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Messages - Captain Bipto

Pages: 1 [2] 3 4 ... 8
16
Design / Re: 2x2 Armor?
« on: March 31, 2009, 07:51:08 am »
Okay. So no 2x2 squaddies that are not unmanned?

17
Design / 2x2 Armor?
« on: March 30, 2009, 11:11:24 pm »
Someone mentioned there was going to be 6 or 7 different suits of armor eventually? I checked out the wiki but it is a little sparse. Are there any plans for 2x2 armor suits? That could be kinda cool, have a "big guy" suit stomping around!


18
Design / Re: A few ideas (Brainstorm)
« on: March 30, 2009, 10:55:29 pm »
Good for you man!

I for one am grateful that I get to play a cool successor of x-com FOR FREE. Thats why I even bother to participate in the forums in the first place. I like the fact that Winter and BTAxis are kinda rude, I think it weeds out the emo people.




19
Discussion / Re: How To Hire More Soldiers?
« on: March 30, 2009, 10:46:58 pm »
Hmm Vasquez.

I read somewhere that the soldiers are eventually going to have their nation's flag appear on the hiring screen (and i guess other personnel screens). Does that mean that if a nation signs a pact with the aliens (IIRC this will be in the game?) you'll lose access to those soldiers? Also if PHALANX has a very good relationship with a nation, would that nation provide more manpower?

20
Design / Re: Build limit on installations
« on: March 30, 2009, 10:40:41 pm »
Lol. I know about those. Just wondered if you guys had anything in the works.

21
Design / Re: Build limit on installations
« on: March 30, 2009, 07:35:59 pm »
lol. Fighting the spread of XVI is actually part of their job. They just do it by destroying alien bases and eventually the alien mother ship. I just was not sure about the scope and scale of PHALANX's operation, but now I do.

Any other installations planned?

22
Feature Requests / Re: Leave the poor guy alone!
« on: March 30, 2009, 06:52:48 pm »
Alright cool.

23
Design / Re: Build limit on installations
« on: March 29, 2009, 11:13:56 am »
Thanks for the answers guys,

Do you think it would be feasible to include anti-XVI clinics as installations? Probably that would add needless management but what the heck I said it...

24
Design / Re: The Spread of XVI
« on: March 29, 2009, 11:05:39 am »
 ;D

Cool. Sorry, I didn't realize overlay meant what I asked! Now lets talk about headware...

25
Design / Re: Build limit on installations
« on: March 29, 2009, 05:34:32 am »
Thanks. I looked at the logs just to see how the revision I was playing measured up to the current revision but I could not figure o ut how to look at older commit messages. I don't really want to sign up for an account.

26
Design / Re: A few ideas (Brainstorm)
« on: March 29, 2009, 05:15:13 am »
Hey BTAxis will the armors also provide benefits beyond protection (and strength bumps)?



27
Design / Re: The Spread of XVI
« on: March 29, 2009, 05:14:20 am »
I see there will be a percentage listing, will there also be a visual cue such as "creep" (a different color) that spreads across the areas infected? That would be cool.

28
Design / Build limit on installations
« on: March 29, 2009, 05:13:28 am »
Are the number of installations a player can build going to be limited by something. In the dev ver I have right now I can build but three. Are they going to be tied to the number of command centers a player has in their bases?

I love the installation idea, makes a lot of sense but I can see how there should be some sort of limit on how many...after all when I first got a ver with these installations I would surround each of my bases with 4 sam sites. Though really the radar stations are the most useful so far (of course the UFO yard is gonna be cool too!)

29
Feature Requests / Leave the poor guy alone!
« on: March 28, 2009, 11:41:25 pm »
Playing Muton's version ufoai_2.3-dev_23753...I ran into a funny thing regarding rxn fire!


Rxn fire seems to work okay, allowing the aliens a fair chance to fire back but I notice the following:
1.) Alien A is equidistant from Ensigns Dead Meat and Gunna Bite-It. Deadmeat heroically fires twice at Alien A, hitting both times with the second shot eliciting a return shot from Alien A. Dead Meat survives!

Gunna Bite-It, due to line of fire problems (but not line of sight), moves to a better position, each step taken eliciting reaction fire from Alien A not upon Gunna Bite-It but instead the unfortunate Dead Meat. Dead Meat is shot at least 4 times more.

I guess the point I am trying to make is that rxn fire works well (i.e. allows aliens to try to kill humans) but the targeting seems off? Is this really an issue or the way it is intended to run? If this is the intended procedure then I apologize.

30
Design / The Spread of XVI
« on: March 28, 2009, 11:34:50 pm »
I've been reading the wiki about XVI and I have a question: Will there be a visual representation of XVI spread on the geoscape?

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