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Topics - TrashMan

Pages: 1 [2]
16
Artwork / UFO Battleship
« on: January 16, 2009, 11:12:28 pm »
A quick concept for the general shape.

Is this thing supposed to land?

[attachment deleted by admin]

17
Feature Requests / Aircraft equipment screen bugged
« on: November 19, 2008, 08:21:44 pm »
Can't switch aircraft or systems (weapons, armor, pilot, electronics) with the GUI bottuns.
I managed to switch aircraft with the mouse wheel, but not the equipment.

Currently the equipment is stuck on weapons..ergo, one can't add ECM or armor.
Also, when I tried to arm a Saracen, I couldn't select the second weapon bank. I could equipp the right one with a weapon, but clicking on the left one did nothing  the right one remained selected.

Revision number for the code was...20169 methinks. Compiled almost 2 days ago..


18
Coding / Double entries for XAW in production list
« on: August 20, 2008, 11:09:46 am »
One question guys - it's probably in the wrong thread, but what the heck - I added the XAW95 to the research list, and when I research it and go to Produce it, the see doubleentries for both the XAW95 and it's ammo.
At first I thought there might be 2 xaw95's in the equipment and human weapons files, but there is only one entry....is this supposed to happen? I recall it happening when I first tried out the Coilgun too...doesn't happen now with it tough.

19
Coding / Latest trunk build
« on: August 09, 2008, 12:27:12 am »
Made a new .exe 1 hour ago - followed the procedure - no errors, no warnings. Game doesn't start...the window opens and closes.

20
Feature Requests / New missions proposals
« on: June 08, 2008, 12:40:57 pm »
AMBUSH:

Starts as a normal mission - village under attack, we got a distress call or secure alien chrash site.

Once you get there aliens start popping out from the edges of the map. Hordes of them. Objective: survive.
Hope you brought enough ammo and if you kill enough of them, the rest might retreat?


RECOVERY:

A research lab/installation in the city is under attack. It has valubale research data. Objective is to retrieve that data (not kill all aliens)
You can also retrieve other stuff (whatever sounds plausible)

Get in the building, find the suitcase/disk/whatever and bring it back to the dropship.


21
Feature Requests / no XP gain when autoing missions
« on: June 07, 2008, 05:17:29 pm »
Whenever I auto a mission, my agents get no stat increase whatsoever..not even in the mind stat (which should always increase by 1 every mission) A bug?

22
Discussion / number of starting soldiers
« on: June 07, 2008, 12:07:28 am »
IMHO, it's not something that should change with difficulty..New recruits per month...maybe even the quality of recruits..


but on game start you should be presented with a good pool of soldiers. Why? So you can select those you like the best..Not only stat-wise but appeareance wise.
Maybe it doesn't sound important to some, but for some people it is incredibly important.

Now I'm the kind of player that will drop the Sword of Demons +30 and keep his Sword of Frost +5 if the Sword of Frost looks better 8and more functional) or simply "feels" better. (If I play a palading, no way I'm wielding a demonic sword).
Similar with every other game, I like to be picky with who I put in my team/fleet.

that's why I think a player should be able to either create at least 1 or 2 soldiers himself (set apperance and stats) or start with a bigger pool of soldiers. Let's face it - 8 soldiers to start with? For a elite, multi-government organization? ::)


23
Discussion / On game saving
« on: June 02, 2008, 04:03:32 pm »
Right now, there is no game saving allowed during combat...It fosters the "save game, take shot. If you hit save, if not reload...repeat ad nauseum" behaviour...and I confess that on a few occasions I have fallen victim to such behaviour myself.

that's a rather cheap tactic that allows for a PERFECT playtrough and I agree it should be left out...but IMHO, going into the other extreme might not be the best idea either.

Having to replay the whole battle time and time again, simply because you start in the open and the aliens keep getting lucky shot on your main man (avatar..yes, I always play with a elite team, where losses are generally not tolerated, and several cannon fodder teams that are free to get shot)

Generally, it's a bad idea to force a player into a specific style of play...so why not meet in the middle?

Saving at the beginning of a turn, and only there.
That saves one the trouble of having to replay the same mission dozens of times, yet at the same time makes perfect playtrought impossible, since your whole turn, followed by a enemy turn have to pass between each possible save. A single turn can last quite a while and has many a variables included, so playing trough it perfectly is statisticly impossible.

Thoughts?

24
Artwork / Need a modeler?
« on: June 01, 2008, 09:52:12 pm »
Heya people.

I just downloaded this game and gave it a try, and boy was I impressed. I have no idea how I haven't heard about it sooner, since I like strategic/tactical games like this and I'm moving around the modding/gaming circles a lot.

Anyway, I'm a long-time modeler/modder and I was wondering if you guys need a hand (Is pecialize in non-organic stuff :P )and wanted to ask some questions:

1. Are all items/weapons already decided or is there room for more? (and if so, how is it decided what goes in?)

2. What are the usual polygon ranges and texture specifics for creatures/weapons/ map objects?

3. If I were to help around, where tobegin? What's currently needed the most?

Oh, here's a link to my Homepage with images of my past work, in case someone is interested.
HOMEPAGE





25
Feature Requests / Local troops?
« on: June 01, 2008, 09:37:16 pm »
One thing I haven't seen so far - it would be nice if you encountered local troops trying to contain aliens, and not only civilians.

Local troops would be be regular soldiers armed with assault rifles and other conventional weapons and they would help you fight aliens (but wouldn't be under your control).

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