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Messages - Another Guy

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76
Don't agree on that. Since aliens would have it too on most large ships at end game, this would only force different tatics.

77
Bugs prior to release 2.3 / Re: Production
« on: June 26, 2009, 11:47:35 pm »
Well, as I said before, what happened is that when UFO got disassembled, production just kept going with another UFO, another... Dunno why. Each UFO dissassembled = -1 UFO in storage count. Just let game flow. U'll se for urself.. -1, -2, -3, -4...

78
Discussion / Re: Promotion and civ kills.
« on: June 26, 2009, 07:51:24 pm »
At this point im just trying to understand how game really works before doing anything else.  :-[

79
Feature Requests / Re: Alien Reinforcements
« on: June 26, 2009, 07:48:37 pm »
right, sorry about the alien commander, i forgot about the hive mind.  this does bring up something else.  i remember when researching the captured aliens and the hive mind, it said something about how the aliens seemed to get more intelligent/coordinated when grouped together.  doesn't that imply that killing aliens during a mission would make the surviving aliens less efficient?
U got a point. Maybe killing the alliens should cause greater morale loss on the other ones. Panic would be a nice simulation of dumbness and team discordination.

80
Bugs prior to release 2.3 / Re: Production
« on: June 26, 2009, 07:45:16 pm »
Now I replaced 1 scout for 1 fighter.

Obs. Note that the scout being sold appears at the sell screen as a harverster, but it's really the scout that disappears. This harvester showing instead of the actual UFO being sold happens for me since very earlier (200+) revisions. But result is usually the correct one.

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81
Bugs prior to release 2.3 / Re: Production
« on: June 26, 2009, 07:35:58 pm »
This leads to some interesting effects. As I had -2 fighters in stores, with ony one hangar I managed to store 2 scouts (plus -2 fighters=0 UFOs). Then another fighter leading to 2 scouts and -1 fighter on 1 small hangar (=1 craft).

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82
Discussion / Re: Numbered UFOs
« on: June 26, 2009, 06:56:37 pm »
Yeah! And numbering terror and crashsites shouldn't be too hard too as work with UFOs is already done.  :P

83
Discussion / Promotion and civ kills.
« on: June 26, 2009, 04:50:07 pm »
Medals.ufo states max number of killed civs as one of the promotion criterias.
Which of this options apply on this case?
  • Global number of civs killed;
  • Number of civs killed in missions that soldier participated;
  • Number of civs directly killed by that soldier;
  • Other.

84
Discussion / Re: Numbered UFOs
« on: June 26, 2009, 04:26:28 pm »
As a campaing benchmark.
Supose on the end of ur first campain, u let 43 terror missions happen and shot down 78 UFOs (just made the number up).
Then on second campaing, you get better on fighting harvesters, get only 27 terror missions and manage to shoot and rescue 93 UFOs.
A nice improvement. So u have some kinda of self campaing benchmark along with the date u manage to finish it, Bases built, money made, etc.

Maybe it could even show on statitics screen.

85
Feature Requests / Re: Alien Reinforcements
« on: June 26, 2009, 04:16:20 pm »
Megakiller,

Perhaps u did not really understood "HIVE" mind.

This meant its collective existence..... Do u watch Star Trek? (Yupz, i am a Trekkie).

This is somewhat like the Borg. One person controlling EVERYONE and EVERYTHING w/n the collective.

Means, kill this one and all dies.

Remember Starship Trooper the lame show? This is the fat blog at the end...... our mission in UFOAI - probably to kill this one..... Else, they just keep coming.

Am i making logic? Am i representing the UFOAI concept correctly?

Stands to be corrected. :D
You are correct except that's no "Master" to be killed. Since what is in control is the infection, u would have to wipe out the infection somehow from ALL hosts to kill the "Hive Mind" (yeah, maybe killing them all is easier).


they may be wounded after a crash - but not dead.
Mattn,

Is this true?? Cos i see most of em fighting fit and almost takes forever to kill in later missions.

There is a coding for 'crashed UFO" missions whereby they can be hurt?
Yeah, it would add a nice realistic effect if crashed UFOs spawned wounded aliens and maybe spawn some dead bodies (that would be added to killed ones on the end of the mission for Alien Containment storage pourpouses).

86
Discussion / Re: Numbered UFOs
« on: June 26, 2009, 03:55:17 pm »
Its there a chance crash sites and terror missions be numbered too? So u can keep track of them as u advance the game?

87
Bugs prior to release 2.3 / Re: Production
« on: June 25, 2009, 10:30:46 pm »
Nope. Just one fighter (and small hangar) to deal with on that base.

Edit: Just noticed that if u cancel production, transfer screen will say u have "-2" UFO fighters.   :P

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88
Discussion / Re: Numbered UFOs
« on: June 25, 2009, 07:23:29 pm »
Numbering by type would be better but more difficult. What should we do if we don't know an UFO? What if just get researched while it was visible on the geoscape?
Good point.

What I was thinking about is not numbering by type but rearranging the text: "UFO #43 (Harvester)" (last part shown only if it's researched.)
Seems good to me.

We recognize we've seen it before. About the other suggestions: I found the way I'll do, and BTAxis agreed so I'm happy with it. :)
Well, if it means you are doing the way you wrote on your previous posts here, I'm happy about it too.  :D

89
Bugs prior to release 2.3 / Production
« on: June 25, 2009, 07:14:14 pm »
I have an UFO Fighter on my main production base. It's being disassembled (the same one) for the 4th time now. Production seems to be keeping track of it as it has a negative number on it (should be 1 on first disassemble, -1 for each additional one, so now -2). I'm some hours away from fulling an antimatter storage with a single fighter.  :P
On another base it disassembled a (single) harverster twice, then game declared disassemble was finished.
Very weird...

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90
Coding / Re: Help on /base/ufo/medals.ufo
« on: June 25, 2009, 02:35:33 pm »
Thx for answers! I'm trying to go into some bug probably involving ranks and it'll be easier to test around now.  :D

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