project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BTAxis

Pages: 1 [2] 3 4 ... 175
16
Artwork / Re: New here. Want to help
« on: June 23, 2010, 10:47:28 am »
Very impressive. That's exactly the sort of stuff we need.

17
Artwork / Re: Non-Anthropomorphic Taman, Shgaar and Ortnok?
« on: June 22, 2010, 05:15:59 pm »
I think the difficulty in that is the "all concepts' requirements". The thing is that there is no such thing as a fixed set of requirements, because the game and its content have not been designed in full yet. This project progresses toward a rough goal, but the particulars are very much something we make up as we go along. That's simply the nature of the development. It's more about making the game than working towards a completed game, if that makes any sense to you.

That said, I also think we need a more structured approach to our art and its requirements.

18
Artwork / Re: NEEDED MODELS
« on: June 22, 2010, 05:09:15 pm »
Not that I know of, unfortunately. Right now this thread is as good as it gets.

19
Artwork / Re: NEEDED MODELS
« on: June 22, 2010, 11:43:10 am »
Actually that's not a very good place to look, because not all proposals linked from there are accepted. You're better off looking at http://ufoai.ninex.info/wiki/index.php/Proposals

20
Artwork / Re: Non-Anthropomorphic Taman, Shgaar and Ortnok?
« on: June 22, 2010, 10:11:10 am »
The Tamans are supposed to be comparatively weak, physiologically inferior to humans but with a superior mental capacity. So they'd be relatively easy to deal with at the start of the game, but then they'd become a threat again once the aliens started to use psi.

21
Artwork / Re: Non-Anthropomorphic Taman, Shgaar and Ortnok?
« on: June 21, 2010, 09:05:34 pm »
??? I'm getting some conflicting signals on this aspect of the art direction, it seems like. Have you folks in the design team not fully agreed on the desired direction of the Taman?

The Taman is supposed to resemble a grey. Other aliens are not.

22
Tactics / Re: Weapon comparison data
« on: June 21, 2010, 04:09:01 pm »
No, that stuff is pretty obsolete.

23
Discussion / Re: A couple issues with off-base installations.
« on: June 20, 2010, 11:19:10 am »
Radar installations are supposed to be inferior to base radar, and bases SHOULD be expensive enough that the player won't want to build them just for a better radar.
Essentially, radar installations are mainly for tracking UFOs, while base radars are for detecting them.

24
Bugs prior to release 2.3 / Re: Inaccessible UFOs
« on: June 20, 2010, 11:17:05 am »
You should now be able to attach things again, I've deleted some old attachments.

25
Artwork / Re: Non-Anthropomorphic Taman, Shgaar and Ortnok?
« on: June 20, 2010, 11:11:59 am »
Oh, also, most normal aliens should come in unarmoured and armoured varieties. Not all of them need apply though (a floating alien wouldn't need a jump armour). There will be such a thing as inherent armour, so for the singleplayer balancing it is not such a big deal, but the player is going to have to get the alien armours from somewhere, and there is also multiplayer to consider.

26
Artwork / Re: Non-Anthropomorphic Taman, Shgaar and Ortnok?
« on: June 20, 2010, 10:57:12 am »
I want to know if you folks would be game for something like this, if content availability/quality was not an issue and the designs fit as well as or better your theme of 'realistic sci-fi-horror'?

In principle yes, though we'll probably want to retain the Taman especially because of its similarities to the "grey" type alien.

27
Coding / Re: What features are still missing for UGVs?
« on: June 20, 2010, 01:45:46 am »
Actually, I just wrote up a preliminary TODO list on Duke's talk page, since he basically asked the same question. This is something to be further explored and expanded.

28
Artwork / Re: Non-Anthropomorphic Taman, Shgaar and Ortnok?
« on: June 20, 2010, 01:34:58 am »
I think that's hard. Any "normal" alien unit has to be able to carry and use the alien weaponry, and any model has to fit in the 1x1 box. That limits the amount of alien-ness you can put in. Plus, humanoid shapes have the advantage that existing animations can be used for them, and animations are even harder to come by than models.

And, well, we already have UFOPaedia articles and autopsy images for the existing aliens, so we're probably not going to replace them in any event.

29
Artwork / Re: Armour types and their models - PHALANX
« on: June 19, 2010, 11:16:50 am »
On the flipside, that does mean that, given a good-looking model for the advanced power armour, the feeling of "I've upgraded to something better" is enhanced.

30
Discussion / Re: Freeze Nation happiness
« on: June 18, 2010, 11:41:43 pm »
The value in nations.ufo is the starting happiness for the nations. Setting this to 1.0 will start the nations at maximum happiness. They will still lose happiness as normal, though. You can't prevent this without changing the code.

Pages: 1 [2] 3 4 ... 175