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Messages - Wh1sper

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1
Linux / Re: problem with updating dev version
« on: December 22, 2012, 05:25:11 pm »
try make maps-sync
Could be your maps aure out of sync :-)
And beware mission Mansion, this map is heavily buggy, Textures are shown as wireframe, no path is visible and others.

2
Discussion / wrong event order in missions
« on: August 19, 2012, 11:46:16 am »
Hello all,
in 2.4 stable and in 2.5 dev also there is a wrong order in the "shoot -> result -> animation".
In example I shoot an alien and I will hit, then the Alien Cry comes first, second the dying animation, last the drawn shoot.
Same if one of my soldiers is hit in reaction fire first the cry,then the hit animation, last the shoot.
Is this a unchangeable design problem in the graphic engine or is it in the scripting engine or what is it?
I can't believe I'm the first that this "order problem" is disturbing.  I believer this problem is in 2.5 dev more disturbing because the time frame is longer.

it's a bit hard to describe what I mean, please help me  in clarify if anything is  misunderstand.

Don't get me wrong one could live with it, but it would be nice this order problem would be fixed. (And, yes I tried to find a related thread)


3
Discussion / Re: Auto Selling feature
« on: August 14, 2012, 06:45:54 am »
No. You can't sell not researched stuff. Consider this as good reason to research useless otherwise alien stuff like plasma blaster.
Yes after researching things.
Because I did discover the autoselling feature very late I didn't wath this aspect. But hey, first research then sell is good and makes sense

4
Discussion / Re: Auto Selling feature
« on: August 13, 2012, 07:53:31 pm »
afaik, ufo:ai autosell only applies to alien items that are researched, and researching junk has low priority as research is limited (duh), so most of the junk still needs to be sold manually and autosell is limited to alien light armor (needed for nanocomposite) for a looooong part of the game.
No, it is working for all alien items catched in a mission

5
Discussion / Re: Auto Selling feature
« on: August 13, 2012, 10:21:02 am »
Personally, I would prefer to have a "keep count" feature, which will both autobuy and autosell.
Good and simple Idea!
I second that.

6
Discussion / Re: Auto Selling feature
« on: August 13, 2012, 06:40:40 am »
Wait... we have a auto selling feature? I didnt know that lol. Probably i havnt played the campaign long enough to notice it
My words!
I was very frustrated after discovering this, because I always spent a lot of time in selling all the needles plasma pistols :-)

7
Discussion / Re: Auto Selling feature
« on: August 12, 2012, 09:53:36 pm »
Yes!
nothing is more annoying as an empty rocket launcher :-)

8
Discussion / Auto Selling feature
« on: August 12, 2012, 02:01:41 pm »
I'm here just to say that the auto selling Item feature is very great!
But it took me several game months to discover it.  :'(
The Tutorials should give a hint to this.  ::)
So, never mind ... happy hunting!

9
Feature Requests / Re: IR-goggles
« on: August 12, 2012, 11:57:21 am »
Because we are in a futuristic game I would prefer a not already existing system.
The Idea with triangular measuring system could be worth of thinking.
How about an Alien detecting device with require 3 Soldiers to manage.
One Soldier with the main Device requiring space like a heavy weapon and two Soldiers with simple small triangle receiving devices.
the target recognition may depend on how far the soldiers stands in opposite to the target and how  perfect the triangle is to a right angle.
This device should be appear as a research item after examining 2 or three aliens so the scientists can elaborate an method to discover aliens throug far distance an walls.
Maybe not an IR devices but an Omega-Ray device, because the aliens are sending out a small radiation.
just my two cents.

10
Feature Requests / Re: Training Room
« on: August 12, 2012, 10:55:53 am »
Yes, the more micromanagement the more is the drifting to some kind different game.
I would vote for not implementing an Training room.
Implement Bio Modules as the hospital screen already promise!
If there is an additional "Training Room" needed then it should be used for anti PSI training, stabilizing the morale of the soldiers

11
Artwork / Re: Restyling Mesh&Texture Firebirb
« on: August 05, 2012, 11:17:02 am »
Can you lower the floor of the cargo bay (area where soldiers will stand)? That way they don't have to jump down so far to the ground when they exit.
On the other hand, standing a bit above the scene is always good for the rocket launcher and sniper in the first turns. As long as nobody braeke his feets :-)

12
Offtopic / Re: Possible game related fraud on Ebay
« on: August 04, 2012, 08:40:37 pm »
raziel: thank you, its my opinion, too.

13
Offtopic / Re: Possible game related fraud on Ebay
« on: August 04, 2012, 12:17:19 pm »
For me as a non native English language speaker is the first offer clearly designed to dupe the potential customer.
After reading the whole small legal readings it is clear. No boxed Package, nothing more than a customized installer.
The seller may argument "its for user with no internet access" but selling such at an Online platform  :o
Hopefully this will no success in the sense of making money.

14
Discussion / Re: Reaserch
« on: August 01, 2012, 05:54:36 pm »
I have forgotten new research, also.
How about generating a new reminder email from the angry scientists, because they are having nothing to do and hanging around in the casino and playing UFO AI online all the time?  ;D

15
Feature Requests / Re: Soldier status under soldier number
« on: July 31, 2012, 06:31:12 pm »
Soldier is wounded (health bar like with the airplanes over the number?)
Soldier has moved  (turn number blue to green to yellow or something if moved based on how many moves left? Or do this for wounds and show movement with bar?)
Soldier sees alien (tiny dot under the number?)

Especially the last one would be helpful, it would streamline the gameplay quite a bit. Currently you need to roll the landscape every which way to figure out which of your soldiers actually see aliens indicated in the alien count. (maybe also stop soldier movement if known alien comes to sight like when you first spot one).

If the wound system at someday adds bleeding wounds so that soldier might die unless healed, status of the soldier would be very important and knowing this by single glance of the screen would speed up gameplay quite a bit.
I second that!
The "I see Alien" Dots are very helpful in xcom-3 (Apocalypse)
The Blood drop if Soldier is still bleeding would be very helpful in 2.5, I guess

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