UFO:Alien Invasion

General => Discussion => Topic started by: kingchaos on February 12, 2017, 12:39:55 pm

Title: thx
Post by: kingchaos on February 12, 2017, 12:39:55 pm
Thx for this fun.

I did the 2.5 with only 5 riflemen lost in the whole campaign in the medium difficulty using only heavy needlers, partical cannon and EMP sniper.

Nice KI on the sheevars, but there are some "bugs".


1. U dont need to transfer stuff, only sell and rebuy it in the place u need it.

2. Not so good is the "management" of big stocks. U will scroll with the mousewheel for "years" if you try to sell/transfer 3k alien materials ...

3. I think you can improve the skills of the aliens while make them use more grenades, even flash and smoke/fog too.

4. Too easy is getting out of the fog/smoke and "scouting enemies out" and go back into the fog/smoke to kill them.

5.  The hovernets dont got any reaction fire, why?

Its very hard in the beginning to take down the ufos because of the very bad fighters u got. Even the dragon is not useful vs bigger ships.


The last ufo games with the 2 instances of base assaults or alien base attack are more challenging.

The alienbase attacks can do were too easy.


But i had a lot of fun.

thx a lot.


br KC


Title: Re: thx
Post by: Norby on February 12, 2017, 11:42:44 pm
1. U dont need to transfer stuff, only sell and rebuy it in the place u need it.
I also thik that this is unfair so I restrict myself and always use transfer.
2. Not so good is the "management" of big stocks. U will scroll with the mousewheel for "years" if you try to sell/transfer 3k alien materials ...
I hold down the shift key while roll the wheel, still slow and frozen my i3 machine for some seconds but always do this job within a half minute.
3. I think you can improve the skills of the aliens while make them use more grenades, even flash and smoke/fog too.
I never seen an alien with flash nor with smoke grenades, as like they are earth-only techs willfully.
4. Too easy is getting out of the fog/smoke and "scouting enemies out" and go back into the fog/smoke to kill them.
Yes, a big penalty to aim out of smoke would be good imho.
5. The hovernets dont got any reaction fire, why?
If they will get it then I suggest to give ability to see in 360 degree, as like if there are sensors in all directions. I never know where they looking due to the circular model so the logical solution if they can look everywhere. Moreover this could make them immune to the go next to them and fire from backward to avoid reaction trick.
6. Its very hard in the beginning to take down the ufos because of the very bad fighters u got.
I like missile defenses: my figters usually not fight at all just run back to the base (need some work to always keep my figter within the detection range of the ufo but out of the weapon range), where at least 3 external missiles are waiting for the incoming ufos. :)
Maybe they should leave these zones if they are damaged below a level to leave some work to the fighters.
Title: Re: thx
Post by: geever on February 13, 2017, 01:57:23 am
Point 1 and 2 are on my TODO list (for a while actually). I need to motive myself somehow to "draw" (program) new UI screens.. It is tedious and boring. :(

-geever
Title: Re: thx
Post by: Norby on February 13, 2017, 03:36:11 am
For point 2 imho would be enough if shift+click not always sell/transfer 10, but:
Title: Re: thx
Post by: kingchaos on February 13, 2017, 06:23:10 pm
hehe, thx for the input.


i got 4 main baes with each 5 or more missiles.

is it possible, to put other ammo into the sam sites? That would be cool.

i lure the gunboats with starting a dropship, 3 times start/land and they are gone. :)

maybe u only have to adopt the windows mousewheelspeed ^^ i tried it with 30 times than normal but the game was not affected.

i never seen an alien with smoke ^^ but it would be strange if they use flash and smoke. Think about with thinking on the nightvision the sheevars got ^^.


and i think the nightvision goggles are buggy too. sometimes i only see aliens while pressing it 2 times. . .
Title: Re: thx
Post by: kingchaos on February 13, 2017, 06:43:26 pm
is there any reason, why i did not get the ugv? or was my only fault not to find the menue where to build those "tanks"?

i wish i can choose which kind of reactiion fire my soldier will use. to hold some "door" save its important to have high firepower. If u use heavy needler or part. cannon one shot for a medium irtnok is not enough. but when the map is indoor and u only can place 2 defenders to one entrance its very hard.

can someone give me some information about the flashbangs? do they "delete" the time units the aliens got from the last round? in the ufopedia is something written about the next round. its kind of confusing.
Title: Re: thx
Post by: geever on February 13, 2017, 07:16:14 pm
is there any reason, why i did not get the ugv? or was my only fault not to find the menue where to build those "tanks"?

UGV are not yet implemented.

i wish i can choose which kind of reactiion fire my soldier will use. to hold some "door" save its important to have high firepower. If u use heavy needler or part. cannon one shot for a medium irtnok is not enough. but when the map is indoor and u only can place 2 defenders to one entrance its very hard.

What do you mean? You can choose which firemode to use. Of course Aimed Shot costs more TU than Snap Shot which mean enemy will need to spend more TU in your soldier's sight before (s)he can shoot.

can someone give me some information about the flashbangs? do they "delete" the time units the aliens got from the last round? in the ufopedia is something written about the next round. its kind of confusing.

My information about that topic is old and probably outdated..

-geever
Title: Re: thx
Post by: kingchaos on February 13, 2017, 07:50:52 pm
which button changes the fire mode for reaction fire?
Title: Re: thx
Post by: kingchaos on February 13, 2017, 08:02:29 pm
is there an influence on the reaction time when the ppl got nightvision on? Do they "detect" the aliens a little bit earlier?
Title: Re: thx
Post by: Norby on February 13, 2017, 08:15:59 pm
The "x" key just turn on or off, you sould select the actual mode by a mouse click in the proper checkbox on the HUD.
The first picture show it on the default HUD, second is on Lazy HUD.
Title: Re: thx
Post by: Damyen on February 14, 2017, 12:18:11 am
The hovernets dont got any reaction fire, why?
Hovernets do have reaction fire, but the problem is that, after a while, aliens tend to stay in (weird) positions that prevent them from using reaction fire => Aliens should always try to face the Phalanx troops (or the place they are supposed to be), not facing a wall, a corner, or borders of the map.

I never know where they looking due to the circular model
Use the radar (shortcut: "R", if I am not wrong... Hum... Check shortcuts too :) ); the radar is more usable in v2.6 anyway. Your idea of giving them circular fire could be a nice touch to them.

Its very hard in the beginning to take down the ufos
Personally, I hardly try to take down UFOs because you do not get advantages doing so (ex.: aliens are not wounded after the crash when you start the mission); so I wait for the UFO to land somewhere, and start the mission... and winning is more profitable (ex.: undamaged UFOs earn you more credits when you sell them).

Too easy is getting out of the fog/smoke and "scouting enemies out" and go back into the fog/smoke to kill them.
Yes, a big penalty to aim out of smoke would be good imho.
Another idea could be: aliens should shoot random shots in smoke (with needler for example). Against another player, I would do so.
Title: Re: thx
Post by: DarkRain on February 14, 2017, 05:29:12 pm
Re: Hovernets and reaction fire
They do have RF enabled, but there was a bug preventing them (or any robotic character) from using RF, you're playing 2.5, I guess the fix probably didn't make into the release.

Re: Flashbangs
Currently flashbangs have 3 effects: They instantly deplete the TUs of any unit affected, they disable reaction fire for the unit as well (and the default AI doesn't know how enable it again) and they apply the "dazed" status to the unit, any unit that is dazed at the start of its team's turn won't have their TUs refilled for that turn.

Do note however that flashbangs only work if the unit can see the explosion, if the flashbang goes off behind their backs or even to their sides they won't be affected at all. Also IIRC robots are immune.
Title: Re: thx
Post by: kingchaos on February 14, 2017, 07:21:20 pm
i have further more questions.

1. the flashing range of the flashbang is what?
2. what influence on the rank and the promotions has the number of soldiers in the homebase?
3. is it influencing the mind/brain levelup to switch the weapons for the soldiers?
4. why isnt there a final "base" to take? :)

i was some kind of disappointed, to have 28 colonels and no more final fight where i can use them ^^
Title: Re: thx
Post by: Norby on February 14, 2017, 08:09:40 pm
1. the flashing range of the flashbang is what?
2. what influence on the rank and the promotions has the number of soldiers in the homebase?
3. is it influencing the mind/brain levelup to switch the weapons for the soldiers?
4. why isnt there a final "base" to take? :)
1. This page (http://ufoai.org/wiki/Comprehensive_weapon_table_of_the_development_version) say 5.
2. I think the number of kills count.
3. No, based on the info here (http://ufoai.org/wiki/Skills/Improvement/v2.5).
4. The list of maps in skimrish refers that there is one. Are you researched a Bomber ufo?
Title: Re: thx
Post by: ShipIt on February 15, 2017, 06:25:20 am
... have 28 colonels ...

 8)

4. why isnt there a final "base" to take? :)

Because there are not enough poeple contributing. Simple as.
Title: Re: thx
Post by: kingchaos on February 15, 2017, 03:22:59 pm
2. I think the number of kills count.

Thats cant be the only influence.

i got a 3 stars private whos got 80 mission and 90 kills and a major with not 50 of each of both.



yeah 28, 2 x 8 team and 1 heracles. :)

some missions i won in first round, each soldier can shot 2 times and there are not more than 24 aliens in an open field mission :)

not the problem after 300+ missions played without any skilled soldier died in the medium difficulty.

i researched the bomber, but the mission was lame.

i meant a base like "tleth" or however it was called in the xcom versions.



Title: Re: thx
Post by: kingchaos on February 15, 2017, 03:27:14 pm
0   Strength   
50 × (weight / strength) / ke points
where weight is the average weight carried during the mission, and ke (the "encumbrance modifier") is:
1.0 for 'bonus' stages
0.7 for 'normal' stages
0.4 for 'penalty' stages
Limited to 125 points per mission

what means this?

the soldiers gain more points, if the ppl are encumbered? ^^
Title: Re: thx
Post by: kingchaos on February 15, 2017, 03:29:24 pm
hmm, when i use needlers, i got a lot of hits. Will this raise the points my soldiers get instead of taking them out with 1 shot of any other weapon?
Title: Re: thx
Post by: kingchaos on February 15, 2017, 03:52:46 pm
is the penalty for killing civilians wrong calculated, or what hapenned here? ^^


the guy was the 2. wave of soliders i pushed in the rank.

1 made 8 colonels, then i put 4 into another team and take 4 of the new team into the old one.

so i had 2 equal strong teams and got lesser injuryproblems and could click the automatic button much more offen without any losses.

280 missions / 418 sightings i won, no one lost.

maybe it has something to do with the soldiers in the base, where the warrant officer was during rank pushin.


with bottleneck logic u come to the conclusion "best would be, all gaining ranks in the same speed. i think the weakest point of a chain is its qeakest part. So i decided to push all of them in the same speed."

Maybe u can help me with this problem, so i can start the very hard campaign and try with 0 losses on soldiers.


br kc
Title: Re: thx
Post by: DarkRain on February 15, 2017, 04:55:16 pm
2: It's very simple: each rank has three requirements the soldier must meet: a number of enemy kills, a minimum mind stat and a maximum number of Friendly Fire incidents (only kills count for this) any soldier that has killed any civilians or team mates (or both) won't be promoted beyond Warrant Officer, the more incidents the lesser rank is available for that soldier (again the WO rank for example only admits soldiers with 2 FF incidents max)

4: The game is still under development, the campaign is not even half the way of what is planned, if you're willing to contribute that would be great :)

Edit:
Regarding strength: yes, you're right the more weight the more XP gain.
Title: Re: thx
Post by: Damyen on February 15, 2017, 07:55:47 pm
Currently flashbangs have 3 effects: ... they disable reaction fire for the unit as well (and the default AI doesn't know how enable it again)...
Does it mean that once you stunned an alien, it will never be able to reaction fire again?

Currently flashbangs have 3 effects: ... any unit that is dazed ...
Is there a feature request asking for some sign to highlight dazed units? That is: either some change of the color of the circle around the alien (from red to blue, for instance), or some sign over the head of the alien (cf. the symbol that is over the body of a stunned unit) ?
Title: Re: thx
Post by: Rodmar on February 16, 2017, 12:08:07 am
Hello,
I think we shouldn't know if an enemy unit is ever dazed or not!
But flashbangs should affect every actors and not only the enemy. To be partially protected or immune to their effect, through constitution or visor/helmet, would be another thing, of course.
Title: Re: thx
Post by: kingchaos on February 16, 2017, 05:49:26 pm
thx for the feedback.

I think its no problem with the not taking place promotion.

The stats will going high even if he is only a WO? So i dont take care of this ^^.


so i will have soon a team with soldiers running at the speed of slugs ^^ what a nice handicap.


i only can code 3d construction files and pieces and my contribute skills got their zenit at "asking question, the other wont do" to give good critics for improving the game.

let the aliens use flashbangs ^^ this will raise the handicap :)

Title: Re: thx
Post by: DarkRain on February 16, 2017, 05:55:35 pm
Does it mean that once you stunned an alien, it will never be able to reaction fire again?
Only for the default AI, so for most of users: yes

Is there a feature request asking for some sign to highlight dazed units? That is: either some change of the color of the circle around the alien (from red to blue, for instance), or some sign over the head of the alien (cf. the symbol that is over the body of a stunned unit) ?
Yes there is one: #5382 (http://ufoai.org/bugs/ufoalieninvasion/issues/5382), but note that the dazed status is removed at the start of the team's turn (right when it's decided that the unit doesn't get a TU refill) so it would only work to tell you if the flashbang did actually work on your own turn


Hello,
I think we shouldn't know if an enemy unit is ever dazed or not!
But flashbangs should affect every actors and not only the enemy. To be partially protected or immune to their effect, through constitution or visor/helmet, would be another thing, of course.
The idea is that the soldier throwing a FB calls it it so that teammates (who have been appropriately trained) can take measures to avoid being affected.
In any case resistance to the FB wold probably be based more on mind + speed stats (and any protective gear oc)

Also we probably should bring the 'bang' part of flashbang into play, currently only the 'flash' part is in effect — since the enemy needs to be directly looking the FB when it goes off (which brings the question of how it works on shevaars, which are clearly stated to not have eyes, yet need to be 'looking' in the direction of the FB to be affected...)
Title: Re: thx
Post by: DarkRain on February 16, 2017, 05:59:56 pm
@kingchaos there's more to making the game than coding, in fact the major road block on advancing the campaign further is that we need people to design and 'construct' new maps, for example for the inside of the alien carrier you just shoot at the end of the current game, which would be the first 'big' story mission (not quite the invasion of the final alien base yet, but still a major point in the campaign)
Title: Re: thx
Post by: Damyen on February 16, 2017, 11:44:30 pm
The stats will going high even if he is only a WO? So i dont take care of this ^^.
You got it quite right...

But, on hard and very hard campaign, killing civilian has also an important impact on nations' happiness, and you have to manage your money quite carefully (at the beginning). Killing civilians should include some other penalties, though (example: a soldier killing more than X civilians could be automatically dismissed - and could not be hired anymore -) (X: depends on the difficulty of the campaign)
Title: Re: thx
Post by: Damyen on February 16, 2017, 11:56:57 pm
Yes there is one... but note that the dazed status is removed at the start of the team's turn (right when it's decided that the unit doesn't get a TU refill) so it would only work to tell you if the flashbang did actually work on your own turn
Ok, thanks. My concern is mainly when the flashbang explodes in the feet of the alien (directly or after a bounce), when "in front of" and "behind" are really difficult to see. So this kind of temporary mark would be enough for me.

I think we shouldn't know if an enemy unit is ever dazed or not!
Mere curiosity: why?

But flashbangs should affect every actors and not only the enemy. To be partially protected or immune to their effect, through constitution or visor/helmet, would be another thing, of course.
In any case resistance to the FB wold probably be based more on mind + speed stats (and any protective gear oc)
Sounds good: a grenade has indeed an effective radius; and description of the flashbang states that speed and training are crucial to reduce the effects of this kind of grenade.
Title: Re: thx
Post by: ShipIt on February 17, 2017, 06:09:49 am
@kingchaos there's more to making the game than coding, in fact the major road block on advancing the campaign further is that we need people to design and 'construct' new maps, for example for the inside of the alien carrier you just shoot at the end of the current game, which would be the first 'big' story mission (not quite the invasion of the final alien base yet, but still a major point in the campaign)

Just so it won't be forgotten - all the XVI stuff starts before the carrier mission, handling this properly in both the geoscape and the battlescape is required before we can advance any further.
Title: Re: thx
Post by: Damyen on February 20, 2017, 08:41:12 pm
... we need people to design and 'construct' new maps
I quickly read the wiki pages about it, but it sounds quite difficulty when you have no artistic skills. Is it easy to use existing maps? For example, let's say I would like to create a map (to train myself) starting from the "Dam" map, but using this objective (quick idea): "Alien have set a bomb on the dam, and threaten an entire city downstream. You have 20 turns to kill all the aliens, or to disable the bomb with one of your soldier skilled in explosive". Would it be difficult?

Just so it won't be forgotten - all the XVI stuff starts before the carrier mission, handling this properly in both the geoscape and the battlescape is required before we can advance any further.
I start to be confused with this XVI stuff ;) What is working today?
Title: Re: thx
Post by: DarkRain on February 22, 2017, 04:40:49 pm
I quickly read the wiki pages about it, but it sounds quite difficulty when you have no artistic skills. Is it easy to use existing maps? For example, let's say I would like to create a map (to train myself) starting from the "Dam" map, but using this objective (quick idea): "Alien have set a bomb on the dam, and threaten an entire city downstream. You have 20 turns to kill all the aliens, or to disable the bomb with one of your soldier skilled in explosive". Would it be difficult?
I uforadiant works on your system you'r idea would be very simple to implement (but there's no way to limit mission objectives to specific skills, so any soldier would be able to defuse your bomb)

Quote
I start to be confused with this XVI stuff ;) What is working today?
Probably nothing, XVI does start spreading (I think) and there are some research projects about it, but neither have any gameplay effects at all AFAIK.
Title: Re: thx
Post by: Damyen on February 22, 2017, 10:27:27 pm
you'r idea would be very simple to implement
Ok, thanks! I'll keep this idea in mind whenever I am trying to use uforadiant (= not now).

Probably nothing, XVI does start spreading (I think) and there are some research projects about it, but neither have any gameplay effects at all AFAIK.
Ok. I asked because I never ever had XVI spreading. I first thought the reason was that I was playing very well :)... Hum, no. I just thought that doing every mission prevented XVI from spreading, and in every campaign I played, I expanded my radar cover very quickly (4 bases =  total cover of Earth).
Title: Re: thx
Post by: Norby on February 24, 2017, 01:01:28 pm
hmm, when i use needlers, i got a lot of hits. Will this raise the points my soldiers get instead of taking them out with 1 shot of any other weapon?
I tested and burst fire is equivalent with a single hit in the term of skill improvement. Using snap shots more times in the same TU is better, up to 4 hits within the same skill in a mission. So worth to change weapon between different skill classes to improve health, speed and accuracy faster, rather than delivering more than 4 hits within the same skill.

I always use sidearms to enhance my skills when my team is in numeric superiority, which is happen more times in every missions. For example captured plasma pistols do very little damage to well armored enemies, so I can fire even 20 pistol shots (4-4 with 5 soliders) in the same turn against an armored Taman, who will survive these, then finish the job with the last few soliders using Laser Rifle single shots, where I like the low TU and good accuracy.

Sniper Rifle is also cool, I use infra goggles to take out enemy through walls, rather than rising a close surprise in buildings. Snapshot need much TU but as a compensation one hit is conuted as 1.5 into the improvement of accuracy skill. There is a ceil at about 11 hits in a mission, so ideally a solider should make: 4 close, 4 assault and 2 sniper skilled hits. In this case will receive the most hp, speed, accuracy and weapon skill points after each mission.

Unfortunately there are not enough enemies in the map for all soliders, this is why I always use sidearms to practice aiming. I upgraded Lazy HUD v2 (http://ufoai.org/forum/index.php/topic,9093.0.html) with hit counters to help tracking which solider reached enough hits, then I save the remaining enemies to others. This way result the fastest skill improvements through the whole team.
Title: Re: thx
Post by: kingchaos on February 27, 2017, 06:14:59 pm
i meant, "if i use a emp rifle with instakill gets less experience points, than thaking the alien out wir 30-60 needler hits?"

Title: Re: thx
Post by: Norby on February 27, 2017, 07:40:36 pm
If the Ortnok isn't survive a single Short Burst then emp is a bit better due to give more into the accuracy where snpiers counted as 1.5 times than others. But if you must fire a second burst also then needler is better due to give 2 hits.

Title: Re: thx
Post by: kingchaos on February 27, 2017, 08:42:20 pm
dont understand.

i meant to get the maximum skillpoints its better to use weapons, with low dmg and more hits?
Title: Re: thx
Post by: Norby on February 27, 2017, 10:35:30 pm
If you fire burst mode, only the first hit is count. You will get the same experience either you make a hit with pistol or you fire a burst with needler and at least one needle is hit the target. It is irrelevant how much bullet is in the burst, if one is hit, you will get the full xp, next bullets do damage only but no more xp.

The best for skills if you use weapons with low damage and low TU, where you can fire many snapshots. With burst-only weapons the best is the lowest mode which need less TU and do the lowest damage, giving more chance to open another fire to the same target (even with another solider) which mean another xp.

I like 7.62mm Pistol and Laser Pistol, these are need 4 TU only. If I have enough time in the turn then I fire at least one pistol snapshot before the main rifle shot to practice skills.

My other tactics is to fire 4 pistol shots right at the start of the mission, then just drop it to the ground. I will get it back at the end when all items will be gathered from the map. My soliders usually hold a pistol in the left hand right at start (save 2TU due to no need to take out), just one hold a Smoke Grenade.
Title: Re: thx
Post by: kingchaos on February 28, 2017, 04:53:41 pm
My other tactics is to fire 4 pistol shots right at the start of the mission, then just drop it to the ground. I will get it back at the end when all items will be gathered from the map. My soliders usually hold a pistol in the left hand right at start (save 2TU due to no need to take out), just one hold a Smoke Grenade.


why u fire 4 pistol shots in the start? with a target or just in the space??

i got a smoke in every left hand of my soldiers, to save the time units for taking it out of holster.

Ah ok, each action will gain skill not the number of bullets.

is it good to have 6 2. lieutenants and 2 lieutenantsafter 38 missions in very hard mode?


br kc
Title: Re: thx
Post by: Norby on February 28, 2017, 09:11:15 pm
Of course I shot with pistol to an easy target. The goal is to improve skills which require to deliver hit. The 4 shots+drop need 17 TU which could fit right into the first turn, completing the possible practice in close skill.

Due to clearing the total hp of all enemies in the map need only 2-4 shots from each solider with the main weapons, the additional pistol usage give at least the half of my experience in accuracy, speed and health. In other words, these are grow at least 2 times faster since I use pistols also.
Title: Re: thx
Post by: kingchaos on February 28, 2017, 09:53:25 pm
Good plan. Thx.