UFO:Alien Invasion

General => Discussion => Topic started by: Eegxeta on October 14, 2013, 05:24:38 pm

Title: Are UVG usable yet?
Post by: Eegxeta on October 14, 2013, 05:24:38 pm
I tried looking them up and I found some stuff that looks like it would be in the UFOpedia, but nothing on whether or not it is working in the game(I'm playing the 2.5 "stable" version).
Title: Re: Are UVG usable yet?
Post by: jffdougan on October 14, 2013, 05:44:54 pm
Looking through the bug tracker's issues that needs resolution before 2.5 becomes the new "stable" version of record, I believe UGVs are not implemented yet.
Title: Re: Are UVG usable yet?
Post by: Eegxeta on October 14, 2013, 07:28:25 pm
Well that stinks I was planning on using them for base defense.
Title: Re: Are UVG usable yet?
Post by: jffdougan on October 15, 2013, 03:28:09 am
Even in classic X-Com, you needed at least one human soldier to accompany a tank. If the UGVs really end up with a 2x2 footprint, there are several base facilities where their maneuverability will be quite limited.
Title: Re: Are UVG usable yet?
Post by: Eegxeta on October 15, 2013, 04:11:40 am
Well that is when good base design comes in. You just make it so the aliens have to go through your UVGs to get to those facilities. Would be nice if the game said which ones had surface access, because I always forget when I take a break from the game.
Title: Re: Are UVG usable yet?
Post by: jffdougan on October 15, 2013, 03:19:22 pm
Somebody wiki'd it, I think, but the answer is:

Entrance
(Standard) Radar tower
Workshop
One of the hangar types -- Interceptor and not Dropship, I think.
Title: Re: Are UVG usable yet?
Post by: MonkeyHead on October 15, 2013, 06:47:11 pm
Correction - it is the dropship hangar, not interceptor, that has the access.
Title: Re: Are UVG usable yet?
Post by: TallTroll on October 15, 2013, 07:30:30 pm
I think UGVs are at least partially available in Skirmish mode, along with a couple of extra weapons, but the campaign maps need work (like the base tile issues mentioned), and the pathfinding code doesn't fully support 2x2 actors yet anyway (more an issue for the aliens)