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Old 09-30-12, 04:26 AM   #1
Dowly
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Default Xenonauts

So the XCEU thread doesn't get littered with this stuff.

Quote:
Originally Posted by Arclight View Post
There's other tilesets already? I only ever get the same ol' town with slight variation.
Farm, industrial and town AFAIK are in. No idea about arctic and desert.
Seems to be 7 different tilesets (+base and alien stuff) in the finished game.

Like Spike mentioned, there's that map pack, haven't tried if it works with 15.1, tho.

Quote:
Originally Posted by Spike88 View Post
All of the footage they show off is with armors and lasers, so I had figured you could get them fairly easy in the game. I know the demo had ballistic ammo.
You get to alien weapons pretty quickly in X-COM games. Dunno how the new
one will handle it, but in the originals you got to start researching the stuff
immediately after getting your hands on on alien weapons (usually after first mission). Pretty much the same with Xenonauts.
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Old 09-30-12, 05:12 AM   #2
Spike88
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Quote:
Originally Posted by Dowly View Post

You get to alien weapons pretty quickly in X-COM games. Dunno how the new
one will handle it, but in the originals you got to start researching the stuff
immediately after getting your hands on on alien weapons (usually after first mission). Pretty much the same with Xenonauts.
I know you usually get a blaster after the first mission, but I figured you would have to wait a while to actually be able to construct your own version.
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Old 09-30-12, 06:09 AM   #3
Dowly
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Actually, in the originals, you could research a new weapon before even doing
a mission (at least in TFTD).

Xenonauts seems to take it a bit slower, at least for the laser weapons. You need
to research a bunch of other stuff first, like power sources and alien alloy fabrication
before you can start manufacturing your own higher tech weapons.

Of course, that all might change later on as the tech tree gets finished.
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Old 09-30-12, 12:40 PM   #4
Dowly
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Realistic Aircrafts Mod:
http://www.goldhawkinteractive.com/f...rafts-mod-v1-0



Oh and the future release plans seems to go something like this: V16 "alpha-deluxe" around 9th of October,
followed by few weeks of bug stomping and then feature complete beta late October/early November.
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Old 10-08-12, 10:12 AM   #5
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A fantastic game. So true to the orginal, and so rich in atmosphere and immersion. Truly a gem.
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Old 10-11-12, 02:25 PM   #6
Dowly
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v16 out tomorrow!

Quote:
Originally Posted by Chris England
Just a quick note to say V16 isn't going to be arriving today as planned. I'm waiting on two important code commits from the coders and I've not had a productive couple of days thanks to the effort required in getting the office (and our associated computer hardware) set up today and yesterday. I still can't get the game to compile at the office for some reason, but I'm sure I'll fix that tomorrow.

Anyway, the major improvements will be enhanced AI (to the point it can now use psionic powers etc) which I'll let GJ explain in more detail tomorrow, the item destructibility system that means using explosive or hypervelocity weapons can destroy the equipment held by units when they are killed or already dead (to give consequences for overkill) and *hopefully* some new maps. Some early test maps for the Desert and Arctic tilesets are a possibility. We're just creating some rock formations etc to make the maps less open and to give them more verticality. A bug in the terrain editor means we couldn't put them in the game today.

Also, if all goes well, there'll be a bunch new soldier portraits courtesy of the Kickstarter backers. At some point this week we'll have 41 of the 80 done, but it remains to be seen if we can get all 41 into the build tomorrow. There'll certainly be more though.

EDIT - oh, and the first draft of the soldier role system (with customisable one-click loadouts) is in too.
Huzzah!
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Old 10-14-12, 07:34 AM   #7
Dowly
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v16 (finally) released:
http://www.goldhawkinteractive.com/f...ll=1#post39643
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Old 10-23-12, 10:27 AM   #8
Dowly
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V17 released

Quote:
Originally Posted by Chris
I really didn't want to have to do this, but I'm uploading a
new build to Desura today. The dev version of the game is not having all
the awful farm crashes the public version of the game is and I just can't
seem to fix up the V16 assets to not crash all the time. Therefore, I've
compiled a whole new build in the hope the game will now be stable.

Build V17 is awaiting authorisation on Desura as we speak. There are no
major changes except a whole load more alien sprites have been added to
the game. These were cut out of previous versions to save file number and
file size but it may be that some of these missing sprites were causing the
crash. Thus, I've left them in this time around. There's also a few sprites
for the Xenonauts with alien weapons now, but I'll discuss that in the next
update.

There are a few small amendments in the code for the overdamage
mechanics but they've not been tested properly yet and may well not
work, as they've not been fully implemented. This is why I don't like
releasing builds like this, but the stability issues are forcing my hand.

Proper update with beta plans etc will follow shortly, but I don't want to be
chatting about that while the public build is still unplayable. Once you
download it, let me know if you're still getting crashes. If it is stable, we'll
port it across to Mac and Linux.
http://www.goldhawkinteractive.com/f...8-V17-Released

Babby steps...

EDIT: And Development Update (23/10/12):
http://www.goldhawkinteractive.com/f...3-October-2012

Last edited by Dowly; 10-23-12 at 11:13 AM.
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Old 11-26-12, 05:33 PM   #9
Dowly
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Oooh New UI preview!

Aaah
Development Update - 23rd November 2012
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Old 12-02-12, 05:13 PM   #10
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Sooo pumped for this.
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Old 12-10-12, 09:35 PM   #11
Dowly
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November Progress Update:
http://www.xenonauts.com/november-progress-update/

Ooh, the bases are looking very nice.
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Old 12-11-12, 09:06 AM   #12
Nippelspanner
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Dowly, because of you bringing this game up here, I bought it today. So far I really like it. It offers so much of that long missed "good old games" feeling. The 2d ground combat sucks though... controls are horrible xD

Still, its alpha and already solid fun. Im locking forward to the full thing when it is done... Will there be multiplayer of any kind? Coop would be great for rainy sundays... or sunny fridays who the heck cares

Great find!
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Old 12-11-12, 09:17 AM   #13
Dowly
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No multiplayer AFAIK.
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Old 12-18-12, 01:27 PM   #14
Dowly
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Screenshot of an entire Xenonauts base (6270×3243):
http://xenonauts.com/devimages/GiantBase.jpg

Many of the computers and such will have animated textures.
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Old 12-18-12, 01:31 PM   #15
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Hey, I can see my bunk from here!


I'l go stand in the corner...
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