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1
Discussion / Re: New wound and healing system on 2.5-dev
« on: July 31, 2012, 06:26:35 pm »
I always liked the temporary HP idea.
1 bar, with HP foreground, and 2 background colors, one real, and another for Temporary Health Points.

Combat starts with:
Temp_HP:= Max_HP
Both take damage.

Temp HP can be healed with MedKits, up to 2x Current_HP (but not more than Max_HP).

Soldier loses Current_HP AND Temp_HP when Temp_HP are not at the maximum (2*Current_HP or Max_HP, whichever is less).
The bleed tp Current_HP is equal to  (Temp_HP divided by maximum allowed Temp_HP) *(scalable, for instance 100).
Half that damage is dealt to Temp_HP (so that minor bleeding can actually stop on its own).

What do you think?


Corrected crappy demo of the bar:
(different formula, but same basic idea, stun bar included)
http://plenty.w.interia.pl/hpbar/


2
Tactics / Re: Your Tactics
« on: February 19, 2011, 05:45:43 pm »
First base is turned into research facility (6 labs in the end, workshop demolished)
Second is a factory (used to get basic equipment asap, than to dissemble alien ships) - 6 workshops, no missile defenses (but 4 external), no ships.
3rd is more balanced, with some extra storage space, another drop-ship with "backup" team, single laboratory, workshop and alien storage.
4+ are just used to stop alien ships (interceptors, base defenses, a workshop or two to maintain production of ammo for my soldiers).

My combat teams are composed of:

a) 4-5 laser weapon users (any, but rifles work best)
b) 1-2 GL with few extra plasma blades
c) 1-2 Railgun

I set team a) in a far, but very visible spot, to attract fire and get some reaction kills eventually, while being relatively safe (sometimes some healing is required, but rarely ever any soldier dies).

Team b), hidden behind corners, is used to stop enemies from flanking, and to do final charge. They also serve as medics during long-range combat, or can help with RL (in backpacks).

Team c) usually gets to the building / behind the wall etc, and kills everything in range trough the walls, using infrared goggles.

For some reason (lousy path finding?) some enemies won't leave ships/buildings. Some also play a variant of hide-and-shoot without actually ever shooting (lack of TU). Also, quite often, they keep trying to shoot you trough the wall. That is when snipers/railgunners come handy.

I've noticed that AI engages in long-range combat first with ~half of the units, than sends some to flank/rear your soldiers, so my game style is just a countermeasure.

Until strength is implemented, every soldier carries a first aid kit, at least one plasma blade, spare ammo and an alternative weapon in the backpack (stun rod for a), RL for b), laser rifle for c) ).







3
Bugs in older version (2.3.1) / Re: Geoscope 5 day speed bug
« on: January 28, 2011, 01:23:15 pm »
Source fix ;P

That was quick!

As I won't compile it myself, I'll have to wait for new installer upload.

Thank you ;]




4
Bugs in older version (2.3.1) / Re: Geoscope 5 day speed bug
« on: January 27, 2011, 12:01:46 am »
Open a bugreport for it on the tracker please.

-geever
Done:
Geoscope 5 day lapse missing month change - ID: 3166234

Also reproduced ~5 h before midnight of the last day of the month (on different save-game).

5
Bugs in older version (2.3.1) / Re: Bug -- Alien mind
« on: January 26, 2011, 10:53:02 pm »
I had a blank report as the result, and no chance to restart Alien Mind research.

6
Bugs in older version (2.3.1) / Geoscope 5 day speed bug
« on: January 26, 2011, 10:51:23 pm »
Geoscope "5 day" speed makes game skip months - if you are near the end of the month (~2h before midnight), and press 5 day speed at geoscope, the game doesn't notice the change of the month. No administration costs are deducted, nor are the soldiers/workers/scientists replenished. Slowing down after reloading actually makes the game behave normally.

7
Bugs in older version (2.3.1) / Re: Invincible Aliens
« on: January 26, 2011, 10:46:09 pm »
I had a similar problem - I can't shoot over a stunned alien, all bullets/beams hit the place he sleeps, as if there was an obstacle there - but you can walk trough, it is blocking only the projectiles.

 

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