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Messages - scalding

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Discussion / Re: Review & Suggestions
« on: July 07, 2012, 11:12:20 pm »
I can only speak about the latest version (2.5-dev). In this version, a soldier will engage in reaction fire if an alien has expended more than the TUs the soldier requires for the reaction fire shot while in view of the soldier. This means that the firemode you choose for reaction fire is very important. If it is an 8TU mode, the soldier will fire after the alien uses 8 TUs in front of him. If it is 25 TU, the soldier will fire after the alien uses 25 TUs (ie - rarely).

Reaction fire is not currently effected by any skills or abilities.

Thanks for the explanation.  Intuitively that's exactly how I expect it to work, but maybe 2.4 is doing something different.  After I finish this game I plan to get 2.5-dev, but I have no idea how much longer it will take.

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Discussion / Re: Review & Suggestions
« on: July 07, 2012, 02:57:20 am »
There is an option in the graphical settings for weather.  It is enabled on my machine.  AFAICT, it does nothing.

I capture well in excess of 10 aliens.  When they run up next to me it's safer to use the stunrod than to shoot them.  It seems the aliens get reactive fire excessively, so shooting an alien from point blank is asking to be killed.

I agree that reactive fire needs work.  Many times, while crouched with reaction time on (even with a full movement bar remaining) aliens will come into view, shoot, and leave without my squad firing a shot.  I've even seen the aliens run around a soldier and kill him from behind.  All of my squadmates have at least "Average" speed - that's the first minimum requirement to joining.  It's November now and my most advanced people have many dozens of missions and kills.  There are many rounds where I ask my soldiers, "Why didn't you fire?!"

If reactive fire "works as intended" then I'd like an explanation of the intent :)  (You did not explicitly say that quote, but it's common among development teams to use that phrase.) 

I still set reactive fire often, because you don't always have LOS and it does work sometimes.


3
Discussion / Antimatter Storage locations
« on: July 06, 2012, 12:36:35 am »
I first played UFO: AI right after version 2.2 was released, and it was awesome then.  Now, with the upcoming X-COM game coming out (finally a proper addition to the series), I decided to check UFO:AI out again, and I am surprised and pleased at the progress you have made.

I'm playing the full campaign.  I researched Antimatter ages ago, but didn't realize that I needed a facility in base to collect it (although that's obvious in retrospect).  Anyway, at this point my bases are fairly specialized.  Do I put the Antimatter Storage in the base that does the disassembly of spacecraft, or the one that does the research, or does it even matter?

Also, am I correct in understanding that only undamaged UFOs contain salvageable antimatter?

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