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Messages - CheeseshireCat

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61
Bugs in older version (2.3.1) / Re: Invincible Aliens
« on: December 28, 2010, 01:27:01 pm »
Sniper rifle, micro-shotgun, machine pistol, machine gun and flechette grenades. All in one mission. And nope, the aliens (two) in question were Tamans without any armor. Actually, I only just saw my first non-Taman alien in this version (in 21 mission and 77 kills this run). And it was a single bloodspider. Well, not exactly. 21 mission and 77 kills is two mission later, with me still looking at research proposal -- Alien Autopsy - Bloodspider, listed under "Unresearchable collected items", wondering whether I should kill off the thing I grabbed alive or not -- as I seem to have to wait that much again until I see another :)


63
Bugs in older version (2.3.1) / Bug - cover
« on: December 25, 2010, 10:28:04 pm »
It's a common bug, which was most irritating in Might&Magic 6-8. Cover works against you. Most of your shots are sunk into the small fence right in front of you (even though it's closer than your weapon's lenth), but 99% of shots against you just punch through/ignore it.

64
Ok. It's *sweep* for goodness' sake. You cover a wide area by drawing an arc with your weapon. Try it. Here, it goes 60 to the right, then 40 to the left, then 80 to the right, etc... The suggestion I have is to roll all the shots' directions, store them in an array, then sort, then apply. Would look *MUCH* nicer :)

65
Just what it says. Even first X-Com with its "clips are wasted after one shot" kept partially used ones for the combat duration. With different ammo types for same weapon, it really screws things up (especially, when I switch between grenade types).

66
Bugs in older version (2.3.1) / Bug -- Alien mind
« on: December 25, 2010, 10:20:18 pm »
Alien mind reseacrh topic screws up if all aliens in containment are killed off while it is researched, saying research prerequisites are no longer met. That's fine, but the problem is, it never shows up again after capturing new live aliens. Can supply a savegame where that has happened.

67
Bugs in older version (2.3.1) / Bug -- airburst not working [as specified]
« on: December 25, 2010, 10:17:39 pm »
Airburst mode causes grenades to explode on first impact, not at specified point. And I don't mean the scenario when it hits something *before* that point. If your target point is in the air, the grenade doesn't explode there but continues its travel until it hits something, sometimes, WAY further. Now that *is* useful, and I was wishing I could do just that more than a few times before I discovered it, but it is in no way what the description states.

68
Bugs in older version (2.3.1) / Re: Bug/screw up -- medkits
« on: December 24, 2010, 09:35:52 am »
From what I recall about original X-COM and company, the medkits were much less efficient in treating damage, and could amost only be used to cure stun/wounds.

In After*, there were two main types of damage -- temporary (healable by medkits) and "permanent" (requiring long-term healing at a base).

Neither sounds like a too complex solution.

As for aliens healing, yeah, shamans were the most annoying <bleep> in Afterlight :) (Most *annoying*, mind, not anywhere like most dangerous ;) Not that the balance would actually suffer a lot by them not having the ability to cure *wounds* if that's implemented (big deal if one would die from the wounds once in a great while, not finished by getting shot at), if health drain would be relatively slow, but what currently is... Is *totally* off. Long as a soldier isn't killed right away, he's at full health in two turns tops. Aliens certainly don't have such a luxury ;)

69
Bugs in older version (2.3.1) / Re: Invincible Aliens
« on: December 24, 2010, 09:25:08 am »
I had it happen with no stunned folks at all, trigger being either RF or point-blank shot. At least, aliens definitely were invincible to point-blank shots.

70
Bugs in older version (2.3.1) / Sound bug (sound plays when set to zero)
« on: December 23, 2010, 08:09:56 pm »
On one map (tibetan terror mission, a long map divided in two by a building/wall, with landing craft on one side and UFO on another), when I approach the tail end of the UFO (engines/airlocks area), some humming/growling sound plays even when I have sound/music volume set to zero.

I always play with sound off, so had quite a fun time trying to figure out WTF the noise is, the game being the last suspect :)

71
Bugs in older version (2.3.1) / Re: Bug/screw up -- medkits
« on: December 23, 2010, 08:05:19 pm »
That's why I wrote it as "bug/screw up" in the title... I just recall it being different in the last version I had, and it really makes no sense as it is now...

Whether something messed up that isn't just a mistake in programming a bug or not is another question :)

72
Bugs in older version (2.3.1) / Re: Bug/screw up -- medkits
« on: December 23, 2010, 02:20:05 pm »
Hm. Why not all the web? I mean, what's the logic in searching all the forums if it's a bug in the latest stable version and I want to check whether it's already reported?

73
Bugs in older version (2.3.1) / Re: Bug/screw up -- medkits
« on: December 23, 2010, 09:10:53 am »
Yep. Zero results on both "medkit" and "medikit".

74
Bugs in older version (2.3.1) / Re: Aimed Shot doesnt hit
« on: December 23, 2010, 01:45:53 am »
Um. Are we talking kill chance here or a hit chance?..

75
Bugs in older version (2.3.1) / Re: Aimed Shot doesnt hit
« on: December 22, 2010, 11:43:24 pm »
Hm. Still, I think at least for an /unobstructed/ shot, calculating the odds of hitting should give a more or less correct value, so it's clearly a matter of using a wrong formula.

While I am not much good at programming anything other than a DB, I am pretty good at statistics and stuff, so maybe could come up with a solution.

There is another way to skin the cat, too, though... What comes to mind is -- since the hit probability is calculated to above-zero only when you actually target an alien anyway, the computing overhead won't matter that much...

Create a "camera" view that'd render the target single uniform color, everything else -- a different single uniform color, with the angle based on the spread, then calculate a weighted area. Or maybe just pop it up in the corner of the screen and leave it to the player to decide whether it's worth the shot :)

(This is speaking of direct-fire weapons -- and do I assume right that wind/gravity don't factor in, only uniform circular or elliptical spread?)

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