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Messages - Trifler

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Discussion / Re: Feedback on Mechanics and Little Things
« on: February 04, 2011, 01:25:39 pm »
You should defend them better.

-geever

That was the least relevant part of my message. I've edited my message now.

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Discussion / Re: Feedback on Mechanics and Little Things
« on: February 04, 2011, 11:45:44 am »
For UFO disassembly, could we have it so that we acquire items/resources from a UFO as disassembly progresses? For example, if the UFO is 71% damaged and it says it will give 2 units of UFO Propulsion, 100 units of Alien Materials, etc. when fully disassembled, then when at 50% disassembly, the General stores will have gained 1 UFO Propulsion and 50 units of Alien Materials. UFO disassembly is a very long process and it makes sense that we'd have access to parts as they're removed.

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Bugs prior to release 2.4 / Re: 30320 - Awaiting Game Start (0) - hangs..
« on: February 04, 2011, 05:29:39 am »
Not sure if this has to do with everyone's situation or not, but in my case the game was hanging every time it said "Awaiting Game Start (0)". I tried setting the game to bare minimum video settings and numerous other attempts. I had the latest video drivers. What I was doing was starting the game, changing a video setting, loading my saved game, and then attempting to enter the mission from the strategic view. Nothing ever worked. As a last ditch effort, I tried starting the game, changing a video setting, exiting the game, restarting the game, and then loading my saved game. This time it worked!

So, in my case at least, the game requires a restart after any video setting change before trying to enter tactical combat. Maybe this will help the coders find the problem.

This is running Windows 7 64-bit with a Radeon 5870 1GB video card.

4
Artwork / Re: UGV weaponry
« on: February 04, 2011, 05:06:46 am »
Since you have rejected the Tri-Laser, I would like to make a new write-up for a "Laser Module". Could you please give me permission to create articles? Then I would also be able to replace the write-up for the Ablative Armour, which was lost.

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Artwork / Re: UGV weaponry
« on: February 04, 2011, 05:00:05 am »

Other things we would like for UGVs:
UGV grenade launcher -- yes.
UGV plasma cannon -- yes.
UGV particle beam -- no.


So... why no Particle Beam? The write-up uses the exact same Particle Beam that your soldiers can use, so it's not like PHALANX has to know how to build Particle Beam technology or something, nor is it unbalancing because it doesn't deal any more damage.

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- Industrial Diamond Shot Shells (i.e. Buckshot made of diamond shards instead of lead pellets). Industrial Diamonds are relatively affordable, although they certainly cost more than Lead.

- Standard buckshot fired from the in-game Coilgun would have more range and cause a lot more damage considering the speeds involved.

- I agree with an earlier post that improvements to Laser power sources would be a feasible option. After all, you're studying alien Plasma and Antimatter technologies, among other things. Same weapon, different ammo cartridge, different color beam...

- An electromagnetic Assault Rifle is theoretically doable with a good enough power source, but this falls into the realm of a new weapon. I can see this happening before a five-barrel coilgun in the real world. Actually it would probably go Sniper, then Semi-Auto, and then 3-Round Burst, but anyways... The way I imagine this would be solid metal bullets/slugs/whatever with a basic automatic feeding mechanism as used in modern weapons. The difference would be that the barrel would be a rail or coil accelerator and the ammo would probably feed in as far back as possible, potentially having the magazine attach to or near the shoulder stock. The weapon could release several projectiles each time the accelerator "fired". Full auto wouldn't be possible unless you had the power to keep the accelerator on for several seconds, but firing a 3-shot burst wouldn't take any longer than firing one. The rounds would probably be smaller than those used in a sniper weapon.

- Chemical liquid or gas grenades would certainly work. Biological possibly as well. Biological darts as in X-Com Apocalypse probably wouldn't be a good option since the darts would have to penetrate the alien armor to be effective, which kind of nullifies the whole idea. A toxic gas would probably be rendered harmless since aliens use a breathing aparatus. Something that could quickly be absorbed through the skin and lead to violent convulsions or temporary paralysis (once it kicks in) would probably work best. We have plenty of such nasty things in the real world today so Phalanx would certainly have access to it. Although, a Concussion grenade might work even better. Armor won't offer much protection with those.

Just some thoughts after reading this thread.

7
Feature Requests / Re: Default Interceptor Names and Renaming
« on: February 23, 2010, 11:42:17 am »
Yes, it is new enough. Is the problem resolved for you now?

Yeah. I wouldn't call it a "problem" though. I was just voicing support for a change you apparently already had planned, and now I see it's already been done. :) I'm glad I found out I had the wrong version now rather than later though. The new version has a shocking number of terror missions! Whew... going to have to restart on Very Easy. :(

The last paragraph in my original post still applies as a suggestion.

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Feature Requests / Re: Default Interceptor Names and Renaming
« on: February 22, 2010, 11:26:20 am »
And what`s system do you use?
There are some up-to-dated snapshots in the forum, your version is old, really.

Windows 7 64-bit.

I just downloaded 2.3-dev 28632. Is that newer or is that what I already had? The game menu doesn't list the 5-digit number.

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Feature Requests / Re: Default Interceptor Names and Renaming
« on: February 22, 2010, 04:03:53 am »
First, what`s exact build do you play? With last revisions you are able to rename crafts name.

Is there any pencil icon on aircraft menu?

Second, I means I[nterceptor], not number.

On the menu it says I have version "2.3-dev August 27 2009". This is the latest version available for download via the links in the forums. I thought it was up to date but evidently not.

No pencil, just a red square with a tooltip.

Hmm. I would never have guessed that the "I" meant Interceptor. In that case I'd prefer the "I" was just left off, but the numbering scheme I mentioned in my original post would be the nicest.

10
Feature Requests / Default Interceptor Names and Renaming
« on: February 19, 2010, 07:01:03 am »
I have the 2.3dev version and I noticed two things:

1) There's already a note in the game indicating that it would be nice to be able to rename the Interceptors when you click on the name.
2) When you build multiple Interceptors, they're all named "I". For example, I have two Stiletto's at my base and they're both named "Stiletto I" rather than Stiletto I and Stiletto II.

I didn't see the ability to rename Interceptors on the TODO list, so I figured I'd post here to voice support for it. I'd like to be able to be able to name them something so I can tell which one has a certain weapon loadout that I'm looking for while trying to intercept a UFO.

As for the default names, most games of this type have automatically incremented the number after the name for each interceptor built of the same class. That's ok, but if you're going to do that, please make it look at the names that exist first, so that if I had five Stilettos, "I" through "V", and "III" gets destroyed, I want it to recognize that there's a "I" and a "II", but not a "III" and name my next Stiletto "III". Otherwise, it would name my next one "VI".

11
Feature Requests / Re: Start Production at 0 instead of 1
« on: February 19, 2010, 06:51:37 am »
I actually agree with both of you. :)

I propose that it continue to start with 1, but change it so that if you press the +10 button, it only adds 9 the first time it's pressed, or rounds down to the nearest 10, or whatever, so that it reads 10 instead of 11.

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Tactics / What's a good 2.3 squad loadout?
« on: February 19, 2010, 06:38:33 am »
There was an interesting thread about 2.2.1 squad loadouts, so I thought I'd make a thread for 2.3 since it's very different.

My initial loadout:
-2 Assault Rifles
-2 Flame Throwers
-2 or 3 (depending on skills) Snipers
-1 MG
-1 Grenade Launcher

The MG isn't all that great but I take it for variety. The Flame Throwers are very useful for close combat, and they don't seem to cause insane friendly-fire they way they used to. Sniper rifles are of course must-haves.

I usually research and produce one Electromagnetic Cannon ASAP. I don't use more than one because the ammo takes way too long to produce. Still, even one is useful. The Assault Rifles are replaced with Laser Rifles when available.

13
Tactics / Re: Shooting down UFO's?
« on: February 19, 2010, 06:22:59 am »
I can't figure out what leads to better planes/ships.

In 2.2.1 you have to have a UFO Hangar at one of your bases. Once you have one, then shoot down a UFO and send your troops to finish off the survivors. Once you win the mission, it will give you the option of recovering the UFO. Do so, and it will be transported to your base. Once it gets there, your scientists will send you a message about how they'd like to study it. It takes a long time to research, but that leads you down the path towards better interceptors.

In 2.3 the UFO Hangars have been removed and instead you build UFO Storage Yards outside of the base. This frees up some valuable space in your bases. In this case you must first build a UFO Storage Yard (and finish it) before you have the option of recovering a UFO.

14
Tactics / Re: Shooting down UFO's?
« on: February 19, 2010, 06:04:15 am »
In the early game I seem to have the most success with Stilettos armed with two Sparrowhawk's and one Shiva Cannon. A Stiletto with three Shiva Cannons is able to shoot down a Scout, but nothing else. However, when money is tight, having one Stiletto armed with three Shiva's accompany a better armed Stiletto can work. However they're armed, sending two Stilettos at the same time increases your odds dramatically. If you use the Saracen, it seems to take at least two to take on a Fighter or larger. With base space so limited, I find it difficult to take advantage of them.

Using Saracen at other bases would be easier if there was a way to permanently equip the guards at my base, rather than having to do it every time the base gets attacked (for bases without dropships). Then I could build a couple or three bases that specialize in Saracen interceptors.

In 2.2.1 I found armor to be worthless, but it seems to do some good in 2.3. This is especially true since it's easier to intercept UFOs in 2.3.

The Fuel Pod is useless in all versions so far. It needs to either carry a lot more fuel so that it actually increases range, or else it needs the speed penalties removed and just add the fuel.

BTW could the Stiletto possibly be changed so that it uses a single, centered medium weapon mount? As it is now, you place one medium weapon on one wing, and a light weapon on the other wing, and the whole thing is lop-sided. It never makes sense to use two medium weapons since the penalties are too painful.

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