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Messages - Eegxeta

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31
Feature Requests / Re: Variant starts for 2 level bases
« on: November 01, 2013, 01:25:00 am »
Well the building still have a cost and you still have limited starting funds I don't see how it wouldn't work with the difficulty system.

I can see UAVs having a single heavy weapon slot. That way they can have the AA missles and while one wouldn't be much of a threat two or three could take out a fighter with one or no loses. You would still need a pilot to fly them. They just get to sit back in the base.

32
Feature Requests / Re: on capturing live aliens
« on: November 01, 2013, 01:14:39 am »
Well when they finish adding UGV in the bloodspider autopsy would likely open a upgrade or better version for it. You should take a look at the road map tech tree in the contribute tab.

33
Feature Requests / Re: 1920x1080 resolution, also known as 1080p.
« on: November 01, 2013, 01:08:45 am »
That would explain why so many resolutions are supported except the ones that I have.

34
Discussion / Re: Base Design Idea
« on: October 31, 2013, 06:37:07 pm »
What I meant was the tunnels don't really seem to relate to anything else said here.

35
Discussion / Re: Base Design Idea
« on: October 31, 2013, 12:45:46 am »
Where did tunnels come from?

36
Discussion / Re: Base Design Idea
« on: October 30, 2013, 09:53:18 pm »
True but this could be considered for the future.

37
Feature Requests / Re: on capturing live aliens
« on: October 30, 2013, 09:51:55 pm »
...or take separate organs out of aliens, to see how long can they last without them, in order to develop better weapons. Or remove all limbs, and make aliens part of computers, that can predict alien behaviour / hack into the overmind. Ore humanify (aka stroggify) them. Or whatever else the Strogg did to humans.

So you want to torture the aliens in rather pointless experiments?

Also, in Xcom:EU you could question the aliens to find out stuff about them. What was the point in researching alien communictions and the universal serium, if you dont use it with aaliens?

You learn about the hive mind and the rest is yet to come. This game still could be considered in beta given how much stuff that is still on the planning board and how many things are incomplete, but then it isn't at the same time because it is a fully playable game.

38
Feature Requests / Re: 1920x1080 resolution, also known as 1080p.
« on: October 30, 2013, 09:32:07 pm »
Sorry about that chief. I have no idea where I got those numbers from. Must of mixed a 4:3 resolution in there somehow or something.

39
Feature Requests / Re: Variant starts for 2 level bases
« on: October 30, 2013, 04:06:08 pm »
UAVs would likely have some major bonuses for dodging attacks and would be useful to send as wingmen for a interceptor or escort a dropship.

40
Feature Requests / Aliens have bad memories and are deaf
« on: October 30, 2013, 04:01:50 pm »
I doing a mission on the map military convoy ambush and on the cliff area with campsite there was a bloodspider. I had some of my soldiers on the first hill giving them clear view of half the map and the bloodspider could see them and he would start heading over to the slope down but always turned around right before he got there after the second turn of him not seeing my soldiers. Now I've really started to notice that the aliens don't seem to remember where the soldiers where last if they haven't seen them on the turn before. It is a pretty bad flaw in the AI. There has been a few times where aliens have seen my soldiers, but then they move to where they can see them. They just wander off even though my soldiers are ether still there or are nearby. There was one game where the alien saw one of my guys but moved to where he couldn't see them then completely turned around and even though my guys where in the open and shooting at this alien he completely refused to turn around and kept chasing the civilians.

If the aliens and your soldiers could hear the general direction a shot came from if they can't see the shooter that would be a excellent and really useful feature. It would save civilians.

41
Feature Requests / Re: 1920x1080 resolution, also known as 1080p.
« on: October 30, 2013, 03:20:24 pm »
1366x768 isn't in there ether and just about every 16:9 laptop screen I have seen has been that resolution. It was also was in there at one point.

Yes I know that I can run it in that resolution with the command line but it would be nice not to have to.

Oh hey Kaerius in the meantime you can write up a bat file using this to run it in 1280x1024.

Code: [Select]
./ufo +set vid_mode -1 +set vid_width 1280 +set vid_height 1024

42
Feature Requests / Re: Variant starts for 2 level bases
« on: October 30, 2013, 03:17:09 pm »
if the was to make 2 level bases then some of the rooms especially hangers should be made much larger, and they should be option to but stairways where you want rather than some place random

Why should they be larger they are? They are large enough to fit the aircraft in already.

43
Feature Requests / Re: A few ideas for bases
« on: October 30, 2013, 02:49:04 pm »
Should I post the rest of my ideas in a different topic?

44
Discussion / Re: Base Design Idea
« on: October 30, 2013, 02:46:16 pm »
On the other hand it is a bit "cheaty". Of course in real life you could decide where you want a corridor and what to have sealed but from gameplay point of view it would make aliens' job nearly impossible and the base attacks pointless.

-geever

How about instead of the corridor being completely blocked you have some sort of blast door. It wouldn't stop the aliens but it would slow them down. You could also open and close them from the command center and if you get really lucky and an alien stops right where the door is you could crush him with it. You wouldn't be able to close each individual door but rather all the doors to one particular room. Makes it a bit more like a puzzle how can you slow the aliens down without cutting your guys off. The doors could have something like 500 health. Enough to last a few turns of fire. Also you would have to build the doors in sets in the workshop and when you have one you can use it to upgrade a building with doors. You could also research better doors so this is something you could make when you start a new game.

45
Feature Requests / Re: A few ideas for bases
« on: October 24, 2013, 04:45:56 pm »
Also I understood the suggestion with civilians in the base, as that they will be still civilians, i.e. you can't control them, so no 60 persons to control.

That was the idea to begin with.

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