage dialog was modified slightly so that 'tail' changed the game speed to x1 (5 sec) rather than return to the geoscape at whatever speed you were at before the dialog popped up? Likewise with 'tail until over land'. And how about 'disengage'? I ask because it's been brought up to me that it's annoying that there is no way to return to the geoscape at x1 speed so if you were at max speed and pick 'tail' or whatever, you immediately warp forward and it would be nice to have a bit more control.
  8. I have no idea actually. I know Solver implemented a flag system, dunno if we have all the art assets or not.
  9. Crashes show up correctly now. I have another bug to fix that Solver reported and then I'm adding the nifty little flags in front of soldier names. Changes should be incorporated in CE 0.26 whenever that releases.
  10. Too bad we can't auto-recover the crash victims and turn them into Robonauts.
  11. That's a good point, hadn't thought of that.
  12. For Dropship crashes, do people prefer: or for the mission string on the casualty wall? The string itself is less important, moreso is whether people want the closest city listed (as with most missions) or the dropship name.
  13. It's always nice to have more pure 'ideas' guys, we sure don't have enough of those.
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