General > Discussion

Some general remarks/questions & bugs

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geever:
3 installations (of any kind) can be built by each fully functional base which means you need to have a Command Centre and a Power Plant built on them.

-geever

ShipIt:

--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---2) This one's definitely a bug (*): after playing a few battle maps, I become unable to click on any level above 4 when in battlescape mode. The button will be blue, indicating the level exists on that map, but when I hover over it, the number does not light up like the others, and when I click nothing happens. I suspect it's something simple with the button, because e.g. when I spot an alien on level 5 and click on the number (to the top right of the screen) that cycles through the aliens, it zooms to level 5 just fine (this is also the workaround I usually use to get to see the unclickable levels. Also, as soon as you get a soldier on a level you can of course zoom to that level by clicking that soldier's number). Has this been reported yet?

--- End quote ---

We met this issue before, but could not reproduce it. Here is the bug report.


--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---Btw on a side note, what's the harm in just making all levels available (clickable) on all maps? On maps that don't have high levels, clicking on a higher level could simply show the map from higher up. This is the case already with some maps, but not others.

--- End quote ---

Not sure if somebody really knows why this was done. Maybe it saves time when computing the pathfinding information. Also, it reduces the number of pictures needed for the battlescape radar.

--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---3) On the map "Luxurious Resort" (IIRC), you start out on a beach with no cover, while aliens are on the roof of the building you're facing. You can't shoot the aliens because they are at the back of the roof, but they will be able to take potshots at you in their turn. I have no idea what to do on that map: I usually just run from the beach to the building on the left, but usually lose a soldier, and get others wounded. In other cases there is actually also an alien on top of the left building, and even more people die. It seems like a very screwy starting position from a gameplay point of view, and frankly a little unrealistic from a military point of view: how did those soldiers get there unharmed anyway? Where is the dropship? Who made the decision to put those men there in the open?

--- End quote ---

There are a lot more maps like this one. Improving them is a time consuming task.


--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---4) I can't start the map editor (*). When I click it from the start menu, Windows will go to low visual effects mode, and the process will be running in task manager, hogging one core whole, but nothing will be happening. After a while I just get bored waiting and end the process. In the radiant.log only says:

--- Code: ---Started logging to C:/Users/Bas/AppData/Local/UFOAI/radiant/radiant.log
Today is: Wed Jul 30 12:54:54 2014

This is UFORadiant '1.6.0' compiled Apr 14 2014
XMLRegistry: Importing XML file: D:/UFOAI-2.5/radiant/user.xml
XMLRegistry: Importing XML file: D:/UFOAI-2.5/radiant/colours.xml
XMLRegistry: Importing XML file: D:/UFOAI-2.5/radiant/input.xml
XMLRegistry: Importing XML file: D:/UFOAI-2.5/radiant/menu.xml
XMLRegistry: Importing XML file: D:/UFOAI-2.5/radiant/game.xml
XMLRegistry: no user.xml in C:/Users/Bas/AppData/Local/UFOAI/radiant/user.xml
--- End code ---
I tried simply copying user.xml & others to that AppData folder, but that didn't help.

--- End quote ---

Bug report.

TBeholder:

--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---
1) In all of my games at one point or another I become unable to build any installation except bases. Is there some cap to the number of installations allowed?
--- End quote ---
3 Installation per Base. Or rather a base with working Command Center... which also requires Generator.
But if you got both Generator and Command Center, you may as well build a Radar (it's better than on towers), it just makes sense... but if there's detection, you may as well add a Hangar for interceptor, with Storage for its ammo and Living Quarters for pilot... but then, you may transfer a few mediocre soldiers with equipment, just to not lose everything in case of a raid.
So, start building with cheap fast Living Quarters that got a shelter and won't cripple any functionality if an alien throws a grenade there.  :)


--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---3) On the map "Luxurious Resort" (IIRC), you start out on a beach with no cover, while aliens are on the roof of the building you're facing. You can't shoot the aliens because they are at the back of the roof, but they will be able to take potshots at you in their turn.
--- End quote ---
If you see one, you can blow him away with a grenade launcher, on timer if it's too far for a direct hit. Speaking of which, don't forget about cycling with <Shift> to fine tune trajectory when you use splash damage weapons.
And yes, smoke grenades save both soldiers and civilians. Some players apparently simply give them everyone to off hand in equipment roster, to save 1 TU on mission start.

--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---6) This brings me to a suggestion (plz ignore if already proposed before): I usually rename a soldier to indicate his/her role after the name. E.g. I will rename "John Doe" to "John Doe (SN)" if he's a sniper. I sometimes also attach "(WND)" if he's wounded. This is useful as a reminder because in some other screens you can't see what he is,
...
there could be an icon indicating that soldier's presumed role (based on what primary weapon he's carrying, or was carrying on his last mission), and whether and how badly he's wounded (could be e.g. the letters WND in a box that is redder the more wounded the soldiers is).
--- End quote ---
I have to agree about status. Double so in battlescape - right now, the only way to see who is bleeding is to pop the status window and tab through everyone.
As to the weapons, it's easy, preview models are shown with weapons... then again, equip the wounded with their weapons in backpack and spare medkit in hands?

--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---7) Isn't reaction fire a bit OP? I've had times when a Shevaar comes around a corner and blasts&kills one soldier, then in my turn I try to shoot him with one of my other soldiers but the Shevaar reaction-one-shot-kills him, then I try to shoot him with a third soldier, who ALSO dies in the same way! That can't be right. 
--- End quote ---
Nasty. Then again, reaction fire cuts both way - a shotgun or machinegun in the hands of a soldier with good reaction really rocks.

--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm ---I mean, realistically, after the first soldier is killed, the two other soldiers would turn around and start shooting at him simultaneously: the fact that it happens one after another in this game is basically only because of how the UI is organized. The Shevaar should be able to perhaps kill one other soldier, but not both (he can't target them both at the same time).
--- End quote ---
Well, yes, it's almost inevitable in turn based (unlike simultaneous RT+stop of Apocalypse)

--- Quote from: evilgrass on July 30, 2014, 02:29:16 pm --- Anyway, in the meantime, any tips for how to kill a reaction-fire-enabled Shevaar with a plasma blaster from close range, with only conventional weapons available?
--- End quote ---
If he got better reaction, you'll need either

* A faster weapon, i.e. knife or pistol, but it may be too weak  to kill with one attack, unless the target is already wounded; or stun grenade.

* A sniper hanging out farther - he will be hard to hit at long range or may be even out of blaster's range. A sniper rifle hits hard and even if won't kill, will wound enough that you'll have a good chance to finish the alien with a fast lighter weapon.

* An attack without line of sight. You can use an indirect attack with hand grenade, GL or splash damage from a direct shot at an empty place - the target have nothing to react at. Or throw a smoke grenade or flashbang (it's fast), it still helps soldiers close to the alien.

* If possible at all, attack from behind. Again, no sight - no reaction fire.

--- Quote from: Noordung on July 30, 2014, 04:18:21 pm --- it think it can shoot till all reserved TUs are used.

--- End quote ---
Seems to be the case. Which is why the first round with unlucky spawn can be utter horror - they all got full TU rather than what's left from walking like normally after ending a turn.

Internecivus:

--- Quote from: evilgrass on July 30, 2014, 05:00:45 pm ---I guess since a plasma blaster ball only takes 8 TUs, it can do perhaps 3 reaction shots in the human turn. But I saw a tip by following your link: next time I'm just going to walk around the Shevaar and shoot him in the back! :)

--- End quote ---

Consider Shevaar having at least 42 TUs since they are unarmored and carry only weapons (and so they are pretty fast).

If you walk around the Shevaar, he can start to shoot at your soldier, if you've walked as much TUs as he needs per shot while he sees you.

evilgrass:
Thanks for all the comments guys! Good to see the two major bugs have been reported already. But what about point 5?

Btw, related: for some reason I'm not seeing the comments on the bug report pages. Now I still don't know if there is a way to use the map editor. I just wanted to try to see how much work it would be to change some maps around (related to point 3).

Thanks for the suggestions with regards to some tactics, I will be putting them to use asap!

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