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Messages - Kobura

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1
Windows / Re: Trouble starting 2.2
« on: August 05, 2011, 04:16:09 am »
Epic necropostilia.

2
Bugs prior to release 2.4 / TU autocalculation
« on: May 10, 2011, 08:32:03 pm »
When allowing soldiers to auto-uncrouch/crouchwalk depending on which is better, I'm quickly learning to just do it myself because the TU counts are frequently off, higher or lower, by one or two.

3
Mapping / Re: Your least favourite map and why?
« on: May 09, 2011, 08:09:30 pm »
Yea bridge was nice the first thirty times...

4
Windows / Re: Win32 Development Binary Installer Links
« on: May 09, 2011, 10:03:39 am »
I'll try duplicating it, and if I can, offer before-and-after data sets alike come morning or a little later. Upon downgrading to the 2.4 offered as an installer, I think it was 1301086950, I discovered Advanced Radar have *massive* ranges. There needs to be compared statistics offered for buildings (probably the wrong section for this but) like Living Quarters holds 20 I only found out on impact. Radar ranges are different and other than a namechange there's no apparent indication of this before building. Labs and workshops employ ten. On aircraft descriptions and especially the finished-research reports so I can decide before investing if I want it, what their loadouts are, and how big a hangar they need. Game needs to be more data-redundant, it helps!!!

5
Bugs prior to release 2.4 / Re: Texture normalmapping
« on: May 09, 2011, 07:01:56 am »
I restored the previous development version right before realizing that anything I could provide was probably useless without these things.

6
Bugs prior to release 2.4 / Texture normalmapping
« on: May 09, 2011, 05:18:14 am »
Texture normalmapping appears to be a *requirement* for at least some of the textures to function correctly with the latest updater. World, both 3d and no, appears white and featureless for instance. Didn't check much more.

7
Fix appears to break in-base radar

*EDIT* Fix appears to permanently break all the in-base radar in the savefile the first time a UFO wanders out of radar range, and also seems to remove the ability to find missions as they're happening. Definitely still losing aircraft though.

8
Windows / Re: Win32 Development Binary Installer Links
« on: May 08, 2011, 08:25:31 pm »
I just tried to use the updated and it wouldn't overwrite a pk3 and failed. How is this done?

*Edit* Forgot to give the exe administrator privileges

HOWEVER since updating to this all my base's radars seem to be broken. Coincidentally I recently tried upgrading a couple of them to Advanced Radar. Starting a new game yielded that my base's radar went "offline" (radius wasn't displayed and wasn't detecting anything) after my first UFO mission, so it must've been the updater.

9
How is this applied? (Let's start with assuming I know nothing about coding but advanced general computer use) This bug is my #1 enemy recently.

10
Bugs prior to release 2.4 / Re: problem shooting over dead aliens
« on: May 03, 2011, 12:13:19 am »
It doesn't seem reliable enough to "use", mostly just enough to prevent that full auto from killing two in a row :l

I'm curious as to whether or not bodies block explosions, now.

11
Bugs prior to release 2.4 / Re: problem shooting over dead aliens
« on: May 01, 2011, 07:53:52 pm »
I'm not sure if my problem is occurring involving enemy LOS as well but that's rather interesting, thank you for bringing more information!

12
Bugs in older version (2.3.1) / Re: Aimed Shot doesnt hit
« on: April 29, 2011, 02:25:34 pm »
Incase it's relevant, even in Dev2.4 (not super-current build, but newer than 2.3.1) I've noticed sometimes shots just aren't allowed to hit aliens in certain places on certain maps. I've played enough to recognize when something's being strange, and instead of aiming directly at them when this happens (telltale signs include but aren't limited to several consecutive 99% shots from different soldiers missing at mid-range, unobstructed target) try aiming a few tiles behind them with their body "blocking" the shot.

See what happens. I'm curious.

Also about the password: yea it's damn ridiculous. I understand making it hard for spambots but it's actually hard for the real humans too now. Who won that battle?  ::)

13
Tactics / Re: Stilettos VS Harvesters
« on: April 29, 2011, 01:27:08 pm »
I save before they get into range and use three of described gear. It's not every time but it isn't NOT every time either.

Also one idea for you, try sending out one Stiletto a bit ahead of the rest (I called mine Stiletto Wild Weasel but since stopped going this route) with two ECM instead of a targeting computer. They'll get shot at (and missed) while the others do the real tangoing.

14
Tactics / Re: Continents and happiness.
« on: April 29, 2011, 01:22:19 pm »
Likewise. Are there hidden integers for continents and happiness? Because I notice sometimes when I hit a mission an unrelated continent goes up/down in happiness without having been at the prior level before the mission. Also sales to continents very rarely raise their opinion.

15
Tactics / Re: Big City tactics
« on: April 29, 2011, 12:49:32 pm »
Laspistols?

PLASMA pistols <3 So few TU (10), so much pain (lotz)

Though the ammo is low. You gotta have a big CQB team working together to pull it off.

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