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Messages - Tyrranus

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1
Feature Requests / Re: Cancelling base construction
« on: August 20, 2012, 08:40:05 am »
+5

2
Discussion / Re: Research Time
« on: July 27, 2012, 06:07:00 pm »
the lack of scientists and manufacturers combined with tech times IS a crippling bitch but in my thread http://ufoai.org/forum/index.php/topic,6863.0.html as well as here the developers have stated they're workin on those issues :) so here's hoping for 2.5!! :D



....now if only I could play as the aliens ;) sorry Devs I had to!

3
Discussion / Re: Feedback
« on: July 26, 2012, 03:49:04 pm »
silly me I expected it to show a box like weapons and items -.-

4
Discussion / Re: Feedback
« on: July 26, 2012, 05:37:34 am »
I use the cannon in the nose(since its the only weapon you can mount there) and twin sparrowhawk with ecm and targeting.... Id love to add armor to the interceptor but how? There is no slot when you select armor

5
Discussion / Re: Feedback
« on: July 25, 2012, 11:02:36 pm »
ATM every time I have tried to shoot down the fighter with two interceptors they die. Admittedly Im using just the base weapons not pbw but Ive only just gotten Laser weapons.

6
Discussion / Re: Feedback
« on: July 25, 2012, 06:25:23 pm »
Mechanically for item 4 Im just saying there should be something in the middle. First UFO can be shot down with 1 interceptor w/o issue. The second should be a bit too much for just 1 interceptor but doable with 2. Third should be just outside possible for 2 interceptors unless they've upgraded their weapons

1-4 are all undergoing adjustments for the next release.

Great to hear :)

7
Feature Requests / Re: Suggestion - Player Guided Soldier Level Ups
« on: July 25, 2012, 06:21:05 pm »
I agree with the point about wanting the skill ups to make sense, and I generally do my level ups in that fashion. There are other times where you just want their strength up or whatnot that seems a little counter to what you'd expect the progression to be tho.

Perhaps a little of both...player chooses but can only level up skills that have been used since the last level. That would be just a quick flag on skills/attributes.

Ex if you keep using heavy weapons, your heavy weapons skill, will be available for levelling up but your pistols will not be.

extending that idea you could have frequency of use also help determine level up cost to prevent meta-gaming of having a person cycle through 1 weapon a mission.

Ex if I used heavy weapons 1 time since my last level up it will cost X where as if I used it 10 times it would cost a fraction of that.

This is just an idea I figured merited bringing up, as you said theres merits to both systems :)

8
Feature Requests / Suggestion - Player Guided Soldier Level Ups
« on: July 24, 2012, 06:19:09 pm »
Playing a similar game called UFO: Extraterrestrials Gold, in it when a soldier levels(promotion) you get 5 points to distribute how you want among their stats. I thought that perhaps a similar system here would help get you more personally invested in your troopers more and make the hurt that much bigger when they die.

9
Discussion / Feedback
« on: July 24, 2012, 06:12:43 pm »
So Ive been playing it off and on for a little under a week, and on the whole I love it. There are a few issues that bug me tho that I thought worth offering my perspective on.

Ive only played the Full Campaign on Standard Difficulty so I dont know if these are specific to this game type or not but here goes:
1)Research times are disgustingly long for even early techs
2)Manufacturing times are similarly too long
3)The availability of replacement soldiers, pilots, and new scientists is WAY too low per month.
3a)Given the huge tech times I figured the only way to get around that was a ton of labs and new scientists but you just cant get ahold of enough :/
4)The power level difference between the Scout UFO(the first seen) and the Fighter UFO(second seen) is WAY too dramatic. Ive launched 2 interceptors at the same time at them and loose both without killing the UFO every time.
4a)This would be less of an issue if you could upgrade your weapons faster but as you cannot...

Lastly..a question :)
What determines if you can auto battle on a map or not? It seems kinda random if that button is grayed out or not.

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edit:
An idea to help with the scientist issue, when you build a new lab, have it come with 5 scientists
-----

10
Feature Requests / Re: Different campaigns
« on: July 20, 2012, 02:36:50 pm »
So it was kinda of the last bit of legacy from X-Com The Two Sides? I was really hoping to see an alien campaign too :P That was one of the coolest ideas Ive seen in any of the Xcom remakes or spinoffs.

THANKS for the info! And rapid responses!! :D Again I am lovin this game so far!!

11
Feature Requests / Re: Different campaigns
« on: July 20, 2012, 02:20:25 pm »
Thats a bloody shame :(

So whats that bit in the .ufo file for?

12
Feature Requests / Re: Different campaigns
« on: July 20, 2012, 12:58:51 pm »
Hate to drag the thread back on topic ;) Am new, recently discovered this game and I love it :D Was screwing with the campaign.ufo file cause I wanted to modify the starting cash on a campaign to try an idea out and notice there is an alien campaign there thats commented out.

Will this campaign play if I take the comment tags off?? Or will it crash my game?

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