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2.5 dev questions

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H-Hour:

--- Quote from: kbs666 on September 26, 2012, 07:03:57 am ---Next time it happens I'll post a bug report with a save right before the mission.

--- End quote ---

A screenshot (F12) will probably be more useful.

kbs666:

--- Quote from: H-Hour on September 26, 2012, 11:12:46 am ---A screenshot (F12) will probably be more useful.

--- End quote ---
A screenshot wouldn't show much. The numbers on the side of the HUD lit up like normal. It was just that pressing them did nothing.

DarkRain:

--- Quote from: H-Hour on September 25, 2012, 12:06:29 pm ---Skills improve based on kills. It's possible you're just killing more with the grenade launcher. It's also possible that the skill increase is a bit different for sniper skill. Someone would need to dig into the code to see.

--- End quote ---
According to the code, the Explosive, Sniper and (unused) Heavy Weapons skills have an equal increase* for the same number of kills, Close Combat increases at 75% that rate and Assault Weapons at 50%.
So most likely is the number of kills (with explosives dealing splash damage and all), but also keep in mind that snap shots use the Assault skill even in sniper rifles

* But kills with Sniper skill increase accuracy 50% faster.

noctilucus:

--- Quote from: H-Hour on September 25, 2012, 12:06:29 pm ---... Production for (a very small) profit will probably be implemented in the future, but we need to go through and set appropriate numbers. We're not interested in making it a core part of the game's economy, but I think we do plan to give your workers something to do all the time.

I think this will be changed in the future. At least you'll start off with more recruits on standard difficulty. Not sure if the rate of new recruits will change. Alien difficulty has recently been increased so soldier attrition is probably a bit off at the moment.

--- End quote ---

On the other hand you could argue that you can always give workers a few UFOs to dismantle (though I have no idea whether selling all its material and components is more profitable than selling the UFO as a whole)

I tend to ensure my soldiers are fully healed by the end of a mission. If for some reason the mission ended earlier than expected, I'll heal the soldier in the first turn of the next mission.

ShipIt:

--- Quote from: noctilucus on October 05, 2012, 10:51:47 pm ---I tend to ensure my soldiers are fully healed by the end of a mission. If for some reason the mission ended earlier than expected, I'll heal the soldier in the first turn of the next mission.

--- End quote ---

Are you sure you are talking about 2.5-dev here?

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