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As the title says, I had a Alpha Reaper zombify one of my guys as he got into the tile adjacent to the reaper. Has this always been a feature of the alpha reapers? Or perhaps one of the Community Edition or one of the mods I have installed? I have X:CE .28, Expanded Lore, Aegis Armor, Armoured Assault, and FITH. Just curious if this was a feature or a bug. Thanks
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A few people have already found it (highfive), but I started up a play-through of Xenonauts in its current state several days ago. I've been doing update videos for a while but haven't had much time to really play it until recently, so it's effectively a blind play-through if you're into that sort of thing. I look at it as a way of seeing how intuitive and balanced it is for an X-Com veteran. I'm not very far in it and I need to restart already (Hotfix 1), but I hope some people are willing to come along for the ride. I'll likely accept volunteered soldier names later on; for now I'm sort of enjoying the defaults. I could use some help tip-wise as far as research paths and all that goes, but try to keep the backseat gaming to a minimum I intend to keep it going throughout beta. Some updates will probably break the save but that's fine. It depends on what the update does, but I may just get back to where I was off-camera if nothing in the early-game was modified heavily. Chances are I'll try to continue where I was and just refer to an update video for the details. Edit: Celebrating Steam release; started over due to popular demand:
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Hello all, I preordered the game to help the kickstart and have been lurking the forums for the last couple of months, however I have not been playing for fear I will see too much of the content and ruin the playing of the finished game. Anyone have any input for me? Is all the final content being used? I am just dieing to play was hoping for at least beta by now. BTW I do intend to participate in beta to help debugging. Thanks, Happy gaming! First post...How do i get my preorder badge thingy? Scratch that it worked just got an error from Desura when i did it shocker i know..
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Hello, I just brought the game few hours ago, but I already played the demo back then so I know how to play a bit. I encountered an invisible armed civilian in the arctic area in the first mission. He wore a red snow coat, and carried a shotgun. I saw a glimpse of his model spinning around during alien movements. http://img51.imageshack.us/img51/5667/xenonauts20130203113840.jpg This a normal civilian I think. http://img402.imageshack.us/img402/4360/xenonauts20130203114828.jpg UFOs are made from blocks of dirt, but it didn't happened when I played the demo. This also happened in the first mission too. http://img202.imageshack.us/img202/5305/xenonauts20130203115026.jpg Somehow my men saw aliens inside the UFO who stood next to the door. http://img197.imageshack.us/img197/6397/xenonauts20130203115123.jpg
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I recently joined the pre-order club and played the alpha build of Xenonauts, and now I'm posting about my first impressions. The game has a lot of potential and I hope it materializes, but it has a long way to go. Here is a list of comments I jotted down during my first assessment: General Comments - Text is too small - Not enough animation (everything is still pictures) - Clicking sound effect occurs even when clicking on something "unclickable" - It is not immediately obvious that you have to select a resolution smaller than your native resolution before windowed mode will work - Closing windowed mode game could prompt save or auto save - Geoscape clock continues to tick away when focus leaves game window, but sounds stop (audible hint that game is paused, even though it isn't) - Select lists are difficult to see what is selected (especially on personnel screen soldiers list) - Scroll bars are too thin in general. - Scroll bars shouldn't show up at all if not needed. - Buttons are not consistent (construct building button on base tab is huge and spans entire panel vs Hire or Dismiss solider on personnel screen). Interface screen navigation - Might be better to keep navigation menu a fixed set of tabs instead of changing it based on current screen and just disable the tab you're currently on - The geoscape screen should probably just be the first tab instead of a random circle button - When moving between tabs you should first show the tab's background and then slide in the panels over top in an animated way after a second delay and have a sound effect like an air lock door swoosh. This way you feel like you're walking into different rooms of your base and you get to see the cool images before they get covered up. It would be cool if the images were animated, even if just a little to make you feel more immersed. Main Menu - The buttons don't look like buttons - The phrases underneath the buttons seem unnecessary and are too small to read anyways. - It would be cool if the main menu was animated (map in back of room lit up as if tracking aliens, text on back wall scrolling, etc..) - It would be cool if the main menu had sound effects of commanders talking strategy and radar beeping - The scroll bar on game options window is too small and not immediately obvious. - Do not understand the "#####" options at bottom of options screen - Do not understand the Custom Solider List at bottom of options screen - The "Commence Operation" and "Resume Operation" buttons are confusingly displayed as a check boxes - Clicking the "Explanatory Tool Tips" check box does nothing - Iron Man Mode should simply be part of playing Veteran / Insane difficulty; simplify interface and remove check box - Animation when clipboard is moved into view is to fast - There doesn't seem to be a way to get back to original view once clipboard is in place Research - When research is complete it would be nice to display a message like "Research Complete" to give the seemingly random screen context. - When research is complete instead of just a close button there should be a button to allocate scientists to another project - The research complete screen could be jazzed up with some embossed borders; probably need padding around the text panel. Geoscape - Cursor is big and blocky and hard too see if over certain terrain - Tool tips missing (I expect to see explanations pop up over time controls on hover for example) - Key information text is too small and not enough margin on right Base Management - Text is too small - especially hard to see how many of each personnel type. - It isn't clear what number in parenthesis means beside personnel capacity - tool tip should explain this on hover. - Clicking on building should pop tool tip (I'm impatient), or alternatively could pop dialog with info and option to delete - Right clicking to delete isn't obvious. Easier to use interface if absolutely everything can be done with left mouse click. - There is no background image like on other screens... yet? - The command center building looks low resolution compared to other buildings - On the construct building screen there should be a space between the number of days and the word "DAYS" Vehicles - Should this be named "Tanks" or "Unmanned Ground Vehicles (UGVs)" so as not to be confused with Aircraft, which are in fact vehicles as well? Aircraft - Drop ship shows one empty space, but I can't add another solider to drop ship via personnel or soldiers screen. Not clear why. Soldiers - Basic Armour doesn't really look like armor so might be better named "Jeans and collared shirt" - It isn't immediately obvious the solider list is being filtered by assignment. Maybe add "Any" option at top and select that by default? Personnel - Couldn't figure out how to start training on solider Ground Combat - hidden movement / end turn takes too long - There doesn't seem to be a "next solider" button to select the next solider. - The button "TGL RF" appears to toggle the roof, however the tool tip says it shows the soldier's statistics - The map button doesn't do anything - time between when click crouch command and solider begins to crouch is too long and I wonder if I clicked button or not. - The alien sighted icon is shown even after I have solider look away. In the original the icon was only shown when alien in line of sight. Similarly, other soldiers nowhere near the alien with no line of sight get alien sighted icon too, which is linked to same alien, outside line of sight! - Scrolling the screen when in windowed mode is tricky due to small "trigger" area - When I step out of the drop ship on first turn there are a ton of civilians and they're all facing the same direction. They all have an odd posture too. - If I try to shoot an alien with a pistol and I don't have enough AP no shot is fired, but I still hear the pistol fire sound - civilians walk through gate without it opening! - z-order (stacking order) wrong inside house on sofa because it appears my soldiers head is under it when standing below it - It is easy to accidentally click quick reload and it reloads even if it is a waste. Also the tool tip says it costs no extra TU, but it actually does use "AP" - right click to open door and wooden south facing door and no animation occurs/door doesn't open but I can walk through. - during hidden movement screen the cursor was the open door cursor for no apparent reason - civilian jumped bookcase inside house and landed outside house; he just went right through the wall! On the next turn he jumped back through the wall into the house! The tile is a corner tile inside the house with the half-height bookcase on terror map. - When I open eastward facing white door it opens, but is pushed back an entire tile! I can walk through the window in that same building! - I walked through a brick wall beside a dumpster to get inside the storeroom of a grocery store. - There is a NPC solider who is firing at an alien clear across the map that I can't even detect even though I'm farther up the map. How is it that he sees it? Is it because his NPC ally radioed in the location? - jumping the brick wall with flowers hedge animating is bad and solider appears to land on same side he started on! - I shot the tank missile at alien, it missed and hit a car, the car was pushed outside the map area (also the car didn't show any damage despite being hit with missile) - The game lets me shoot at aliens across the map even when there is darkness between the solider and alien (no line of sight due to darkness). - Aliens don't shoot back, they just run so far... - If you click on the quick grenade slot and then change your mind it is hard to cancel (clicking the quick grenade slot again does not cancel, you have to select a different solider and reselect the solider again). - throwing a grenade even one square in front of you only has 30% chance, this seems unreasonable. - Standing face to face with an alien my pistol only has a 36% chance to hit. From this close it should be almost impossible to miss! The range percent should go up quickly as you move further squares, but point-blank range should have accuracy bonus - standing on top of bushes and benches doesn't look quite right. - At the end of the mission the music should change. It just keeps playing the same old track while looking at end of mission stats. The original UFO defense had cool music at this end of mission screen. - Only three aliens in the terror mission
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Start new game. Set up a base. Run a couple of missions. Shoot down some aliens. Run into bug in ground mission that forces me to abandon the mission or abandon the game. Repeat. That's been my story so far. Game crashes too much to be able to get past the first terror mission that shows up. So I can play it for about an hour. I can research about 6 techs before I'm forced to abandon the playthrough. Can't submit dump reports because the 'attach' button gave me a 404 last time I clicked on it. This game ain't ready for beta, that's for sure.
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Just booted up a game a day ago, managed to get into it and got the farthest yet *my first terror mission haha* however when I got to the terror mission, it just kinda crashed....haven't really seen much besides a bunch of scouts and a surprising fighter fight. Question in title.
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please welcome new member among us - myself ! Just pre-ordered and have a question. If I'll start playing current build (14.1.1) how will be my experience affected by it's current alpha stage? I mean for someone who just got possibility to play it now, isn't it better to wait till Beta? Or even Release? Or now unexperienced Xenonaut (but experienced X-commer will not notice unfinished stuff? Thanks
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Im wondering how much of the tech tree is available in alpha? Last tech I researched was heavy lasers, I also have wolf amour. I've shot down and raided a corvette and cruiser and I got no new research options?
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Hey guys, Can someone tell me how far it is possible to go in the current build in terms of research and tech? currently i have been able to go as far as plasma theory, laser weapons, alienium craft weapons.
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Found this through Total biscuits WTF is... The MMO PvP in WoW never really appealed to me because of the advantages gear got you.. you had to farm PvP all the time, not just when it was fun to be able to compete. And you needed to be in a group of players that farmed together, if you took a break they replaced you. This game doesn't have progression. Anything you can change or buy are sidegrades so the playing is rather level in that sense. The maps and targeting system seems to allow for a lot more vertical combat then the MMO pvp allowed for. The game seems interesting, at least conceptually. http://www.playforgewar.com/ http://www.kickstarter.com/projects/166522941/forge?ref=live
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Hello everyone, I bought Xenonauts on Desura and I have a couple of questions. The game definitely seems playable but I am not sure there is much to do. is it actually possible to progress through the campaign? How may different types of aliens are there? I have only seen 2 so far. are psi-onics part of the game later on?
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I as well as others have placed threads/Questions or submitted details on Game Lockups I as well as others am sure we would love to know why these issues are not being addressed in some fashion. CTD's Saved Game files not working after about 3 saves an other causes of the games inability at this point to not play past certain points. This generally pans out into a great deal of repitious time being spent starting a game an getting to a decent spot an then it is trashed for you an unable to move forward any further. Should there not be some attention into this area to try to fix it so we can test better ? As it stands at the moment i gave up playing it as it is always the same start one move forward hit that point an games done, reload from an early save move forward same thing your done. Until i see some form of patch fix or other for this i am stuck an wont be messing with it again. Now please understand i realize this is an alpha an as such many things are bugged or unforeseen things will pop up. But this saved game issue not loading or getting paid attention to IMHO just does not help the progress of the game to beta. How can we research cause an effect if nothing is done to allow us to progress pass it seems certain points ? Please don't take this as a rant or a dis of the game. I am an original XCOM'er an an avid gamer an have helped work on many alphas an beta's, I understand how it goes, but this is IMHO a major glitch that thwarts what we are trying to do which is help progress the game an because of it we can't do so.. Looking forward to some productive talk about this. Thank you...
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I played the demo for Xenonauts and fell in love with it but I was wondering what the full version offers, for instance fighting on the same two ground maps is getting tedious. Could someone give me a short list of what the full game offers currently? I would really appreciate it!
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Has reaction fire not been implemented for everything, or are some of the bigger weapons just not going to have it? I mean it strikes me as odd that the machine guns can't reaction fire. Frankly I've stopped using them, because they're useless unless your enemy survives long enough to bring the MG around to a good firing position, and by then I usually have put it down with the rifles. I can understand this for the rocket launcher, and even the big MG's on the armored car, but MG's are designed for "watch this stretch of road and shoot anything that isn't friendly."
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So I've compiled this list of the features I like and what I think could do with some improvement for Xenonauts (Alpha version). While I know Xenonauts is still in development and is all subject to change, I surely hope that this grabs the attention of Goldhawk Interactive and that this help contribute to the final product. So without further a do here is my list: Likes: Art style: At first I felt a little lost with the absence of 'Guile' styled jump-suited Rookies running out of the transport vehicle, but this is obviously your own franchise doing it's own thing and X-COM is it's own franchise and doing it's own thing. I really like how it's cel-shaded to create a cartoony effect even though the game has darker undertones. In a way it's doing what old X-COM done back in it's day (feeling a lot like a late 80s/early 90s cartoon!). The troopers look miserable and that emphasizes their lives could be over on the next mission, which they should be dreading. The pixel art is really well done and is looks great, obviously with some of the Alien portaits missing the pixel art really gives me some great imagining of what the enemies look like. Sebilian's (Pardon me if I spelled the name wrong) look like giant lizards, and it'd be pretty hard to mess up a portrait considering their sprite art is so well done! UFO Design: Great work on creating the UFO's I absolutely love the design on them where there is often multiple compartments to breach. The UFO's remind me of Halo's Covenant ships which were well designed and not your average flying saucers which create a different tone from the regular Science Fiction B-Movie putting it on par with some of the more modern and darker toned films. Audio: The music finds the middle ground between Halo Reach and the first Deus Ex. This is a great thing! I was pretty fond of the music so far but I do have concerns at the same time about the soundtrack. (I'll state that in my dislikes) The sound design is generally well done, with gunfire going off and sounding loud. Civilians dying can be a bit odd at times with them just letting out a petty sigh rather than a painful scream. Battle: Battling feels remarkably similar to X-COM, obviously with some changes however most of the core elements are there. Troopers do feel more agile in that they can vault over objects. Tiles can still be destroyed and troopers left out in the open will often die horribly due to sneaky Alien snipers! Which is another thing I like which is part of the Battling system: That no trooper is truly safe. Difficulty scaling: From a medium standpoint I really like how the first battles can feel quite easy to walkthrough and later on the battles can become a real pain in the kneck. My battles right now have been mostly Sebilians (which I can only guess are the grunts of this game). My first battle started with one enemy soon I was facing up to five of the blighters! I can speculate there will be more and from the Quick Battles I have played I have faced very unequal odds! (Quick battle is awesome by the way and I do hope it stays in the final game because sometimes it's good to kickback and just play some quick battles rather than worry if I'll have enough money to pay my troopers at the end of the month) This is also how I have met some of the other Alien forces! Improvements: Reaction Fire: At times reaction fire can feel a bit unfair. In the Original X-COM reactions were limited to where the operatives/enemy were facing however in Xenonauts I could send my troops behind the Alien and as quick as they begin to move they are gunned down by the Alien threat. Sometimes it feels a little unbalanced which, while the game is supposed to be unbalanced technology wise (which I am for), the reaction fire when the enemy isn't facing your troops makes the rules feel a little broken. Geoscape: The geoscape is okay; it has a pretty cool style to it similar to DEFCON II's. However when there are the messages popping up it makes you feel pretty cautious because you may miss the messages popping up (If you are zooming past), Night and Day is nice seeing the shade move over the world but with the sea being represented by such empty black space it can be a little confusing. Also I think UFO's need a different icon to represent whether they are grounded or not. Too many times I have sent my Chinook into a battle and recover a fully intact UFO only to realise that the UFO is still moving (even though it reads as being grounded) and my Chinook is taken down by a very (Pardon my language) pissed off Alien ship! And as you can possibly imagine it can cause great frustration. Audio: Like I said I'm mostly impressed by the audio effects with explosions and gunfire sounding loud and the soundtrack finding the middle ground between both Halo and Deus Ex. However right now the soundtrack is very limited, with only three tracks I have heard and some similarities between two out of the three, I found myself hoping for more variety. I do hope to hear more when newer builds land (as X-COM did have a lot of quite catchy tracks) but again I do believe that the soundtrack so far does well at creating a good atmosphere for a game of this nature. Research: The tech-tree is a bit confusing when I research a gun I do hope that it would be usable once it's been researched. This also ties with the current problem in most cases (I.E. when trying to get better armour) that Alien UFO's are mostly busted up pretty bad that nothing is really worth salvaging for the research team and is really just better to sell off for the extra money. This is slightly annoying because materials are often hoarded so that I can build better things (like better armour). But with technology being locked away in such away it can feel utterly pointless to hoard items. Controls/Laptop friendly: Right now I am having a little bit of trouble due to my mouse pad having the lack of a designated scroll pad, when I'm on the Personel Screen I often find myself thinking a mouse would be better for this due to the scroll wheel as without the ability to scroll I can't check out and assign my troops to where and what they need to be doing. (I.E. If I have a large amount of Rookies I can't send them all to training without great hassle.) I did check the options to see if I could designate a scroll up/down button. However I could not seem to meet great success in my search. Obviously I could use a mouse but it's a bit of a hassle considering I'm using a laptop. So in short, I'm loving the game so far. I do hope that this contribution helps Goldhawk with ironing out the small creases and influences them in creating a fantastic game! Keep up the good work Goldhawk!
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