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Messages - Nutter

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61
Design / Re: Things to learn from Xenonauts?
« on: May 29, 2012, 07:56:27 pm »
What is and what isn't cheating in an SP game is pretty much irrelevant.

Now that's past, maybe have much larger pool and have the quality of your troops calculated based on your performance?
Maybe adding in alien interest into the equation as well?

62
Offtopic / Re: let's play... xenonauts?
« on: May 28, 2012, 06:50:03 pm »
Well, for a start, it's buggy as holy clusterfucked hell and you have to pay for it.
And one of those ain't leaving. Legally, anyway.

63
Offtopic / Re: let's play... xenonauts?
« on: May 28, 2012, 03:44:46 pm »
I lost interesest on this game since i noticed it have no 3D geoscape - this is one must have feature for me in a x-com game.

Eh. I honestly prefer the 2D. Makes pretending I'm looking at a giant screen suspended on a wall somewhere in the HQ easier.
And the demo is awesome enough. Unfortunately, I can't buy it.

64
Design / Re: Alien Tank designs ideas and proposals
« on: May 27, 2012, 01:35:46 am »
Why do I get the impression you always bring up that fucking virus when you want to shoehorn something else in.

65
Design / Re: Alien Tank designs ideas and proposals
« on: May 26, 2012, 08:57:38 pm »
Well, the moon landing happened with a computer weaker than what you find in a typical washing machine nowadays and the game is set seventy years into the future so fly-by-wire ought to work.

66
You happen to be disassembling stuff?

67
Feature Requests / Re: crash site with no survivors
« on: May 25, 2012, 08:19:41 pm »
...well if wasn't that rather obvious...
x|

68
Feature Requests / Re: crash site with no survivors
« on: May 25, 2012, 07:24:01 pm »
Oh - there is no liquid water at the alien homeworlds, so their craft is not designed to withstand humidity - so hull damage above water will cause disintegration of the entire vessel!

It all makes sense now =D

You do realise that with the speeds they're coming in at, they probably shouldn't even exist regardless of the surface they're landing on, right?

Though, given that they seem to do absolutely nothing in the time it takes us to get our sweet little arses over there, assuming they were knocked out and are still only just conscious probably wouldn't be all that far off.  Gives them an excuse for not hitting the broad side of the barn they're standing in.
The number of enemies in a mission could also rise as more would be invaders come to and grab something to fight with. Of course, there would still only be room for so many of them in a single craft and a few probably wouldn't survive the hit anyway.
But if the player is fast enough, they might even get to nab one or two before they wake up. Though, I think that might be taking it a bit far. Capturing already seems a bit easy.
And I don't really expect them to last all that long in the sea if they're awake or not. Their ship is at the bottom as well as most of their stuff, most like. Harmless. Local forces can do just well.

69
Artwork / Re: Adjust Firebird color to new Phalanx Style
« on: May 25, 2012, 07:05:52 pm »
How difficult would setting up several different paint jobs be?
Because having a shiny green ship in the middle of a city isn't all that much a better idea than having a shiny green trooper there.


That said, a bit overly pink, if you ask me. Not that it's a bad thing but this particular engagement isn't happening during twilight hours or in a desert.

70
Artwork / Re: I come bearing gifts...
« on: May 24, 2012, 04:21:40 pm »
Looks like a big bad coil...cannon.

71
Bugs in older version (2.4) / Re: Fuel Dump Unfinishable?
« on: May 24, 2012, 04:21:11 pm »
Indeed.
I actually had to look for the solution as well because I didn't know how to use the bomb.

72
Bugs in older version (2.4) / Re: Fuel Dump Unfinishable?
« on: May 23, 2012, 10:12:45 pm »
Here.
All the answers you need.

73
Discussion / Re: UFO:AI and Kickstarter
« on: May 22, 2012, 08:08:56 pm »
Basically, a shitstorm waiting to happen. Just like the Balkans in the early 20th century. I'm sure we all know how that turned out.

Afaik dwarf fortress is Freegame produced by a company, not a Opensource game produces by some guys that have nothing better to do with their time like us :D. They probably released their code as opensource but thats completly different how our project are developed.

Ach. Point taken. Devil's still in the details.

74
Discussion / Re: Armour
« on: May 22, 2012, 06:51:34 pm »
Higher tier armour is modelled, textured and fluffed up at this point, but it is still unincluded in the actual game.
So sit tight, don't get hit and hope your guns are big enough to compensate for the little issue.
And remember: The best armour is a nice, thick wall and a good distance.

75
Discussion / Re: UFO:AI and Kickstarter
« on: May 22, 2012, 04:01:54 pm »
Well, Dwarf Fortress seems to pull along nicely with the occasional donation.
Then again, that one's pretty much two relatives going at it. Not much of a team.

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