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Messages - nullzero

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1
Offtopic / Xenonauts 2 announced
« on: February 05, 2016, 12:40:02 am »

Riding on the XCOM2 launch wave, Xenonauts developers just announced on Steam that they're working on a sequel

Quote from: Xenonauts@Steam
We have now officially confirmed we are working on Xenonauts 2, and we're currently hoping for a 2017 release for the game!

The full statement and some basic details on the sequel can be read here (with more to follow in the next couple of months): https://www.xenonauts2.com

Thanks to everyone that has supported us by buying the first game - the experience we've gained making it and the feedback received from the community should allow us to create something even better second time around!

It seems they will build it with Unity3D this time.

2
Open Feedback / Re: Question about fire.
« on: September 07, 2014, 02:03:01 am »
An FPS had that mechanic, but yeah just a fire extinguisher would work.

Time Splitters 2?

3
Offtopic / Re: XCOM Board Game
« on: September 07, 2014, 01:41:27 am »
Hmm.. I think I'm more inclined to do an XCom and Aliens decks for the Smash-Up board game.

Maybe even do a 2 player half deck house rule game to play XCom vs Aliens stand alone.

4
Released Mods / Re: [HWP] Attack Dog
« on: September 07, 2014, 12:04:14 am »
Nice!!

This instantly pops a few ideas:

It would be a nice option to have besides the civilians in terror missions or to populate the empty farm zones. If there was an aggressive (to aliens) armed civilian AI that would cling to nearby friends and attack enemies it would be super in that Enemy Turn black scene. Hearing Grrr... Zap.. ZAp... Grrr.. Grrr.. .

Also if it started in skyranger but was controlled by the AI (with a hunt, bark and run mode) we could have it have enhanced senses (low light vision + range) and not spoil everything as an active scanner, since we would not control it.

And thinking about it... what about a "bark" mind attack that would frighten an enemy?


5
Offtopic / Original X-Com concept art
« on: April 30, 2013, 06:33:43 pm »
I was visiting Julian Gollop's developer blog and guess what I found :) Just had to share it.

https://www.gollopgames.com/2013/04/original-x-com-concept-art.html

6
Programming / Re: DogfightState development
« on: July 29, 2012, 12:05:58 am »
Oops, sorry for that. I didn't add the new files into CMakeList file. A new PR has been sent by Shugyousha with updated file. As soon as it get's merged everything should be okay!

Once again, I apologize. My first PR and already messed up :-|.


Thanks and no problem, ' cause you know, practice makes it perfect!

7
Programming / Re: DogfightState development
« on: July 28, 2012, 03:39:51 pm »
As of July 25 I can't seem to compile from source with cmake (using debian linux) and the error given has something to do with a missing CraftWeaponProjectile.h in DogfightState.cpp. Tough upon inspection there is such a file in the folder, and it also appears in the included part of the DogfightState.cpp. So I really don't know what happened, but my c++ skill are kind of lame.

 
Code: [Select]
/home/hobbit/Downloads/SupSuper-OpenXcom-78cf109/src/Geoscape/DogfightState.cpp:45:47: fatal error: ../SaveGame/CraftWeaponProjectile.h: No such file or directory
compilation terminated.
make[2]: *** [src/CMakeFiles/openxcom.dir/Geoscape/DogfightState.cpp.o] Error 1
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
make: *** [all] Error 2
 

8
Suggestions / Re: Load game at battlescape options
« on: July 27, 2012, 06:35:29 pm »
I'm also in favor of that. If somebody doesn't like it, he will just have to keep his mouse pointer away from that button :) or perhaps the button could be hidden by choosing "ironman" mode... along with the save button. instead, you just get a "quit" button which saves and quits the game... :)

I like that ironmode idea!

9
Suggestions / Load game at battlescape options
« on: July 26, 2012, 10:44:14 pm »
Not that I wan't that much to be flagged as a cheater, but having a load button at the battlescape options menu would really help. Sometimes you load the wrong save and have to abort the mission, go pass the 'terrible' debriefing, go to geoscape, options, just to load the game again, when a simple load button could easily fit on the game options.

 ;D

*cough* *cough*


10
Offtopic / Re: Map of OpenXcom fans
« on: July 26, 2012, 12:40:26 pm »
Found a topic about that problem, someone suggested to enlarge pins. I did it.

Does it look better now?

Much better! I don't live in the ocean anymore, and the position doesn't seem to change that much as you zoom in :)

11
Offtopic / Re: Map of OpenXcom fans
« on: July 25, 2012, 10:41:41 pm »

12
Programming / Re: Battlescape development
« on: July 13, 2012, 11:43:18 pm »
I think that you should get points (and "live" aliens) for any mind-controlled and stunned alien on the map.

+1 for that.

Once you find the last alien and successfuly mind control it, the game is pratically over anyway!

13
Offtopic / Re: i am building a clock
« on: July 07, 2012, 11:24:30 pm »
looks promising :)

what kind of material is that?

And I thought it was some kind of alien alloy!  :P

14
Suggestions / Re: weapon/equipment loadouts - user-defined "classes"
« on: June 27, 2012, 07:50:58 pm »
super!   ;D

15
Open Feedback / Re: progress / milestones / wishlist
« on: June 20, 2012, 05:15:50 pm »
openxcom is running great in my opinion, of course smaller glitches and bugs will always show up, but right now I'm at a point where I would seriously consider switching over from x-com to openxcom for casual gaming, especially since I can also contribute by play-testing that way.

Thats exactly how I feel, so more two thumbs up for salvaging equipment, since its a small change that improve the replayability a lot, and thus keep us users happy. :)

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