General > Discussion
Looks good, but not exactly fun
HaJo:
--- Quote ---Reaction fire must be enabled each turn.
--- End quote ---
--- Quote from: "sjm" ---
I'd suggest having it they other way round then, because I expect my units to fire if an alien turns up. ... So the default should really be to fire back.
--- End quote ---
--- Quote from: "Hoehrer" ---I've enterd similar request recently: [ 1543830 ] Reaction fire: Remember setting after turn
If nobody objects to this I'll try to implement it soon.
Werner
--- End quote ---
Currently, activating reactionfire also costs TU from the current turn.
After reaction-firing, a soldier might not have enough TU to
activate reactionfire again, and have TU left for shooting.
Bandobras:
--- Quote ---Currently, activating reactionfire also costs TU from the current turn.
--- End quote ---
So, perhaps automatically pop the reaction fire button when soldier has less than 8MP, then push it automatically again on the next round.
sjm, RC3 is totally outdated, you should have tried the xdelta patches before even posting, IMHO. In particular, in RC3 battlefield difficulty setting is not implemented in the UI and you can easily turn it up to highest just by meddling with the Options menu, which I guess you did. :) Type "difficulty -3" in the console iif you insist on playing RC3.
(Incomplete) info about fire modes is displayed in the bottom-middle window.
Thank you for your advice regarding UI. I didn't know there are any de-fact standards. I hope somebody does something with it. :)
Hoehrer:
Sorry for hijacking this thread with the reaction fire discussion. I suggest we continue this in another thread or in the feature request:
http://sourceforge.net/tracker/index.php?func=detail&aid=1543830&group_id=157793&atid=805245
I've added a first code-diff in the tracker which is already working quite well (see description in the link).
Please test if you can and report your opinions/critics in the tracker
Werner
bkreps:
I agree with SJM's original post on 19 Aug. 2006 about the difficulty level of the game (RC3). Given the present level of difficulty the game will appeal to only a small niche group of gamers. The collective programming group is going to have to code a much simpler "easy level" that allows the casual gamer to successfully complete a campaign without having to attain strategic mastery. ie.. Let the casual player win.
Sacrusha:
A tutorial which teaches a player to use the different tactical options might solve the problems of the TE. I didn't look at the current stage of development for a while, but I suppose that isn't implemented yet.
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