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Messages - DarthLuca

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1
Bugs in older version (2.4) / Reaction Fire problem
« on: May 01, 2012, 08:57:00 am »
It happened again! (Running 2.4 Apr25)

Quote
A problem which I had never noticed before but have now encountered on two missions (2 occasions) seems to have crept in.
I have a soldier with reaction fire on and I moved to the limit until he is stopped by reaction fire reservation. But then I can't turn off reaction fire to access the rest of the TU's. Hope this makes sense.

Soldier was crouching, using an Assault rifle. Had 8 TU's reserved (31 total). Somehow used 24 units so he only had 7 left. Then unable to turn off Reaction fire. Can not reproduce to order (yet) - but working on exactly why it happens.

2
Bugs prior to release 2.4 / Re: Reaction Fire problem
« on: April 26, 2012, 08:38:51 am »
Now looking out for it. But no haven't seen it since. Now running 2.4 Apr21.

3
Discussion / Re: Wounds, healing, etc...
« on: April 25, 2012, 11:25:09 pm »
Once we have a 'wounding' system the possibility of an 'Improved medikit' should be considered (with research) and later once alien tech's have been discovered and some of the advanced weapons have been experienced we should be able to research an 'Advanced Medikit'. Also means that the hospital should be better at healing too though.

4
Bugs prior to release 2.4 / Reaction Fire problem
« on: April 23, 2012, 12:30:31 pm »
Running version 2.4 Apr21.
A problem which I had never noticed before but have now encountered on two missions (2 occasions) seems to have crept in.
I have a soldier with reaction fire on and I moved to the limit until he is stopped by reaction fire reservation. But then I can't turn off reaction fire to access the rest of the TU's. Hope this makes sense.
 

5
Feature Requests / Pause on Dropship return
« on: April 21, 2012, 12:44:31 pm »
Can we have a pause setting for when a dropship returns to base. This is usually the time when I sell captured items and review the crew based on injuries.

6
Feature Requests / Sick soldiers and Variable clock.
« on: April 19, 2012, 11:06:45 am »
Just started a new (short) campaign to do some more testing.
A thought occured that a lot of the time not much happens (yes I know there's a FastForward). Now in a real life situation personnel are only human. People get sick, get stressed (and even break) under pressure, need leave, have accidents.
So as the game progresses, why not have a daily check to see how the personnel are doing. Who's fit for duty, who's sick, who's requesting compassionate leave, who's suffering mentally and needs some R&R (slow decline of moral if things go bad and someone dies for instance - maybe a mission goes REALLY bad and several die, or Phalanx craft is shot down, there are bound to be mental repercussions). This could easily be adjusted for difficulty with more chance of personnel being unavailable at higher levels. Too much micro-mgnt for some? Give an option to include personnel problems or turn them off.
Again would add depth and challenges to the game. One of the biggest challenges and interventions required is when things don't go smoothly and personnel have to be replaced or moved around even if it's temporary.
Anyway just a thought - No doubt it's been thought of before.

Second thought is for a variable clock. Many times the standard 5secs, 5 mins, 1 hour seem either too slow or too fast. So why not have the clock speed variable. Very easy to implememt - A second (or more) click on the required time would increase the time flow by that amount. You want 25 secs, well that's just five clicks on the 5sec button. Pause would pause AND reset.
Again just a thought.

7
FAQ / Flashbangs - Working or not?
« on: April 19, 2012, 10:19:23 am »
Title says it all. Should flashbangs be working in current 2.4 release? Do they work as described in pedia?
If not implemented already also feel they should be in Full 2.4 release.

8
If you complete a dropship mission and then send the crew to another mission without going via base then the weapon config is not reset properly. Ideally it should reset to the starting position that you left base with, less any ammo or equipment you have already used.

9
Feature Requests / Suggestions for 2.4 release
« on: April 18, 2012, 02:39:19 pm »
Some things that I feel should be in 2.4 version (and beyond).
1.   Middle mouse button on Geoscape should perform as Mouse 2 does and not zoom the map as it does at moment (That’s what mousewheel is for). This would bring it in line with the battlescape. Also remove free scroll from Mouse button 1.  Currently this is one of the biggest annoyances, you get used to scrolling with Mouse button 1 and then try to do it when one of your aircraft is highlighted, redirecting it to wherever! (Have done this sooo many times). At very least give option in control setup to change this.
2.   The ability to launch interceptors even if no alien ship active (essential to run escorts for dropship).
3.   Medikits should only heal a maximum of say 50% of total damage at a time. Could also be limited to 3 uses per kit but not essential (I know that this whole issue will be changed at some point in future, but at present it is too powerful - This is a simple temp fix).

I also feel that various other tweaks should be considered but are not essential (for 2.4).
1.   Review damage, ammo and accuracy of heavy laser. At present it is not worth the effort of using.
2.   Review the size and quantity of coilgun ammo. It is currently too limited and/or too big.
3.   Consider making a smaller, single tile workshop that can take 10 workers. Have a larger double workshop that can take 20 workers and is needed to make larger items such as aircraft. This will alleviate some of the space problems until the dual level base appears. Also no logic at present. You can have 10 scientists on a single tile, why not workers?

10
Feature Requests / Re: Training Room
« on: April 18, 2012, 11:36:30 am »
The benefits of training your troops are many:-
(Over and above 'Psi training' which is coming at some stage anyway - I believe)
It gives the player more choice (so adds depth) and they can improve what they believe will help his/her particular game or squad.
It would also make the player more commited to caring about his soldiers.
The character is away for several weeks and will miss missions thus giving other choices to be made.
They will cost money which can be adjusted for difficulty.
Training needn't cost space in the base either as soldiers could be sent on courses run outside of Phalanx. This would also be fairly simple to implement as far as I can see.
Training courses - Courses last between one week and a month and soldier is off base for the duration. Going on a course does not guarantee success or an increase in stats, especially once an individual starts to go beyond the 'norm'.
Available courses should include: Fitness (increases strength and/or Speed), Weapons training (Increases accuracy and or skill with specific weapon), Psych training (Increases mind).
Could also include: Medic (Increases ability to heal others).

11
Feature Requests / Re: Bleeding wounds
« on: April 18, 2012, 11:07:11 am »
I can see that an overhaul of this is on the proposal list but I just wanted to add my 2pw.
The primary use of the medikit should be to heal 'fatal wounds'. Obviously means that a 'wounding' or 'Bleeding' system IS needed. A Medikit should not be able to heal faster than the hospital at least not once a mission is finished (i.e. Tempory battlefield healing could be allowed simulating painkillers and stimulants), wounds taken to a battle can NOT be healed.

12
Bugs prior to release 2.4 / Re: Aircraft Production
« on: April 17, 2012, 11:00:18 am »
Also hit this problem in one of my bases where I had A large hangar free but couldn't build a small ufo style ship. Needs fixing at some stage but agree not high priority. My solution: De-arm and scrap the stilleto, buy a Saracen and hey presto, free small hangar!

13
Design / Re: Battlescape Suggestion
« on: April 17, 2012, 10:36:26 am »
I have to say that I would love to map. I have tried to use UFO radiant several times but it never seems to work. It just changes the windows colour scheme and seems to do nothing else but then use 25% cpu (Just 25%, exactly 25%) until I delete the process.
Happy to be a guinea pig if you want to work out how to get this to run under windows 7.
I'm guessing the shortage of mappers is maybe due to people having a similar experiance.

As to the map size question. It needs to be as random (within the bounds of difficulty as you say) as possible. I was giving a lot of thought last night to what makes this game so great and what would make it better. Variety and uncertainty are two of the elements that I identified (future post coming). Some of the maps are really getting there (wherever 'there' is) as regards random layout and variety. However the alien starting positions need more work in my experience.

14
Discussion / Re: Looking for late-game saves
« on: April 16, 2012, 03:06:41 pm »
Started on March 18 (or very soon after) (V. 2.5dev 1A-32 Mar18). Same version used throughout. I downloaded what I thought was latest as soon as 2.4 realease was announced but guess I picked the wrong link at the time. I assume that this version is very close to the 2.4 that was available at that time. Very stable though with only 1 crash on entering a map. Again hope this helps. I am currently downloading the latest 2.4 and will use that from now on. If there are any specific areas you need testing/playing through let me know (ian.lucas@uwclub.net).

15
Discussion / Re: Do you rename your soldiers?
« on: April 16, 2012, 01:04:51 pm »
Generally I just tweak or 'westernise' the given name but sometimes I will change it based on people or names I know. All of which tends to make the characters more memorable and the whole experience more enjoyable.
Personally I get attached to my squad members especially after many missions and many shared challenges and experiences. Do you remember that mission where . . .
I also feel sad and a sense of loss when they die, but I now rarely do the reload thing and usually accept that it was their time and vow not to make the same mistake again (Like blowing himself up with a plasma grenade).

There are a couple of maps where the alien start positions are just ridiculous though and just death traps waiting to happen especially in the later stages with needle guns and such. That is when reloads might happen.

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