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Messages - DanielOR

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211
Feature Requests / Re: couple bugs with dying soldiers
« on: May 21, 2008, 11:43:05 pm »
yea, I also encountered some weird situation where I fired a soldier and was not able to hire the reaplcement immediately (yes, there were soldiers available in the list).  Don't have the exact details, though, so will provide a detailed account separately.

Btw, how many total humans (of military or scientific persuasion) can fit into 1 Living Quarters?

212
Feature Requests / Re: Geo Bug
« on: May 21, 2008, 11:40:28 pm »
very funny!  too bad no aliens downstream - would be awesome to bounce a few grenades on water towards them.

Oh, I know - undocumented feature - PHALANX has "ice 9".  (reference to "Cat's Cradle" by Kurt Vonnegut - the world ends because military accidentally releases version of water taht freezes at room temp, known as "ice 9")

213
Tactics / Re: interceptor weapons
« on: May 21, 2008, 09:59:02 pm »
ah, so we *do* get some cooler toys eventually!  sa-weeet!

214
Installed 2.2.1 with installer a week ago, ran into the exact same bug last night.  Drove me nuts walking around the map, soldiers saying "here, kittie-kittie-kittie".  Hit escape, replayed, killed 'em all. I guess I got lucky and got them before they had a chance to get stuck some place.

Afterthought: do paniced aliens un-panick if left alone long enough?

215
Feature Requests / Re: Bug Report: Laboratory space
« on: May 21, 2008, 06:48:02 pm »
Just had that happen.  here is a sequence of events:
1. Base 1 on has a 3 labs, 30 eggheads working on a project.
2. Base 2 has 2 labs buit + all supporting building needed for reasearch.
3. Moved ALL scientists to base 2 (yes, I am a moron)
4. While they were in transit, I destroyed two labs at Base 1
5. Scientists arrive at Base 2, and 20 get to work.  As soon as I realize that the other 10 are drinking beer, they got on the plain back to Base 1.  Yes, more beer was served on the flight.
6. When they got back to Base 1, all 10 spaces in the lab showed "occupied" (by empty beer bottles, at that point?)
7. Solution: now building the 3rd lab at Base 2, moved 1 of everything to Base 2, will move the (by now alcoholic) scintists to Base 2. 
8. Will blow up the 3rd lab in Base 1, turn it into more living quarters and workshop,s I guess - got 2 workshops already, but one can never have too many lasers!

216
Feature Requests / Re: renaming troups
« on: May 21, 2008, 06:39:12 pm »
Thanks for moving it.  My bad.

217
Tactics / Re: Blades
« on: May 21, 2008, 04:20:45 am »
Oh, that I like!  Need some armor and a bit better confidence in reaction fire.  For now - the slow version - the crawl of the light bregade - with cover, crouch and reaction fire.

218
Tactics / Re: What's your favoret load out?
« on: May 21, 2008, 04:19:17 am »
next up, then   :)

219
Tactics / Re: buying a base
« on: May 21, 2008, 04:18:33 am »
Thanks.  I knew I was missing looking at some rather obvious place.   :) And like a good lazy lamer, I asked.

220
Tactics / Re: Some help with original xCOM tactics please.
« on: May 21, 2008, 04:17:34 am »
Cpt. Bipto,

I am with you on the "laser-armor-capture-kill-sell" part.  Necer seem to build anything other than Avengers, though.  Seems to me an Interceptor with a single plazma cannon can take down anything save battleship, and those I take on the ground (or leave alone earlier in the game)

221
Tactics / Re: interceptor weapons
« on: May 21, 2008, 04:14:33 am »
AA missle racks all the way, attach as many as you can grab/make/steal ;D


rehehehe-eally?  Judging by the description and some posts, that was the looser of the bunch, at best a third craft, support...   I think I am sticking with my pods and cannons for now

222
Translating / Re: Russian translation
« on: May 21, 2008, 04:12:34 am »
so, "рельсовое ружьё"?  does not exactly roll of the toungue, I know... the troups can rename it "рельса"

223
Feature Requests / renaming troups
« on: May 21, 2008, 04:10:37 am »
Possibly a small bug:

When I rename troups the changes are not shown until I leave the screen and come back to it.

Sorry if it was reported already.  Is there a dedicated bug thread?

Dan

224
Discussion / Re: a few words about "UFO: Alien Invasion"
« on: May 21, 2008, 04:08:42 am »
Yea, I wrote that late at night, sorry.

UFO:AI is a great game.  Tremendous effort, guys!

225
Discussion / Re: a few words about "UFO: Alien Invasion"
« on: May 20, 2008, 10:16:42 am »
I concur - UFO:EU had (has) unsurpassed replayability.  This game it tremendous, clearly made by the fans and for the fans.  Great, great job.

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