project-navigation
Personal tools

Author Topic: Bug -- disabling autofire on a base doesn't stop it from firing  (Read 4157 times)

Offline CheeseshireCat

  • Rookie
  • ***
  • Posts: 82
    • View Profile
Bug -- disabling autofire on a base doesn't stop it from firing
« on: January 07, 2011, 02:47:56 pm »
... at least, if it already started...

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #1 on: January 07, 2011, 04:33:51 pm »
... at least, if it already started...

Would not consider it is as a bug. it stops looking for targets but this case it has one. If you would like. I can clear it's target btw...

-geever

Offline CheeseshireCat

  • Rookie
  • ***
  • Posts: 82
    • View Profile
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #2 on: January 07, 2011, 09:22:45 pm »
Would make more sense. At the very least, to get a less damaged fighter if it heads for your base :)
Now if damage to the craft caused some injuries/whatever to the crew... I mean... A fighter gets blown out of the skies and crashes in pieces, and you get five perfectly healthy aliens? :) I seem to recall UFO have them damaged or sometimes even killed by a crash.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #3 on: January 07, 2011, 10:05:13 pm »
A fighter gets blown out of the skies and crashes in pieces, and you get five perfectly healthy aliens? :) I seem to recall UFO have them damaged or sometimes even killed by a crash.

We have that feature too.

-geever

Offline DelPazzo

  • Rookie
  • ***
  • Posts: 25
    • View Profile
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #4 on: January 07, 2011, 10:53:04 pm »
We have that feature too.

which featuer do you now mean? the one with the 5 perfectly healthy alien or the one with the damaged and/or killed aliens?  ;D

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #5 on: January 07, 2011, 11:09:48 pm »
which featuer do you now mean? the one with the 5 perfectly healthy alien or the one with the damaged and/or killed aliens?  ;D

aliens may hurt or even die when their UFO crashes.

btw. the autofire stuff is changed in master and ufoai_2.3.

-geever

Offline CheeseshireCat

  • Rookie
  • ***
  • Posts: 82
    • View Profile
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #6 on: January 07, 2011, 11:30:34 pm »
aliens may hurt or even die when their UFO crashes.

-geever

Never saw a single corpse. Like, never ever. There are sometimes less or more aliens spawned, but that's true also for any mission, even for intact landed UFOs and terror missions, and is most noticeable on the mining/Central Asia map where you always have a direct LoS on three spawn points, and see two more on the first turn.

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #7 on: January 08, 2011, 06:17:47 am »
currently aliens can be seriously wonded (25% of they health).

Offline CheeseshireCat

  • Rookie
  • ***
  • Posts: 82
    • View Profile
Re: Bug -- disabling autofire on a base doesn't stop it from firing
« Reply #8 on: January 09, 2011, 12:06:15 am »
Not noticeable, really... Even if you look for that. Just random difference between retries of the same battle is much higher (different number/species of aliens, weapons, armor).