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Messages - TrashMan

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31
Discussion / Re: Alien propulsion won't work IRL
« on: May 30, 2012, 09:26:16 pm »
Ya know, I think I might actually open a new thread with re-done descriptions of items and text.....to make everything better. Everyone is free to contribute  ;D

32
Design / Re: Alien Tank designs ideas and proposals
« on: May 30, 2012, 09:23:51 pm »
Yo...question..animated maps are supported?
I just got to the tank threads and I realised I better repalce them with wheels, cause I din't think it will look good without animated maps.

Hm...but even if we did have animated maps....wouldn't they be on all the time? So the threads would turn evne when standing still...

Hmm...can a model support more than 1 map? (as in 1 texture for teh chassis, 1 for the tank threads)

33
Discussion / Re: 2.5-dev play through
« on: May 30, 2012, 09:20:20 pm »
Jsut wait till I get a coilgun. I know hte damn thing inside out (speaking of which, I'm making a better model for it ATM).

I wish you enabled XAW95 or VHS for this playtrough. I always enable off al my extra weapons..mwahahahaha ;D ;D ;D

34
Design / Re: Alien Tank designs ideas and proposals
« on: May 30, 2012, 06:46:51 pm »
Right....as I am now texturing hte UGV, and I'm gonna naime and export it when I'm done, I figure we need ot break down some basics.

As it is, a UGV only needs 1 frame of animation, since nothing it does actually requres any animation.
Turining? Done by the engine.
Turret? engine.

Death? Hmm.... normally I'd just say you play a nice, big and concealing eplosion effect and remove the model. Works and can be prettified later.
I'd propose a short and simple "fall apart" animation that is played the same tiem as hte explosion effect, and once it's done, the model is replaced with a destroyed model.

Apart from that I really dont' know. I guess I could probably animate the sensor dome to rotate in a loop or something.

And I don't think it's specified how the turrets would be attached (how would the attachment point be determined?)

35
Discussion / Re: Alien propulsion won't work IRL
« on: May 30, 2012, 02:06:50 pm »
May be because ufoai is not x-com at all?
X-com also has ellirium, cydonia and flying suits, which we do not have.

IIRC, flying suits are in the TO DO list.

Also, if you want ot make the setting even mroe believalbe, set the date a bit lower. 70 years in the future, adn yet it doesnt' look like it and doesn't feel like it.

2030 or 2040 work FAR better than 2084, given the look and deisgn and "feel".

36
Discussion / Re: 2.5-dev play through
« on: May 29, 2012, 10:43:02 pm »
where did I dissapear? Squad Beta? Time to give it some lovin'.

37
Discussion / Re: Alien propulsion won't work IRL
« on: May 29, 2012, 10:05:58 pm »
Good point.

and why is anti-grav bad? Isn't UFO:AI supposed to be a fan.based spiritual sucessor to X-Com? X.com had anti-grav in several shapes and sizes. It even had a enemy that floated on a mini anit-grav engine.

38
Design / Re: Things to learn from Xenonauts?
« on: May 29, 2012, 09:54:53 pm »
The more rearer the soldiers are, the more people will save-scum to avoid loosing them.

This is a war on a global scale. Phalanx will be able to pick from the entire worlds populations. Ergo, it makes no sense that your soldiers are irreplacable.

If you want the player to fear the loss of soldiers, you have to ask yourself WHAT is hte reason for that fear?

People that roleplay will get attached ot their solider and will dread to lose them regardless of stats.
Power gamers will dread to loose elites that are hard to replace because of stats.

Ultimatively you can't force poeple to care, and you can't force them to play the game in one specfic way.

39
Design / Re: Things to learn from Xenonauts?
« on: May 29, 2012, 06:25:54 pm »
reloading = cheating  ;)

If people want ot cheat, they'll cheat.
you cna't stop epoepl from re-loading at the end of month. you can't stop peopel from re-startign the game if they don't like the initial batch of soldiers (I did it plenty of tiems. I had a LP and I was hunting for soldeirs with specific appearance)


Quote
Even without doing that, soldiers really hardly ever die. On the most difficult (which isn't hard enough, btw) there's a death here and there but it really doesn't feel "war-like" since losing more than one soldier in a mission is almost a freak accident.

I don't think I've ever lost a mission, and that's saying something. Once I came close when I sent my new second team on a mission equipped with early game guns and armour against a dozen late game ortnoks, bridge map... But even then, there were casualties but still a victory.

Do you use the (broken) medi-kits?

40
Design / Re: Things to learn from Xenonauts?
« on: May 29, 2012, 04:43:34 pm »
The easiest way is to not have super-soliders at start at all.
All stats are in a specific range.


As time passes, and game moves in more advanced phases, slightly better soldiers become avilable. But their stats are allways smaller than what a soldier kept alive from the start would have.

Fpr better example, at start you get 50 lvl1 soldiers.
3 months in the game, some of your starting soldiers have reacheld lvl8
You start getting recruits wiht lvl5 stats
5 months into the game you best soldier is lvl10
You start getting recruits with are lvl7.



41
Design / Re: Things to learn from Xenonauts?
« on: May 29, 2012, 03:27:52 pm »
The way it works is you pay money for fresh soldiers. However, they suck and you can't assign them anywhere untill they train (in what is I guess standed orgnaization tactics and weapons) (which costs MORE money and time).

While realisticly there really should be no limit to soldeirs, we know realism gets punted out the door occasionally. Even with a huge number of soldiers, the law of averages means you wont' be getting super-soldiers.
And a large pool should be there.

Waht's the point of tiny soldiers pools? Difficulty? It's false difficulty that makes little sense. You start with 8 soldiers and if you loose a few you're boned. Earth is boned. Because 4 below-average recruits perished and cannot be replaced?

42
Design / Things to learn from Xenonauts?
« on: May 28, 2012, 08:44:37 pm »
With the demo out, I wonder how many of you noticed a few neat ideas that should also be in UFO:AI?

I for one like the tons of recruits, but 10 days of training + funding needed.
A lot of good UI decisions there also, showing weight an TU's for soldiers.

43
Offtopic / Re: let's play... xenonauts?
« on: May 28, 2012, 07:22:31 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.

Geoscape being 3D or 2D is UTTERLY irrelevant.

44
Design / Re: Alien Tank designs ideas and proposals
« on: May 28, 2012, 03:24:27 pm »
Send it over to me. I got several version of 3D Max installed, including 2011 and 2012.
 :)

45
Design / Re: Alien Tank designs ideas and proposals
« on: May 28, 2012, 09:08:01 am »
Oh I have read that, but I didn't see anything specifying what your plans for UGV's are, so I was asking if you want any extra animations..or if UGV's have different animation sets.

Good to know.


Also, any way I can get my hands on a fully animated human soldier (with skeleton) in 3D max or blender?
I want to try making more animations.

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