General > Discussion
Release 2.2 discussion
kracken:
--- Quote from: SpaceWombat on January 16, 2008, 10:37:44 pm ---I think it is not implemented yet to shoot ufos with missile batteries.
--- End quote ---
It is implemented, but the missile range is smaller than base radar range (missile range is about the same than aircraft radar range). So the UFO must be close to the base to get shot.
Wh1sper:
I think, I have found some bugs.
When I build a hospital it is still displayed grey in menu but when I try to build one, the counter shows one
For transfer from homebase to base 2 there is a quarters in base 2 ready, but the transfer dialog thinks not.
My dropship was gone to homebase, but there is no ship anymore, on some screen there count it as one but for i.e. attack ufo the screen says: no ship in base.
Hospital http://zockertown.de/s9y/uploads/games/ufoai/ufo34.jpg
quarters issue http://zockertown.de/s9y/uploads/games/ufoai/ufo35.jpg
Dropship issue http://zockertown.de/s9y/uploads/games/ufoai/ufo36.jpg
Dropship issue http://zockertown.de/s9y/uploads/games/ufoai/ufo37.jpg
Savegame for verifiing http://zockertown.de/s9y/index.php?serendipity[subpage]=downloadmanager&thiscat=8&file=42
But 8) this project is absolutly outstanding. Heads up!
Some commercial UFO games had more bugs :)
eleazar:
I just finished as much as there is, and I very much enjoyed it.
--always wanted to play X-com
Cirdan:
Just downloaded, it's looking good so far. However,
--The player ends up expanding very fast (on standard difficulty level). If you don't build dozens of bases, you end up after a few game months with more cash than you can store. You also tend not to have enough personnel, but then, since a storage room doesn't allow you to store that much, I may end up with a few storage bases.
--Base missiles don't seem to ever use their ammo. They need it to fire, but don't actually consume it.
--Line of fire/line of sight seems messed up. If I can see someone, I ought to be able to shoot them. After all, the barrel is raised more or less to eye level when firing (unless firing from the hip, of course).
--Reaction fire sometimes doesn't trigger when it should. Very annoying. I've read in the FAQ that is will be changed to be "like in X-COM", but since I haven't actually played X-COM I'm not 100% sure what this entail. I think X-COM allowed you to 'reserve' TUs in order to interrupt the AI's turn? Personally, I actually prefer the current system of watching out and then using next turn's TUs for opportunity fire, but I'd like it to be more reliable, so that my characters can be counted upon to return fire and/or cover an area when they're set to RF.
--The battles are somewhat static and it's somewhat hard to get the feel of a fast-paced firefight. The characters are always walking, and movement has no effect upon accuracy--there's no incentive to stay put and steady your aim, nor is it harder to hit running targets. I'd like a run/walk toggle, the ability to lie down fully (should be useful/highgly recommended for snipers/MGs), and movement of both target and shooter being taken into account for accuracy. Oh, and if you could bring me some pomegranates that'd be grand ;) . I must confess that my reference being ALTAR's UFO series rather than X-COM, I'm more used to the dynamism of real-time (and I must add that ALTAR did a good job of making it at least as easy to control as turns, in fact IMO their UFOs make controlling your squad easier and more flexible than yours--no offence meant, of course).
--It says in the FAQ that an attempt was made to fix a bug with accuracy probabilities for v. 2.2. I must regretfully inform you that this attempt seems to have failed.
--I seem to lose any equipment that was abandoned on the ground when a mission ends. Again, I must refer to ALTAR's UFO series where, firstly, the mission did not automatically end when the last enemy dropped (you could continue to roam the map if you wanted to) and, secondly, all equipment on the ground (loot dropped by enemies, empty guns abandoned by your soldiers, equipment of unconscious troops, etc) was automatically picked up and brought back to base.
--Finally, it may be eye-candy but it would be nice if soldiers (and workers, scientists, etc) had names (and appearances) which matched their country of origin. Also, it may just be me but I tend to end up with almost only female troops. Not that I mind. And I'll have you know that I definately wasn't drooling.
Was this even the right thread/forum?
Mattn:
--- Quote from: Wh1sper on January 26, 2008, 12:47:44 am ---I think, I have found some bugs.
When I build a hospital it is still displayed grey in menu but when I try to build one, the counter shows one
--- End quote ---
Do you have medics?
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