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New Campaign Q's

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kracken:

--- Quote from: Doctor J on April 11, 2008, 02:44:58 pm ---Point 1: When i start a new campaign in 2.3, there is no UFO hangar until i build one.  Are you saying you start with one?

--- End quote ---
No, I started a game, built a Small UFO Hangar (mind that a UFO Scout only fits in a Small UFO Hangar, not in a large one), wait the end of hangar construction, wait for a mission, go to mission, win, and recovered the UFO. After that, base summary menu indicated that my small UFO hangar capacity was 1/1.



--- Quote from: Doctor J on April 11, 2008, 02:44:58 pm ---Point 2: Would it be better to attach the savegame pre-mission or post-mission?

--- End quote ---
pre-mission please, I need to be able to reproduce the bug, fix it, and see if the fix worked :) . Post mission savegames are too late.

Doctor J:

--- Quote from: kracken on April 11, 2008, 03:49:18 pm ---No, I started a game, built a Small UFO Hangar (mind that a UFO Scout only fits in a Small UFO Hangar, not in a large one), wait the end of hangar construction, wait for a mission, go to mission, win, and recovered the UFO. After that, base summary menu indicated that my small UFO hangar capacity was 1/1.

--- End quote ---

Aye, there's the rub.  My mission popped up before the hangar was built.  I suppose i could have waited until construction was complete, but it didn't feel right.  There's always a chance the mission will expire as failed, right?


--- Quote from: kracken on April 11, 2008, 03:49:18 pm ---pre-mission please, I need to be able to reproduce the bug, fix it, and see if the fix worked :) . Post mission savegames are too late.

--- End quote ---

Will be done! Tracker item # 1940260.

If i may go off on a tangent, i noticed my men took no reaction fire against her.  Is it the case that PHALANX troops will never use RF against infected humans that are killing us?

Doctor J:
@ kracken: You were right.  After this weekend's 'svn up' i reloaded my post-mission save game and was immediately presented with "Proposal: Enemy On Earth".  Mind you, i haven't even complete the "Continuous Wave Laser Operation" research yet.

Robbos:
You mean ufos just don't randomly land?

i mean, i noticed terror missions just randomly popped up but i think this is a bit... farked up that missions just appear and you have no chance to stop the UFO thats going to cause them. In the original XCOM,battlescape combat was a punishment for you not killing the UFO.

This probably isint the place to bring this up. but blah; i liked the originals open endedness that didn't force you to a timeline; just forced you to get strong enough to stop the aliens.

Especially because starting interceptors are so weak that they cannot down anything above a supply ship or scout, that limits your missions quite alot.

Doctor J:

--- Quote from: Robbos on April 21, 2008, 04:17:05 am ---You mean ufos just don't randomly land?
--- End quote ---

No.  Landings are totally separate from crashings, and proceed according to a plot/timeline.


--- Quote from: Robbos on April 21, 2008, 04:17:05 am ---Especially because starting interceptors are so weak that they cannot down anything above a supply ship or scout, that limits your missions quite alot.
--- End quote ---

This has been discussed quite a bit in the forums.  To summarize, the Stiletto can do the job against Harvesters decently well when equipped properly.  The first thing that you need to do is scrap all those useless rockets and cannons and go all missiles, all the time.  In the dev version, your initial interceptor is now equipped like that.  Secondly, each interceptor needs to have both an ECM pod and a Targeting Computer.  After you've done that i think you'll find the Stiletto more or less equivalent to a Harvester.

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