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Messages - suliman

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1
Discussion / 2.3 = Hospitals still pointless?
« on: June 24, 2010, 10:09:36 pm »
Sorry if im wrong but this change or are hospitals still pointless in the new version?

I mean it seems i still can instantly and without any cost at all heal all my soldiers first thing in combat (with medkit). Why would i spend money, base space and lots of time with hospitals?

Im suggesting remove medkit or limit them somehow (stop "bleeding only maybe but bleeding might just be annoying/frustrating in a game so im not sure...)

Also maybe make hospitals more expensive but more effective? Maybe lower number of beds so you really see the effect on the guys actually in there but you must choose which ones to treat.

Now the hospitals feels like a "slow and automatic background process" which is not very fun gameplay.

But most importantly -> why would i use hospitals when medkits are still free and much faster (instant)? The space medkits take up in soldiers inventory is no problem at all for my guys.

My 50c
Erik

2
Ok but my troops shoot back 0 times out of over 40 tries (if you look at machineguns). Assault rifles shoot back around 1/6 of the times. So probably it has something to do with TU.

- Couldnt the developers actually explain how the new system is supposed to work (and how to tweak it)
- Also give a instruction on how to revert to the old RF (and how to tweak it). As i state putting the line doesnt work for me.

That would be great!
I hope i come off as to skeptical (i love the game itself)
Erik

3
Discussion / Re: reaction fire fix?
« on: June 22, 2010, 09:19:28 pm »
adding that file with the line
set g_reaction_fair 0

does NOT revert to old RF system for me. Neither in skirmish or new campaign. I run win 7 if it matters.
Any idea on how i can really revert to old system?

Thanks
Erik

4
In the new system i have no idea since i dont get it to work at all. In the old single meant they would only fire RF once (the type of fire single/burst etc was set in the fire selection menu).

Anyone? Possible to revert to the reaction fire from 2.2? The way it is not is not working. As stated, creating a autoexec.cfg with that line
set g_reaction_fair 0
doesnt seem to do anything. I try both new campaign and skirmish RF doesnt work as in old system.
(i locked a melee alien in a room, he threw all his knives. And my guy with RF on and assault rifle just chills with him in the room, never shoots once during 10 rounds:(

A fix pleaaase!!! The game is really cool but this really destroys combat.
Thanks
Erik

5
Scrap that.
actually, the autoexec.cfg isnt enough to revert to the old system. I started a new campaign and RF is still not as in old system at all.

Even after that file change, machinegun guys never use RF (even in very obvious situations). Guys with assault rifle and sniper rifle do it sometime though.

So any way to truely revert back to old RF-system? (and preferable also change accuracy in RF-shots)

Thanks

6
Bugs in older version (2.3.1) / Reaction fire : Possible to tweak?
« on: June 22, 2010, 09:26:19 am »
I changed back to the old reaction fire system with the autoexec.cfg method found here on the forums since the new one is not cutting it for me at all.

So now the system work like i want it to, but its (the old system) a little bit to effective (leads to over-use). I want them to always fire if they have enough TU (and they do in the old system) but maybe with less accuracy or damage.

Is it possible to tweak files to achieve this? (lets say cut accuracy or damage in half for all shots fired in RF). Do i need to restart the campaign if i do so?

Thanks a lot.
Erik

MODIFIED
No it doesnt work at all i noticed...

7
Bugs prior to release 2.3 / Re: Crashes when entering battlescape
« on: June 21, 2010, 07:48:02 pm »
after disabling all graphical effect AND restarting, the crashes disappears :)

8
Bugs prior to release 2.3 / Re: Crashes when entering battlescape
« on: June 21, 2010, 01:19:33 pm »
Soooo noone knows? Game is not much playable if you cannot use battlescape.

9
Bugs prior to release 2.3 / Re: Crashes when entering battlescape
« on: June 20, 2010, 08:06:30 am »
This I state in my post, first line.
It crashes to desktop from campaign battlescape (no message, just goes to desktop)
It crashes to menu from skirmish battlescape (no message)

Erik

10
Bugs prior to release 2.3 / Crashes when entering battlescape
« on: June 19, 2010, 10:48:31 pm »
Hi
It crashes when entering battlescape (almost every time but some time it doesnt). If i run scirmish it goes back to menu, if i enter battle from campaign it crashes to desktop. No message at all.

I run vista 7 64 bits. I try to run in comp. mode for win xp, try to remove all graphical effects etc. but no difference.

Any known fix? I didnt have this problem with 2.2 ver.

Erik

11
Offtopic / Re: I cannot play UFO:apocalypse! Plz help
« on: April 23, 2009, 08:07:23 am »
ok thanks for the info guys.

I know inlegit downloading is a deviding subject, thats why i wanted to let you know so you can dicide wether to help me or not.

Ill try some of these things out.
Erik

12
Offtopic / Re: I cannot play UFO:apocalypse! Plz help
« on: April 22, 2009, 09:45:36 pm »
Its a downloaded version (not legit) called:
X-Com Apocalypse Collectors Edition

I did try to run it through dosbox but using the defealt settings and that didnt work.
Thanks for any pointers
Erik

13
Offtopic / I cannot play UFO:apocalypse! Plz help
« on: April 22, 2009, 05:00:39 pm »
Hi
I wanted to try apocalypse but i cannot get it to run (i have win xp). It doesnt say anything helpful, just goes black but never starts. I read some forum about it but i got no good answers. Any tip?

Thanks
Erik

14
Feature Requests / Re: Feature request: production management
« on: April 22, 2009, 10:44:38 am »
why?
Why would you want to not assign all workers? To build different things at once? If you really need to (and why would you really) you can add more items to the cue with less numbers on each item.

I think this should be removed on research as well. You always add 'everybody' anyway. There's no need to research two things at the same time (for example you then get both tech after 5 days instead one after 2,5 days and the other after the full 5 days, why would you want that)

15
Design / My comments on the design/gameplay
« on: April 21, 2009, 05:30:49 pm »
Hi
Im making games myself and let me start by saying AWESOME project! I love the worldmap and the early weapons. Now to my comments on version 2.2.1:

TACTICAL COMBAT
Reaction shoots (RS) are way to good/overused. A find myself moving my guys a bit, then crouching and putting them in multiple RS and just keep pressing E (turn over) until the aliens kill themselfves from my RS. Maybe RS should have way worse accuracy to push the player to be more active/agressive and manually fight the aliens.

It would be nice with more varied mission objectives like rescue someone, blow up something etc. I know this is under considiration though. The medkits are great! In fact so great you start to hate the hospital. The hospital is expensive and VERY slow, medkits are instant and nearly free. Soo healing is most efficiently done... in the heat of battle?

OVERALL INTERFACE
Common tasks like checking research/manufactures should be easy accessible. Put a small progressbar on the main-view(the worldscape) for each active task and add a popup when its completed so a new can be started. Why do i need to put soldiers on a dropship to be able to see/edit their equipment?
In transfer, why can i send equipment that i have already fitted on my soldiers? This is really annoying to have to count which of my 'available armours' are really available so not all of my strikeforce gets automatically stripped.
Hiring people is kinda messy. And the guys that are statsless(non-soldiers) could be hired with just +/- like you do when saying how many guys should work on research. Also, its hard to get an overview on the employees of a base, like how many more workers could i have/when do i need a new living quarters. A little window with all this info would be nice.

WEAPONS
Sniper rifle is to good for starting weapon but a better version should be available mid-game.
Laser rifle seems to good for such an early weapon (good damage, insane accuracy, good range etc) I can just kick all my old guys and walk around with 6 laser rifle guys and i never loose one soldier. It doesnt have any real weaknesses.
Plz add a button to throw grenades directly from the panel. Not open inv->move nade->close inv->click nade->throw. (TU cost would still be as high from preparing the nade)
Alien weapons all seem a bit the same and lacking in character and diversity (most big energy things that go 'zap'). The human startweapons are really good, diverse and fun to use but becomes bad quickly so that makes the game loose some charm. What about
- Alien/hitech weapons that actually use projectiles, not just 'energy'
- Alien/hitech squad support/suppression type weapons (gauss minigun, autocannons etc, spend ammo plz!)
- Alien/hitech grenadelaunchers/bazookas (so fun to use and plays a different role then 'normal rifles')
- Alien/hitech 'shotgun'-type closecombat stuff

ECONOMY
I quickly get endless cash, and it all comes from the same source: the countries pay me. But since keeping the companies happy is the same as surviving (they will end the game if they get angry) the player dont have the choise to "i need money right now, lets do something just for ME". Maybe some countries could ask for a big order of guns or something to fight rebels so you can manufactury these for cash. Maybe optional missions pop up just for cash/items.

SHIP-FITTING
This is really messy and unclear. Why not use the same system as you have for equipping soldiers? All slots shown and just drag the equipment there. Also i think you can skip the "time to install component" feature, it doesnt have any real tactical value, its just annoying.

SHIPS GENERAL
Why cannot i see health of my ships? It should be clear both on map and in hangar. Dropships are helpless, if i send one to a far away terror site (which i must otherwise i loose the game eventually) and after a long tactical mission a alien ship turns up and downs my dropship in 1 second. I loose all my best soldiers and equipment! And i cannot back up the dropship with my interceptors couse they have very limited range... So i must savecheat and try again which destroys the fun. Some suggestions:
- A dropship can land and hide, and later try to continue
- Interceptors can escort (and since they fly slower now the fluel can last longer or something)
- The soldiers/equipment from a downed dropship can be recovered by sending a rescue party there on a minimission!
The escort option is fun becouse it makes the interceptors less pointless. Now they sit still a lot becouse 85% of the alien traffic is harvesters that are very strong and not really worth going after.

SAVING (TACTICAL)
Ive seen some of the argumentation already but plz consider a limited save. One time for small maps, two for bigger ones. This makes savecheat impossible but if all goes wrong you dont need to restart totally. Often the setup/initial phase of the map is very identical so this is what players dont wanna be forced to do all over again.

COMPLEX MAPS
Maps in many layers are a bit too frustrating. The best example is that mine-map-maze in new zealand. Plz skip these and use more flatten maps like in cities etc, these are great. You can also mix the maps up a bit by offering more extreme maps like very open desert or a very closed map (claustrophobic office, bring the shotguns!) This makes a player more prone to bring varied equipment.

PRODUCTION
Why is autosell on for all new equipment (if anything, this is the stuff you DONT wanna sell). Add an option to exclude all buyable equipment from manufacture list, why would you produce these? It just makes it look messy.


Again, thanks for a great game and I hope i didnt come off as too whiny.
Erik, Sweden

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